Server launcher showing age 0, player buildings are updated on every restart! HELP

can you check what’s currently in that field for you?

server is active but that line ran as 4046310.17716697 as of 1 minute ago

it appears to build off the value you put in there, not force it to correct itself

Hmm, I’ll look into it in a bit, see if I can come up with some correlation between the various dates in the db

any help is appreciated! You’ll be an absolute hero if you can figure this out. There are literally hundreds of age zero servers…

Off the bat what I noticed is that adding that serverruntime entry made my zombies decay even though I had thrall decay off.

I think I know what’s happening…

Before I had a serverruntime record, the server’s timer started off with 0 every time I restarted it and increased while the server was running… but it didn’t have a database record to save in… for some reason it doesn’t auto-create it… so it always got reset when the server restarted

After the record has been created it can read the last value and add to that on startup and yes, build off of that…

What that value is though is the number of seconds the server has been running… so they’re using the epoch concept… but not actually counting from the unixepoch date, but since the server was started…
So if you inserted the date provided in that post above…
3677564… and divide it by 86400 (60x60x24 - convert seconds into days)… you’ll get 42…
and your current value of 4046310 is 46…

Soooo… there… it’s figured out :smiley: lol. Also I was correct when I said you can ignore everything after the dot since it’s merely fractions of a second as it’s inserted in C++ so it’s not converted to an integer, I was wrong on all the other stuff thou, I guess that’s what you get when you rush things. I just put the current date in and saw that it’s updating that and called it a day :stuck_out_tongue:

As such, I edited the above script I made to insert 1 day instead (86400)… technically 0 would be fine so it starts counting, but then players wouldn’t notice the fix… so we’re setting it to 1 day :slight_smile:

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I have a backup from right before I applied the fix 4 days ago. If I apply this, it should result in a fix with server age starting from today? Also since it’s thinking it’s starting today nothing should theoretically go poof?

Yes, setting it to 0 would work too and it would just be able to build on that as long as the serverruntime row exists. That would be the ultimate “correct” way since it would be counting from now thus no sudden changes.
The 1 day thing should also work as long as your settings aren’t that harsh to make things decay in a day :)) But like I said, I just used that value so if someone uses my script they’re not gonna be like “Well… this does nothing!!! it’s still 0” :smiley:

But you don’t have to mess with the dot and fractions or anything, you can type an integer and it can build off of it just fine.
I just tried putting 86400 in my server and currently it’s 86700.1482202075 so it’s working fine off of whole numbers and server age is 1

Ok hold tight. Also as a side note, in making a backup of the current build, it’s nearly 3 times the size of the one before I applied the original fix… 4 days ago = 429.83 mb vs now = 1.3gb

Oh wow… that’s some serious size inflation there :smiley:

maybe because of the errors it generates? hell I don’t know how this stuff works!

ok! here’s some data! I put in zero. It appears to have worked. Server age is zero but I suspect it will begin progressing. After a restart decay timers continued to progress and thralls/pets didn’t poof. Just for the hell of it, I did another backup to check the size, which is now 453.96 mb. Also after a restart the serverruntime is now 540.408592734486. I shall remain hesitantly optimistic! Thank you sir for all your help. I’ll keep an eye on the backup size as time progresses and update any strangeness as it happens.

That sounds like it’s working then :slight_smile: Good!

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Server age has changed to 1 now. All buildings seem to be decaying as intended. The current backup size is 1.4g. Here’s to hoping…

Yea the decay stuff should work, however that database size seems excessive :smiley: might want to clean it up a bit

WOW! My backup is 16k. My last wipe was roughly 4 months ago and I only average 5 players at a time but 1.4g seems unreasonably large to me (I also play with only one mod). :man_shrugging:

Wouldn’t even know where to start lol. It tripled in size when the fix was applied so I’m thinking it was the game dealing with an existential crisis.

@Xevyr I try to put 3677564.48736522 not working, and try to put 86400 not working too. then i put 0 not working too

Define “not working” :slight_smile:
As for the value, 0 is fine, it’s been tested

You do have the field set up correctly in your database right?.
If unsure, just run the script from above:

I fixed now, thanks sir!

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