The current chunk loading system works great if you are playing solo but it is not optimal when you are playing with multiple people. Suggestion: Ability to add players to your chunk loader. When multiple people are bound to a chunk loader it will consume tickets at the same rate but it will either(possibilities): - Split cost among players, if one player doesn't have enough to pay then it is split among remaining players - Charged to player with the most tickets Obviously you would need to accept being added to a chunk loader to prevent adding people who arent with you to mooch tickets.
how do you get by without them? any machines that arent in your chunk cease to work including power slightly glitching out. Do you build in a single chunk?
Personally I put builds that need chunkloading in separate chunks which I stop chunkloading when not needed anymore. For example an auto mining system with some fuel/power production to keep it running is in one chunk(The mining location is obviously in a chunk somewhere far away which is being chunkloaded). But ore processing is in a different chunk so it only runs when I'm around.
Yes, I build in single chunk. My standard build is tall tower which has wall around the chunk and everything is inside.
Yea I am building everything mostly in one chunk because the chunksystem here is absolute trash and I dislike it
Even just a simple command like /cm transfertickets [player] [amount] should solve this, that way the entire team could vote, redeem the tokens for CM tickets and then pool them onto one account and then have that person run the chunkloader in much the same way that you can use tokens to buy MyM's, pay them to one teammate and then have that player use them to buy claimblocks to make one giant claim.. idk why that wasn't a thing right from the start tbh?!
Since we just ported the plugin to 1.10 anything that might have been, might still be in the future as it is still being worked on.
the issue with that is that the chunkloader only is in effect when the player who owns it is online unless you use the gold block that is always active but uses a ton more tickets
correction: gold chunkloaders only use more tickets when the owner is offline. when they are online, the loader acts like an iron loader. cost to run a chunkloader is also based heavily on how much is going on at once. now, to my knowledge cables are an exception for some... obvious reasons. but machinery will continue to eat up loader tickets whenever they're active.
could you code a cute hat on my head in game? =D (jk, and sorry for the off topic comment, just seemed fitting)
This was a topic before and decided against due to it removing the layer of limitation which limits lag caused by one base. 5 players and one base could keep the base running 24\7 without currency shortage and very low on time. Further this would allow to keep bases of friends loaded, which could even be worse.
You could scale the cost of the group chunk loader relative to how many "members" are on that chunk loader to discourage adding more people than necessary
What if it were to only split the cost between online players and defaulted to the owner if nobody was online?
You could scale the cost of the group chunk loader relative to how many "members" are on that chunk loader to discourage adding more people than necessary also don't allow this for the gold chunkloader [doublepost=1502262333][/doublepost] In that case, I want an O(n) solution to the traveling saleman problem ASAP