Years ago i remember reading about a catch up mechanic funcom put in to limit the cpu load when no players were in an area. when a player showed up, the ‘tick’ would occur allowing decaying bases to decay and ‘pop’ as a player enters the grid square (even tho the base may have decayed a week prior). i’ve seen this happen.

i’m wondering if the same mechanism is used on benches. are benches ‘ticking’ even tho there are no players logged into the server? they shouldn’t be. they should just insta-create whatever they were doing in the timeframe since the last tick (delta-time-since-last-tick is commonly passed in with onTimer events)

anyone have any details on this?

Yes, benches do store up ticks when nobody is present.

This is actually the cause behind the occasional insta-craft people get, where the benches are running their catch-up while something new is added to them.

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ticks are ‘stored up’ until someone comes around?

does that mean when i enter the grid square, it starts processing each tick?

not exactly the most optimal. instead of 10,000 ticks being processed one at a time, shouldn’t it be a single bit of math? if it were to process the 10,000 sequentially, that could be quite a number of database calls.

any way to verify how it’s being done?

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