Foraging Timer.

General discussion and socializing.
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rye130
Posts: 2557
Joined: Mon Feb 01, 2010 9:41 pm

Re: Foraging Timer.

Post by rye130 »

MagicManICT wrote:
rye130 wrote:Cause loftar knows how his code works...
I can disparage a guy that has written an entire server like this by himself. However, at least from my experience in working with complex games, it can be easy to forget exact details without looking them up. There's a good chance that it's a MAX of two hours. I know I've seen spaces unload in less than 10 minutes. Houses can unload in less than 5 (made the mistake of leaving tanning tub in my house once early game).
I don't mean to insult his intelligence or anything with that remark, its just that there's been multiple occurrences where loftar said one thing about how a certain system works and been wrong about it. Its almost always better to go with the knowledge of the playerbase when it comes to questions about how things work
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cobaltjones
Posts: 2725
Joined: Tue Dec 07, 2010 1:27 am

Re: Foraging Timer.

Post by cobaltjones »

overtyped wrote:Please don't believe any of these jokers, because it's 2 hours, go ask loftar if you don't believe me.
Look how dumb you are.
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dageir
Posts: 1973
Joined: Sat Mar 31, 2012 12:37 pm

Re: Foraging Timer.

Post by dageir »

I believe there is a difference between what you actually can see and what is really there.
Doesnt the map reroll when you leave the area and come back? Then there is a roll that takes you perc and explo into account.
This doesnt mean it wasnt there before, it just means the roll now allows you to see it.

Loftar might have said 2 hours refresh of an area of things that are actually there, not the things that your skills allow you to see.
Unless all of you have 6400 in perc x explo at the time ofc.
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NaoWhut
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Location: |.

Re: Foraging Timer.

Post by NaoWhut »

Am i too late for the "How long do i set the
delay on my bot to forage the same area" ?!
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TokyoShovel
Posts: 60
Joined: Thu Jul 18, 2013 3:54 pm

Re: Foraging Timer.

Post by TokyoShovel »

It's 15 minutes.
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cobaltjones
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Joined: Tue Dec 07, 2010 1:27 am

Re: Foraging Timer.

Post by cobaltjones »

2 hours doesn't even make sense in a RL hours -> Haven hours way.
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aghmed
Posts: 238
Joined: Fri Sep 07, 2012 7:20 pm
Location: between London and third part of LSD

Re: Foraging Timer.

Post by aghmed »

its 15 mins of UNLOADED area
i advice you to make 2-3 spots and use them 1 by 1
public static class StupidJavaCodeContainer {
/* oh, i love swing. */
class checkOutMyPathfinder{
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}}
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Chrismas
Posts: 575
Joined: Tue Jul 19, 2011 10:37 pm
Location: Australia

Re: Foraging Timer.

Post by Chrismas »

NaoWhut wrote:Am i too late for the "How long do i set the
delay on my bot to forage the same area" ?!
lol
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Xcom
Posts: 1105
Joined: Wed Dec 14, 2011 1:43 pm

Re: Foraging Timer.

Post by Xcom »

Beehives have a roughly 20 min cycle time. Unless the server does different checks for beehives and the rest of map areas its roughly around that time. This also means you can walk into a house and 1 second later have the map unload or you could go on a 39 min trip come back and the area haven't unloaded.

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