#350 Item Limit Bug Explained

92 messages · Page 1 of 1 (latest)

haughty quarry
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When you load into a new realm (your Abeyance for example), the world will start out with the 350 realm item limit being somewhere in the 6-10 range, definitely non-zero in most cases. As you begin moving around in the realm and different far away areas start loading in, that number begins going up as poi's and chests begin loading in. These include loot chests and seemingly other POI placed objects.

In the video below, you can see the limit at 20/350 and as I approach the W.S. monument, the limit starts creeping up, and when I place a bed that number jumps to 67/350.

When I delete the next bed at W.S.'s place, the number goes from 69 back down to 29. So it seems that just deleting or removing any built item will get the number to reset to the old "limit" with the POI/chest items included (and the number jumping for new/placed items is a separate issue).

Then you can see as I run further around in new unexplored areas, the number climbs further to 44, which will be the new number for the realm (until I explore even more of it, and it goes up further).

If you are close to your 350 limit, or are really low, and then go exploring more of your abeyance if you haven't gone to all of it, that /350 number can go up even further on it's own.

*Edit:
I hadn't tested re-loading the game yet, and when I did the limit went back down to 12/350, and immediately started climbing again as I began moving around. It appears to be a per-session issue where it loads everything back in.

So if you already have a high item count, you could hit the 350 limit fast by moving around, and you will need to reload the game to get it to go back to the old number. (or maybe travel out to a new realm and wait > 10 minutes for the server to reset your abeyance, then go back)

*Edit 2: further info from @Severyn below: #1215018539912658965 message
Link to seekplan bug: https://playnightingale.sleekplan.app/feedback/138556

somber bloom
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Thanks for the thorough exploration and report! Eugh, what a mess the building system is. Hopefully this would be the next thing for the devs to focus on - if they want to further advertise Nightingale's community and its creativity, they have to give us the tools and means to be creative.

tiny flame
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I am just hoping the build limit is EA thing so players don't break the servers with giant builds. 🙏

heavy lake
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Cool, thanks for testing and confirming what I noticed and explained in general chat last night! There is another part to it.

The loading that you are describing seems to be from rendering any objects that you come across. Furthermore, it also makes it so that the actual limit on your abeyance realm is 350 - (pre-rendered values and local values), but it doesn't actually show it.

However, when you make any initial placement of any furniture piece, it will add the locally rendered non-player value directly to the sum formula, making the point value of the placement be 1+(whatever value it is), and only an additional 1 point for any subsequent placement of that same item. And just as you pointed out, if you were to remove/erase any of those pieces afterward, it would clean up the building limit back to the pre-rendered value. The biggest issue is that every initial placement total value + current value cannot exceed 350, and this stops us from building once we hit that wall :/.

In my own testing on my realm, it automatically added 74 points of locally rendered items, so the cost of the initial placement of any furniture is 75. So when and if I were to get to 276 total value, the next item I will try to place will no longer be able to be placed, since the total count would end at 351. This really needs to be fixed, and I am still unsure why the build limit accounts for anything else but the player items. There is no reason to add static and generated assets to the player count.

haughty quarry
heavy lake
# haughty quarry Let me make sure I understand that right. When I restarted the game afterwards,...

If your value before placement was 27 and you placed a new and it is 67, the current bugged value of that area is 39. As your base expands it actually will start crossing some more render items and that number can increase later on, but at the initial stage so far it is 39. You can test it by finishing building that item and then going out of the build menu, back into it and place something else, it should jump again by 40 (1+39).

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Also, I started to just place a blueprint randomly and then placing the same item again in the correct spot and then erasing one of the blueprints. Doing so should pull the value back to base. Example you are at 27, you placed 1 bed blueprint (now it is 67) then you place another right away it should be now 68, now if you erase any of those blueprints, it should go down to 28.

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Their formula is just all screwed up. It is such an easy fix, not sure why they are delaying. Unless....their virtual servers (the realms that we generate) cannot handle more than that many objects and they are limiting the strain on the server if it has to constantly update more objects per realm.

haughty quarry
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ok, I just loaded into the middle of the realm, and am starting out at 15/350 without moving. I placed a bed and it jumps to 69 now?

heavy lake
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place another

haughty quarry
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it goes to 70

tulip pasture
haughty quarry
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then if I remove either bed, 1st or 2nd placed, it goes back to 15

heavy lake
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see!

tulip pasture
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Ye so it works in a way

heavy lake
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but it still limits by that difference on each initial placement

tulip pasture
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Ye

heavy lake
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and if you walk around and do a bit more rendering of other objects

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your base value also goes up jsut like xac stated

haughty quarry
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I think what was confusing me was the 39 number, that isn't fixed for my realm right? its something else now that I've moved from where I was? I was expecting to have it be 15+39 + 1 = 55, or something like that.

heavy lake
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basically they did a booboo in their calculation and added dependency on the realm loaded values and rendering values

tulip pasture
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Also... I feel like the 350 limit is dumb anyway bcuz like... Its not like you have massive creatures (like the carnute) deatroying trees and rocks in its path dropping them has pickupable drops which totally doesnt add strain to the servers more then just some chairs

haughty quarry
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yeah, I haven't even done MP either. I'd imagine that would affect it way worse too if multiple people are scattered about?

heavy lake
tulip pasture
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Like in my abayence realm i was curious why my frame rate was dropping like mad when i looked in 1 direction and there was like 150 sand stone and like 700 units of logs sitting around in that direction bcuz of the carnute

heavy lake
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If we had unlimited amount of things in this realm, it would take forever to load such server as it would be a non uniform size.

haughty quarry
tulip pasture
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And seeing has i was building my base for a good few hours.... That happend

heavy lake
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yeah how these servers work, if no one is in them the time doesn't actually move, they are offline

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when you call that server it calculates how much time passed from the time it was dormant and adjusts all teh stations and crafts and growth based on time difference

tulip pasture
tulip pasture
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And my question is..
Do we rly need stuff like a carnute breaking trees and have such a low build limit?

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Bcuz i feel like the carnute is the real server stress adder

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Like it had mined 700 logs worth in 3-4 hours

heavy lake
tulip pasture
heavy lake
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So if you spend long time in your realm the longer you give him time to do that hehe. Also he regrows trees

tulip pasture
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Ye ik

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But the fact if you chop them yourself they despawn normally

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But the carnute chopped ones dont

heavy lake
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I never left resources on the ground, so I donno 😛

tulip pasture
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I feel like if they fix that despawn behavior atleast we could get a 400 build lomit lol

tulip pasture
heavy lake
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But the problem with them messing with despawns is tricky, because I can imagine that there will be sittuations that you will die in one realm and accidently go to respite and then your inventory will despawn on the othe realm you left it, so this is I think kind of a mitigation for that not to happen.

haughty quarry
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I saw the Sun Giant do that to a bunch of stone and ore too. Hundreds of stone blocks stacked together

tulip pasture
heavy lake
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resources do not seem to impact the calculation that we are facing, but you re right it does add to lag.

tulip pasture
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Like it spawns like a grave Stone which is blacklisted for the despawn

tulip pasture
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Bcuz like... Lets be real... What would add more strain? A base of 350 pieces total or 700 logs and 150 stone dropped kekw

heavy lake
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For me personally 350 limit is great, however we do not even have that. If the count was player structure based only and would properly increment by 1 instead of all these other factors, 350 woudl be plenty.

tulip pasture
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The 400 limit was more of an "if they cant fix the current issue"

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But yeah i do agree 350 is plenty

heavy lake
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I managed to build large enough villa with a ton of extra space that I probably wont need, if I could propely furnish it with 350 it would be more than enough for me

tulip pasture
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Altho i feel like the essentials like the work bench etc shouldnt even count to the limit unless you place more then 1 per work bench type

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So like lets say i have 1 work bench it doesnt count but i build another that 1 wil

heavy lake
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I mean I currently have like 2 or 3 of each processing bench and I think I am like not even at half of the limit if it worked hehe.

tulip pasture
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Fair fair lol

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I havent gotten that far in yet (with setting up an proper base) bcuz i loved the shack sub type for structures

heavy lake
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I am not opposed to the increase, I am just stating that I am content if they fixed this simple formula and removed the dependencies on non payer placed objects.

tulip pasture
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Untill i found out it doesnt have walls only half walls and windows...

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Like the basic shack bundle comes with a 1 sided window then the "advanced walls bundle" just adds half walls and a double window..

haughty quarry
tulip pasture
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Like wheres mah good looking shack wall add

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Like i can double stack the half walls but thats 2 structures per wall +they arent classed has proper foundations for higher floors

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And its not like the shack wall doesnt exist bcuz various swamp pois have em

heavy lake
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so I do have a ton of space for expansion, all of that stuff is excellent tier. I don't really think I would need more

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and I probably still have like 200 points to waste if count worked.

tulip pasture
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But yeah main reason i havent build my base much yet (do have some tier 3 essence stuff unlocked) is bcuz i love the shack building categorie but without the actual shack walls im honestly thinking of getting a diff 1

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Bcuz half shack walls double stacked are 2 adds per wall AND dont count has support for upper floors so uswless

heavy lake
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I unlocked all the styles and I just mashed them together hehe

tulip pasture
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Ye fair

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It just annoys me how like

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Shack walls are seeable in swamp pois

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But you cant get them

heavy lake
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one silly annoyance in building and furninshing is that window sills do not allow you to place things on them. As well as some shelves are just for looks, you cant put anything on them hehe

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Anyhow, great job @haughty quarry thanks for letting people know how things work.

haughty quarry
tulip pasture
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Like instead we have a wall with a single sided window at the start and the advanced walls bundle for the shack just adds half walls and 2 sided window walls...

haughty quarry
tulip pasture
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And yeah it was usefull indeed

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Finally makes sense why my counts been going way up way down way up

haughty quarry
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I mean, yeah, like you were saying, it should be an easy fix and I would imagine should be one of the top priorities if they want people to stick with the game... otherwise everyone is gonna be at limit.

tulip pasture
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Ye

sinful knoll
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I recently started working on a better house, and I couldn't figure out why that number kept jumping around. Thank you for clearing it up. I haven't had a chance to test, but would destroying the system-placed objects I come across in my realm reduce the hidden count that gets added? Like breaking the chests that spawn at some POIs.

haughty quarry
somber bloom