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[Scripts] How to make scripts viable in multiplayer? Script PCU cost!
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As fas as I know, scripts are disabled in servers because they cause lag, right? What if lightweight functions had a low PCU cost and heavy functions had a high PCU cost? It's probably complex to estimate the exact impact of code, given the infinite combinations it can produce, but please consider it. How resource-intensive can a solar tracker be?
Most servers permit players to run scripts. Maybe you are referring to the Keen servers? I don't know, since I don't play on them. But every server I do play on, permits scripts.
You are correct that assigning PCU based on script complexity is "pretty complex." This is an actual field of study in computer science -- to algorithmically determine the complexity or efficiency or quality of source code -- and there are currently no serviceable solutions.
Most servers permit players to run scripts. Maybe you are referring to the Keen servers? I don't know, since I don't play on them. But every server I do play on, permits scripts.
You are correct that assigning PCU based on script complexity is "pretty complex." This is an actual field of study in computer science -- to algorithmically determine the complexity or efficiency or quality of source code -- and there are currently no serviceable solutions.
I think a workable solution might be to allow servers to whitelist scripts that are known to be "safe".
I think a workable solution might be to allow servers to whitelist scripts that are known to be "safe".
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