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1. The averaging algorithm looks like oldval + (newval - oldval) / GetNumPlayers(), player number is buffered.
2. Let's say there are 10 ppls in one world, and hungerdelta takes place every 1 sec. onhungerdelta is called 10 times/sec. Actual hunger value change is 100 times/sec. I don't know what's the rate the net variable updates.
Lastly, Wanda's aging does not take place instantly, I'd like to handle her case separately, but I know it is hard to do that.
Eventually, it is well known that worlds don't share information. But it adds to consistency to link Forest(Master) with Cave, and perhaps every shard. That said, I also welcome the current method that allows one to escape death or do dangerous things alone by entering the cave.
For example I write:TheNet:Announce(name .. "'s health" .. (delta > 0 and "drops" or "raises") .. "by" .. tostring(absdelta) .. ((absdelta >= thres) and ("%, to" .. tostring(hp)) or "") .. "%")