PC Curious things.

DarkWestern

New member
Hi everybody, I've been playing for years and years, and I've never felt the urge to understand certain things, but I'm going to take a minute now to ask them.

Why do most online servers limit the number of trees players can put down? There seems to be a heavy emphasis on anti-tree farms commonly.

Why do players leave items in containers? I've seen it time and time again, and I don't mean carelessly leaving contents behind, but intentionally placing items in the container. I can only theorize that it's some exploit that refreshes their contents sooner?

Anyways, if anyone knows anything about either of those, please let me know!

 
Why do most online servers limit the number of trees players can put down? There seems to be a heavy emphasis on anti-tree farms commonly.
Trees generate lag

Why do players leave items in containers? I've seen it time and time again, and I don't mean carelessly leaving contents behind, but intentionally placing items in the container. I can only theorize that it's some exploit that refreshes their contents sooner?
Its an exploit.  Containers will respawn loot after a set period of time.   If you revisit a site before that period of time has passed, the timer resets and loot isn't respawned.... unless, there is an item still in the container.   If an item is left in a container, you can go back after the time period for respawn has passed, remove the item, and the container will respawn loot.

 
Why do most online servers limit the number of trees players can put down? There seems to be a heavy emphasis on anti-tree farms commonly.
Too many player placed trees affect server overhead while they're "growing".

Why do players leave items in containers? I've seen it time and time again, and I don't mean carelessly leaving contents behind, but intentionally placing items in the container. I can only theorize that it's some exploit that refreshes their contents sooner?
Not sure if they're still doing it (you might have picked up on it from some A18 LPs on YouTube), but sort of. It allowed them to bypasses the proximity check limit set on container loot respawn. Timer starts when the container has been opened, but resets if there is anyone within 15 blocks of the container if it is empty. With an item still in the container the timer still counted down while the proximity check didn't happen. It is/was a bug/exploit.

 
 Interesting, thank you both for the replies. The tree thing seems vague. 'causes lag' 'server overhead' is any of this confirmed? I guess I'd like to know a more technical answer, but I'm happy to get that much honestly.

Regarding the containers, that's interesting. You both confirmed my suspicions that it was some kind of bug/exploit... I do wonder exactly how much time has to pass before the container resets... Very interesting stuff, thanks again.

 
Interesting, thank you both for the replies. The tree thing seems vague. 'causes lag' 'server overhead' is any of this confirmed? I guess I'd like to know a more technical answer, but I'm happy to get that much honestly.
I dont know if its ever been officially confirmed, but I can tell you that I definitely experience it when I plant a massive tree farm.   For me, it only seems to happen with player placed trees.   Probably since those are the only trees that grow.

 
For me, it only seems to happen with player placed trees.
I know that historically, trees weren't optimized, maybe it's just an old issue that was fixed, yet server owners still enforce the rule? Have you made any tree farms lately that you noticed issues within? Also, again, thank you for this information. I plan on passing the tree information to the server owner because some of the farms are absolutely insane, consisting of literal hundreds of trees at a time.

I'd almost began to wonder if the rule was imposed [ on other servers ] due to difficulty navigating through them for land based vehicles, but so far, everyone seems to agree that there is a drop in performance....in some way or another.

 
I know that historically, trees weren't optimized, maybe it's just an old issue that was fixed, yet server owners still enforce the rule? Have you made any tree farms lately that you noticed issues within?
Yup, I absolutely still see it.   It takes a lot of trees before I notice an impact (40-50 trees).   

 
Yup, I absolutely still see it.   It takes a lot of trees before I notice an impact (40-50 trees).   
Interesting, as I said before, on the server I play, it's not uncommon to see tree farms sprawling on and on for hundreds of trees at a time.

No multiplier. Just a setting for number of game days. Default is 30 days.
Right, I just mean I'm curious about the exact amount of time which needs to pass before the loot containers refresh when someone leaves something in them, the multiplier would be attached to the loot refresh set by the server owners.

 
Right, I just mean I'm curious about the exact amount of time which needs to pass before the loot containers refresh when someone leaves something in them, the multiplier would be attached to the loot refresh set by the server owners.
Leaving items in the container doesn't change the respawn time.... it's still 30 days (or whatever the server is set to).   All it does is stop the timer from resetting if someone goes near the container.

 
All it does is stop the timer from resetting if someone goes near the container.
What is the benefit of stopping the timer? I'm probably not seeing the forest for the trees here, maybe it's very obvious, but I don't see the benefit of that? Stopping the timer would delay the respawn of loot?

 
What is the benefit of stopping the timer? I'm probably not seeing the forest for the trees here, maybe it's very obvious, but I don't see the benefit of that? Stopping the timer would delay the respawn of loot?
I'm probably not being clear.....

So say you loot a container on day 10 (loot respawn set to 30).   If you leave and come back on day 40 the container will be filled again.

However, lets say you come back on day 20.   The timer resets... and now the container wont respawn until day 50.   Each time you come back before it respawns, the timer starts over.

If you leave an item in the container, that doesn't happen.   So in my example, coming back at day 20 wouldn't change the respawn time... it will still respawn on day 30.

 
Ahhhh, I 100% get it now! That makes a lot of sense, thank you for elaborating on that, and I apologize for being dense lol, I'd say the loot container portion of this thread is concluded, but I'd still be curious to know more about the tree farms, and exactly how, or why, they impact performance.

Thank you both for the replies, really!

 
Ahhhh, I 100% get it now! That makes a lot of sense, thank you for elaborating on that, and I apologize for being dense lol, I'd say the loot container portion of this thread is concluded, but I'd still be curious to know more about the tree farms, and exactly how, or why, they impact performance.

Thank you both for the replies, really!
Each player placed tree has a counter to determine when it will grow to the next stage. Which for a single tree is very minor but as you add more and more it gets exponentially worse for the server cpu that on top of that is keeping all the data synced between all the players. Now on top of keeping it synced and processing the growth timers it also has to handle the map data for it all as well. When combined with how inefficient everything else runs on a server for this game it can put a noticeable load on the server. Especially when you consider that most rentable servers are very weak in the cpu/memory department.

 
Ah, now there is some data I can present the server owner with! Thank you for taking the time to lay it out, and I appreciate everyone else that contributed to this as well.

 
Each player placed tree has a counter to determine when it will grow to the next stage. Which for a single tree is very minor but as you add more and more it gets exponentially worse for the server cpu that on top of that is keeping all the data synced between all the players. Now on top of keeping it synced and processing the growth timers it also has to handle the map data for it all as well. When combined with how inefficient everything else runs on a server for this game it can put a noticeable load on the server. Especially when you consider that most rentable servers are very weak in the cpu/memory department.
Not saying you're wrong, because I truly don't know.... but if this were the case, shouldn't we see the same performance issues from crops?   In my last game, I had about 150 farm plots and had no issues, but 50 trees did cause a problem.

 
Not saying you're wrong, because I truly don't know.... but if this were the case, shouldn't we see the same performance issues from crops?   In my last game, I had about 150 farm plots and had no issues, but 50 trees did cause a problem.
I thought one of the reasons for the switch away from tilled soil and into farm plots was a performance-related thing. Maybe related? Or maybe I am imagining things. The narwhal that lives in my microwave says that I am...

 
I thought one of the reasons for the switch away from tilled soil and into farm plots was a performance-related thing. Maybe related? Or maybe I am imagining things. The narwhal that lives in my microwave says that I am...
Maybe, I figured they did it to prevent you from getting massive farms as soon as you got a hoe.

 
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