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anth64

Very supportive Vintarian
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About anth64

  • Birthday 04/03/1996

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  1. anth64

    CommandHook

    Just released the 2.0.0 version, I think I refined it quite a bit. Mostly internal, big rework of how listeners get command data. Before/After now take the engine's own TextCommandCallingArgs directly instead of a wrapper I'd built, and cancelling a command actually lets you report a real result back to the caller instead of just going silent. It's a breaking change if you're already building on CommandHook... my apolgies, but it had to be done.
  2. First post here, and first mod, so go easy on me. I wanted to build some mods for my server that would need to listen for commands, and quickly ran into the problem of not being able to do that easily without repeating the same patching logic every time I needed it in a new mod. So I built a small mod/library/api/whatever you want to call it, so anyone else running into the same issue can just use it instead. So now we have CommandHook. A mod can ask to be notified before a chat command runs, after it runs, or both, and can stop the command from running if it needs to. Multiple mods can do this on the same command without stepping on each other. Repo, full usage docs, and a code example: https://git.forlornoutpost.ca/anth64/CommandHook ModDB page: https://mods.vintagestory.at/show/mod/56633 I am happy to answer questions or hear feedback, this being a first mod and all.
  3. I asked this in the discord earlier but I think it would make more sense to discuss this here. What is the effective maximum player count for a dedicated server? What optimisations can be done in the server config to help optimise server performance for higher player numbers? Have the developers said anything about achieving high player numbers on servers or do they have any plans on developing further into. I only am asking because I am interested in hosting a server with high player counts and want to know what course of action I should take.
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