So I have a question on how the game assigns Building ID’s and Decay Timers.
Now I know how the Decay Timers work and that each ‘building’ will gain a decay timer. I also know that if you connect all your builds together, then they will essentially share the same Decay Timer regardless of the distance from the player.
Here is my scenario question …
1.) Build a small 3x3 base (Base A) and branch off of it with 100->200 foundations in some direction, from that branch connect another small 3x3 base (Base B).
- Standing in Base A should reset the Decay timer for both bases since they are connected.
2.) Pick up the 100->200 foundations that connect the two bases.
- Does the game recognize both bases as two separate ID’s and assign different decay timers?
3.) What about if you place a 10 foundation branch, pick up the first 5 and add them on to the end of the branch and basically keep leap-frogging connected foundations from one area of the map to another.
- Does the game change the building ID at some point after so many foundations, so the server will no longer recognize any structure built at the end of the chain as being connected to the first?
Since I can’t place and hide foundations under the map (that I know of), I’m trying to think of ways to connect my multiple builds together so that I have only 1 decay timer.
I have built a base, run foundations across two map squares, built another base, and removed all linking foundations.
Bases that started connected are always connected . . . until the rules change.
My base at G8 was on the same decay timer as my mini base at the mouth of the Great Dam and my elevator at The Pocket, and my stair/elevator near The Den.
If you want to spend the time, you can build a primary base, then run foundations across the entire map, and build a 2nd base, all on a single decay timer. What’s better, with 2.7+, is that you can do it with a seed of 50 foundations.
Set down a pad of 30 foundations, drop 20 foundations in a line, pick up all but the last one, repeat until you get to your new destination.
When the timer resets at one base, it will reset at the other.
This is acceptable under he current ToS. If the ToS changes, it may be a reason for a ban,
So with my build since I have a large somewhat open area that I want to block off with walls and place things like a Map-room gazebo or Stables/Barn, then if I start all my separate structures by branching off of my Main Base then later remove the link then I’ll still only have one decay timer and can reset all my structures by just being within range of one of the structures.
Now if only I could figure out what objects/pieces prevent resource spawns so I can figure out the most un-obtrusive way to block unsightly boulders and trees within my castle yard.
What is especially fun and happened on our server, was one guy who had all his structures connected on timer from volcano to noob river and when one of his bases got admin deleted for spam claiming basically everything went poof
If someone reports you for this “foundation spam” you have a problem
When you do this over night and delete them as quickly as possible you’ll probably be fine
The best way to do this is as followed:
Place 10 foundations from the base you want the timer from
Pick up the first 9 but let the furthest stand
Place the 9 foundations connected to the foundation you just left standing
Pick up the 9 foundations before your last foundation
Rinse and repeat the process
This way you keep the timer but doesn’t risk the foundation spam report.
I really hope this isn’t a ban able offence (or will ever be)… the overbuilding rule should cover that already and building for example a main base and a outpost with the same timer isn’t overbuilding.
Quick side note, using this trick on for example to claim more land around your base that you’re not going to use to prevent other players from building is a bad thing.
I hate it when players do this, and for me that’s the same as abusing land claim, the build radius is enough to prevent other players from building to close. You could argue it is to prevent purges and griefing but is griefing yourself the solution? I think not…
Yeah, I don’t plan on claiming that much that I have to worry about being reported for foundation spamming. The yard I want to place everything in is nicely encompassed by the terrain and somewhat out of the way just to the west of the Great Dam by Asagarth. This will allow me to keep the North/South walls and any of the structure pads for map rooms and wheels all on the same timer and easily resettable.
I can probably also use this method to try and sink/hide a single fence foundation in a couple areas to try and block a couple of those unsightly boulders or trees. With this trick that 1 fence foundation would have the entire 7-day decay timer instead of the typical 1 hour.
My tactic was always to have a purpose for everything I build, a jousting arena takes up a lot of space, after all, but constructing it correctly lets you host tournaments on PVE servers.
Once the ToS changed, I had to make a decision to spend hours dismantling years old builds or just go for a vanilla private server.
Yeah, careful its a double-edged sword, if one base goes then so does the other.
All in all though this can be a useful way of connecting bases and renewing the decay timer without having to traverse the map from one base to the other.
That being said, doing the initial ‘link-up’ is a massive chore… (depending on wherever you are putting your second base)