Server-side pacing for rapid Game Master placements. Keeps short bursts while slowing sustained spawn spam; existing objects and GM budgets are unchanged.
Players now
0
Servers
2
Rating
-
Subscribers
-
Busiest servers running it 2 in total
All serversPlayers on servers with it
daily, last 30 days
Details
- Author
- RearAdmiralDippy
- Version
- 0.1.1
- Size
- 3 KB
- Licence
- APL
- Game version
- 1.8.0.13
- Likes
- 0 / 0 dislikes
- Published
- 27 Sep 2026
- Updated
- 2 weeks ago
- Workshop ID
- 55F656B9CE5E4E3B
Recent adoption
30 days: +3 −1 ↑21
- + Reforger GM Operations 0.1.23 5d ago
- ↑ Reforger Gm Operations- FF Mode 0.1.22 0.1.23 5d ago
- − Reforger GM Operations 0.1.22 6d ago
- ↑ Reforger GM Operations 0.1.20 0.1.22 1w ago
- ↑ Reforger Gm Operations- FF Mode 0.1.21 0.1.22 1w ago
- ↑ Reforger Gm Operations- FF Mode 0.1.20 0.1.21 1w ago
- ↑ Reforger GM Operations 0.1.19 0.1.20 1w ago
- ↑ Reforger Gm Operations- FF Mode 0.1.19 0.1.20 1w ago
- ↑ Reforger Gm Operations- FF Mode 0.1.17 0.1.19 2w ago
- ↑ Reforger GM Operations 0.1.17 0.1.19 2w ago
- ↑ Reforger GM Operations 0.1.14 0.1.17 2w ago
- ↑ Reforger Gm Operations- FF Mode 0.1.15 0.1.17 2w ago
Often used with
8Version history
2-
v0.1.1 3 KB 27 Sep 2026
0.1.1: Added five-second server frame, GM placement, and observed explosion-ammo-effect counters. Sustained low server FPS now reduces new GM placement rate until recovery. Weapon firing, explosion damage, and existing objects are unchanged.
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v0.1.0 2 KB 27 Sep 2026
Description from the Workshop
Server-side GM placement pacing and test telemetry for Reforger 1.8. Normally allows eight rapid placement requests shared across GMs, at most six per GM, then refills gradually. Every five seconds it logs average and maximum server frame time, GM placements accepted and denied, and observed explosion-ammo effect events. If average server frame time stays at or above 33 ms for two windows, new GM placements slow to two burst requests and a five-second shared refill; normal pacing returns after two windows at or below 25 ms. This sheds additional GM spawn load during sustained weapon or explosion pressure when server FPS actually falls. It does not slow LAV HE, helicopter rockets, explosion damage, existing objects, or native network replication. Explosion effect events are partial and do not measure client visual or audio load; compare them with engine logStats and console reports.