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Central Economy issues since 1.26
Awaiting internal Testing, NormalPublic

Description

Seeing an issue with loot where the number of spawned items gradually goes down during a 24hr period.

19:36:40.714 [CE][LootRespawner] (PRIDummy) :: Initially (re)spawned:0, Nominal:21423, Total in Map: 21589 at 0 (sec) << RestartSpawn 100
 0:01:22.809 [CE][LootRespawner] (PRIDummy) :: Initially (re)spawned:0, Nominal:21423, Total in Map: 5149 at 0 (sec) << RestartSpawn 0
 4:02:16.547 [CE][LootRespawner] (PRIDummy) :: Initially (re)spawned:0, Nominal:21423, Total in Map: 6338 at 0 (sec)  << RestartSpawn 0
 8:01:59.481 [CE][LootRespawner] (PRIDummy) :: Initially (re)spawned:0, Nominal:21423, Total in Map: 6318 at 0 (sec) << RestartSpawn 0
 9:21:09.792 [CE][LootRespawner] (PRIDummy) :: Initially (re)spawned:0, Nominal:21423, Total in Map: 6184 at 0 (sec) << RestartSpawn 0
10:03:26.646 [CE][LootRespawner] (PRIDummy) :: Initially (re)spawned:0, Nominal:21867, Total in Map: 6011 at 0 (sec) << RestartSpawn 0
10:26:59.230 [CE][LootRespawner] (PRIDummy) :: Initially (re)spawned:15929, Nominal:22035, Total in Map: 21754 at 2 (sec) << RestartSpawn 100

After enabling the logs for ce, I can see that items are being removed and respawned. However, they are only respawning 1 by 1. Over time, this is leading to a shortage of a given type, where the type also drops below its min value set in types. For example:

8:09:13.229 [CE][LootRespawner] (PRIDummy) :: [RESPAWN CANDIDATE] VitaminBottle missing:72 [cnt:3, nom:75, min:50]
8:09:13.229   Adding VitaminBottle at [1417,11927]
8:09:13.229   [CE][LootRespawner] (PRIDummy) :: VitaminBottle respawned:1, tests:1 missing:71

With a min-nom 50-75, we should be seeing at least a figure between these values.

The RPT file is from 08:01:03 - 09:15:35 and at no other point did CE attempt to spawn any more VitaminBottle.

I tried to play around with further <restock> values, including setting restock to 0. It definitely bugs out when setting restock to 0, whereby the item far exceeds its nominal value. I used a PKP weapon as a test, with a min-nom of 5-10. Here are the logs:

15:04:06.723 [CE][LootRespawner] (PRIDummy) :: [RESPAWN CANDIDATE] PITSTOP_PKP missing:10 [cnt:0, nom:10, min:5]
15:04:06.723   Adding PITSTOP_PKP at [4606,9442]
15:04:06.723   Adding PITSTOP_PKP at [4944,10134]
15:04:06.723   Adding PITSTOP_PKP at [4484,9802]
15:04:06.738   Adding PITSTOP_PKP at [4513,9729]
15:04:06.738   Adding PITSTOP_PKP at [4056,11601]
15:04:06.738   Adding PITSTOP_PKP at [4838,9862]
15:04:06.738   Adding PITSTOP_PKP at [4692,11002]
15:04:06.738   Adding PITSTOP_PKP at [4024,11660]
15:04:06.738   Adding PITSTOP_PKP at [5034,9822]
15:04:06.738   Adding PITSTOP_PKP at [5311,9780]
15:04:06.738   [CE][LootRespawner] (PRIDummy) :: PITSTOP_PKP respawned:10, tests:10 missing:10

This is when the server first booted with <restock> 0 for above item. All seems ok. It's spawned 10, we're at nominals - all good. However, 20 seconds later we get this:

15:04:33.537 [CE][LootRespawner] (PRIDummy) :: [RESPAWN CANDIDATE] PITSTOP_PKP missing:10 [cnt:0, nom:10, min:5]
15:04:33.537   Adding PITSTOP_PKP at [4014,11615]
15:04:33.537   Adding PITSTOP_PKP at [3896,10837]
15:04:33.537   Adding PITSTOP_PKP at [4633,10680]
15:04:33.537   Adding PITSTOP_PKP at [4057,11706]
15:04:33.537   Adding PITSTOP_PKP at [4593,9558]
15:04:33.537   Adding PITSTOP_PKP at [4556,9584]
15:04:33.537   Adding PITSTOP_PKP at [4757,10320]
15:04:33.537   Adding PITSTOP_PKP at [4970,10111]
15:04:33.537   Adding PITSTOP_PKP at [4208,11088]
15:04:33.537   Adding PITSTOP_PKP at [12241,12523]
15:04:33.537   [CE][LootRespawner] (PRIDummy) :: PITSTOP_PKP respawned:10, tests:10 missing:10

The CE thinks that there isn't any PKP's, so spawns in another 10. At no point between 15:04:06.738 and 15:04:33.537 did it remove even a single PKP. This has resulted in over 200 PKPs on my server, despite a nominal of 10.

Something definitely awry with the CE, and I guess the workaround for us at the minute is to simply loot cycle with globals.xml's RestartSpawn set to 100. If we don't do this, the loot gradually reduces to the point where Zelenogorsk has about 5 items total.

All relevant files have passed XML validation checks, no bugs in any of my files to my best knowledge.

Details

Severity
Major
Resolution
Open
Reproducibility
Always
Operating System
Windows 11 x64
Category
Config
Steps To Reproduce
  • For the mass spawn issue above nominals, set <restock> to 0 for a given type.
  • For the loot gradually reducing to rarity, set <restock> to around 3600. I have toyed with 3600, 5400, 7200.

Event Timeline

Send6624 created this task.Oct 17 2024, 5:54 PM

Happening to me too

Please revert back to the way it was, it was perfect for everyone. Shouldn't fix what's not broken. It ends up breaking usually

blayne added a subscriber: blayne.Oct 17 2024, 11:05 PM
This comment was removed by blayne.

Forgot to mention that this is an issue with our Chernarus server. We are running almost a stock types file (at least with no min/nominal edits) Sakhal server using the files that came with the update - nobody has reported any loot rarity issues.

After some further testing on Chernarus, with restock set to 60, it was spawning less items than 0 restock, however still spawning much much higher than nominal values. With restock set to 300 seconds, it is not as bad, but we still have around a 300-400% increase over nominal values for some items.

Chimere added a subscriber: Chimere.EditedOct 17 2024, 11:57 PM

Forgot to mention that this is an issue with our Chernarus server. We are running almost a stock types file (at least with no min/nominal edits) Sakhal server using the files that came with the update - nobody has reported any loot rarity issues.

After some further testing on Chernarus, with restock set to 60, it was spawning less items than 0 restock, however still spawning much much higher than nominal values. With restock set to 300 seconds, it is not as bad, but we still have around a 300-400% increase over nominal values for some items.

Hello!
How is your Sakhal server running please? Im hosting vanilla Sakhal on Host Havoc and with 6 players online we hit <10 FPS and few times 0, on my local test server Sakhal runs between 3-9k FPS empty, while my heavely modded Deer Isle runs on 32k+.

My server is having loot rarity issues also.

Delete events from storage, all of the loot, given time, lifetimes etc, it all goes bye bye.

Nothing has changed in the types, nothing. But minimal/trash loot attempting to spawn.

Do I need to do something or is this something thats gonna be fixed?

Ta

Events from Storage deleted

3 Hours later

This town is usally stacked as per the first screenshot, summats happened....

Confirm. Loot is respawned only when the value of restock = 0. Otherwise, the number of reborn objects becomes less and less with each expiration of the lifetime of objects

Events from Storage deleted

3 Hours later

This town is usally stacked as per the first screenshot, summats happened....

Confirm. Loot is respawned only when the value of restock = 0. Otherwise, the number of reborn objects becomes less and less with each expiration of the lifetime of objects

Yes, I did some more checking on our test server.

Slight mishap on my side with regards to the mass PKP spawning events - that was because the mod author gave me types file previously used on his server, and the PKPs among other items were set to countinmap="0". That's why I had items not abiding by the nominal values.

After cross comparing vanilla chernarus and sakhal types.xml's from BI's github repo, I applied restock = 0 to most if not all of the items in my types files (across both chernarus and sakhal) and this seems to have fixed the issue. Any non-zero value on restock seems to cause items to not respawn faster than their lifetime, even if the restock value is LESS than the lifetime value. The CE loot logs will state that there are items of that type missing, but will not attempt to restock them.

I put restock to zero on most items and it seems to have restocked all loot spots.... Only problem now is there never an empty loot spot. PLEASE REVERT BACK!!!!!

I believe the way it is now is the way it was always intended to be - the restock timer triggers when an item his its <min> value, and one of each item is spawned at an interval of <timer> seconds until it gets back to <nominal>.

You need to reduce or remove the timer in order to replenish the spawns more quickly. If you set the timer to '0' then it will bulk spawn all the items back to <nominal> at the same time, which is essentialy what it had been doing before the fix.

sanguine00, So put all restocks to 0 to bulk stock all, then put the restock timers back? If not, the game starts all items at 1. Whats your Discord Name?

Has anyone from the DayZ team had a chance to look into this yet? 🙏

Geez changed the task status from New to Awaiting internal Testing.Oct 21 2024, 1:27 PM
Geez added a comment.Oct 21 2024, 3:16 PM

Hello everyone.
Can you please zip all files in the mission folder and send them to us?
Regards,
Geez

I believe the way it is now is the way it was always intended to be - the restock timer triggers when an item his its <min> value, and one of each item is spawned at an interval of <timer> seconds until it gets back to <nominal>.

You need to reduce or remove the timer in order to replenish the spawns more quickly. If you set the timer to '0' then it will bulk spawn all the items back to <nominal> at the same time, which is essentialy what it had been doing before the fix.

It is intended behavior, restock was not working prior to this update.

but what does "Fixed" mean...
Like is it actually fixed, or actually still bugged..
An updated spec document would be useful here to help with confusion.

but what does "Fixed" mean...
Like is it actually fixed, or actually still bugged..
An updated spec document would be useful here to help with confusion.

"Fixed" means it actually works as intended. Years ago the devs were describing the restock timer as having this behavior, but it never did until this patch. Here is Sumrak in 2018 describing it:

I turned on all of the CE logging in cfgeconomycore.xml and the sample size I have shows it to be working properly. I have Tetra set with a restock of '0' and it will respawn back to nominal in bulk:

16:07:11   Adding TetracyclineAntibiotics at [13389,6312]
16:07:11   Adding TetracyclineAntibiotics at [11427,14599]
16:07:11   Adding TetracyclineAntibiotics at [10286,2279]
16:07:11   Adding TetracyclineAntibiotics at [11266,12139]
16:07:11   Adding TetracyclineAntibiotics at [11847,12575]
16:07:11   Adding TetracyclineAntibiotics at [11896,12560]
16:07:11   Adding TetracyclineAntibiotics at [11939,9092]
16:07:11   Adding TetracyclineAntibiotics at [11861,12564]
16:07:11   Adding TetracyclineAntibiotics at [11902,12546]
16:07:11   Adding TetracyclineAntibiotics at [11837,12567]

Meanwhile I have WeaponCleaningKits set with a 600s (10-minute) restock timer:

16:05:50   Adding WeaponCleaningKit at [11220,6523]
16:16:09   Adding WeaponCleaningKit at [13421,6382]
16:26:29   Adding WeaponCleaningKit at [7996,11304]
16:36:50   Adding WeaponCleaningKit at [2765,9475]
16:47:14   Adding WeaponCleaningKit at [5921,4704]
16:57:39   Adding WeaponCleaningKit at [10841,12385]
17:08:06   Adding WeaponCleaningKit at [12694,9826]
17:18:33   Adding WeaponCleaningKit at [2429,15040]
17:27:05   Adding WeaponCleaningKit at [11220,5459]
17:29:02   Adding WeaponCleaningKit at [10298,9541]
17:39:31   Adding WeaponCleaningKit at [9392,14644]
17:50:00   Adding WeaponCleaningKit at [6262,12682]
18:00:25   Adding WeaponCleaningKit at [6288,2227]
18:10:52   Adding WeaponCleaningKit at [12263,6299]
18:18:29   Adding WeaponCleaningKit at [9685,8925]
18:21:27   Adding WeaponCleaningKit at [6411,12733]
18:29:50   Adding WeaponCleaningKit at [2298,5200]
18:31:59   Adding WeaponCleaningKit at [13420,2857]
18:42:28   Adding WeaponCleaningKit at [11549,6646]
18:51:11   Adding WeaponCleaningKit at [4117,8974]
18:52:53   Adding WeaponCleaningKit at [6280,7531]
19:03:17   Adding WeaponCleaningKit at [11271,6558]
19:13:41   Adding WeaponCleaningKit at [10738,14459]
19:24:04   Adding WeaponCleaningKit at [11430,14676]
19:34:29   Adding WeaponCleaningKit at [13285,12959]
19:44:57   Adding WeaponCleaningKit at [11268,6506]
19:55:25   Adding WeaponCleaningKit at [12263,10838]
This comment was removed by Daemino.