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Allowing 0 as a minimum but a chance to spawn for items
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Description

Not sure if I am posting this in the correct category. But here is my request:

I would like to set the minimum amount for an item in the CLE to spawn to 0. However I would still like to give that item a chance to spawn.

Reasoning: Currently the only way to make really rare items is by count in hoarder and stash. And that basically removes them from the economy because people stash them somewhere secret and that's that.

Can we get a way to make an item not always fill up to it's minimum, but have a chance to spawn?

Details

Severity
None
Resolution
Open
Reproducibility
N/A
Operating System
Windows 7
Category
General

Event Timeline

Futro added a subscriber: Futro.Mar 31 2019, 3:01 PM
rVn closed this task as Resolved.Apr 1 2019, 10:51 AM
rVn claimed this task.

Hi,
Minimal value cannot be 0 because of how the system works, it shouldn't be hard to configure a rare item though - I'll try to explain in a simple way.

Item has Minimal and Nominal value - lets say we want to have a rare SVD, and set minimal to 1 and nominal to 3, not counting in hoarder and stash.
That way, economy will spawn SVD's until there are 3 on the map, and then stop doing so until minimal value - 1 is hit (which in this case is 0 - that is why it cannot be less than 1)

Then, when there are 0 SVD's, economy will spawn 3 more. This can be further tuned by setting restock (which spawns items one by one over time instead of batches) and lifetime so you can avoid single SVD being hidden somewhere that noone can find, preventing new spawns.

Hope this helps.

sileed added a subscriber: sileed.Apr 1 2019, 1:10 PM

Can you expand on the use Cost? Currently every items has a Cost of 100 - why? This parameter exist but seemingly is not used by the Dev team

sileed added a comment.Apr 1 2019, 2:41 PM

Really I think a good option would be max spawn values and another max value for "total in world" - so we could set 5 of an item to spawn at once, but limit the server to 25 of the item max for example

rVn added a comment.Apr 1 2019, 4:56 PM

Cost prioritizes items in a respawn queue ( in the past, economy wouldn't be able to spawn stuff fast enough and would create queues ) - this parameter prioritizes what gets to spawn sooner but is not used currently because it is not needed in vanilla (might be used for something else in the future)

Max value for total in world = Nominal
and you can use restock to spawn items over time (although you can't select how many at once)

sileed added a comment.Apr 1 2019, 4:59 PM

yeah ok we knew those points. We just can't find the balance we need.
Can you fully explain Count_In_Hoarder and Count_In_Cargo - a lot of the community has been guessing so far :)

rVn added a comment.Apr 1 2019, 5:38 PM

Count_In_Cargo - items in every cargo count towards nominal value
Count_In_Hoarder - Probably not used currently - meant as a subset of cargos to differentiate them - so if tent has a hoarder tag, item with this parameter stashed in the tent will count towards nominal but f.e. items in backpacks won't be counted

sileed added a comment.Apr 1 2019, 5:46 PM

I'm sorry but "Probably not used" from someone within the Dev team is a pretty scary answer. you should know, or be able to find out if and when this is used before answering :)

a listing of what counts towards which parameter should be provided,by this stage in the game development
These items fall under Hoarder:
<list>
tents
backpacks above ground
etc
</list>
These items fall under Cargo:
<list>
Underground Stashes
etc
</list>
Can that be provided please?
If everything that holds items falls under Cargo - that's fine. How can we use the Hoarder tag or is that not possible by server owner?

rVn added a comment.Apr 1 2019, 6:00 PM

Very well. For precise information, wait for official documentation.