I've been experimenting with some new things for the server- just some stuff to improve performance.
Eg: Rifts won't spawn while server is empty, and AI will be reduced until someone logs in.
The server infrastructure the module is hosted on will award me 'CPU' credits when the server is idle - eg: less than 20% usage.
If the CPU usage goes above that- then the credits will drain per the minute giving increased CPU power for the duration of the increased utilisation.
When players log off - the server will start to build the credits up again.
CPU credits being drained won't be bad for players, but it means during the hours when the server isn't used, it can work to build them up for the next players to come in. Giving them faster and more performant gameplay.
Over the last day- I've been profiling RHUN, to find areas that needed optimised etc:
Surprisingly - a lot of CPU was being drained by 5 miners in Glacial Mines- they were all means to be mining Their own rocks, somehow got bugged and gathered around the same rock, to smash it.
Caused path finding issues - resulting in more CPU usage.
For the moment- I have just removed them, so we can see the performance difference without them.
The attachment shows RHUN compared to two other Modules I host for other people.
I am trying to keep the idle CPU usage below 20,
As you can see- the other two servers are around 50 - as such, they don't accrue a bank of CPU credits, they effectively drain them during the idle time, as they make them.