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Central Economy issues since 1.26
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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.Thu, Oct 17, 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.Thu, Oct 17, 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.EditedThu, Oct 17, 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+.