Author Topic: Decay system mechanics  (Read 37 times)

Offline Philosfr

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Decay system mechanics
« on: July 12, 2018, 12:35:22 pm »
So information on the decay system is scattered and not entirely accurate because it has changed several times and there are still bugs with it, not to mention a number of different systems in place for various decay items. A few things that I've been able to determine:

1) The "max decay" timer is a combination of base tier and size. So a little sandstone hut will have never get the max decay time and it has to be refreshed a lot more often. A giant tier 3 black ice structure will get the max possible decay timer

2) Using the door is the main trigger to stop the "timer". An hour after a door was used on a structure, the decay timer will begin. This is important, because just visiting a structure is not enough, you must interact with it.

3) A structure is linked by foundation pieces. If you have two buildings near each other that aren't connected, they will not share a decay timer. You'll have to interact with both of them to get them to refresh. Notably, this means anything not on a foundation needs to be interacted with individually. So fish traps, map rooms in the open, etc, need to be interacted with nearly daily or they will decay away

4) When the counter reaches zero, the server deletes it. There may be an intermediary step where it goes unclaimed, but I haven't found any reliable information about this. The counter hitting zero definitely deletes it though

5) To see the decay timer, use a repair hammer

6) The six foundation minimum clean-up routine is not related to decay, and will get blown up each time the server checks the routine. I do not believe the repair hammer will show this, it will just go poof.


Bottom line - If you want structures to last, build with better material and larger size, and keep them connected via foundations. You can still build villages like I have at the pirate base, but you need to spend the resources to keep a foundation under them all. If you have fish traps and map rooms out in the open, you'll have to interact with them frequently or they'll go poof in about 48 hours. Map rooms I believe last a little longer than fish traps (i.e. higher level materials) but it's still a pretty short timer unless you put it into a room with a door on it. You will NOT get the 14 day timer that Pyldrvr is probably changing the server to on a little sandstone hut, so visit more often if that's all you've done.

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Offline Philosfr

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Re: Decay system mechanics
« Reply #1 on: July 12, 2018, 12:40:13 pm »
Always seems like I forget something...

Just using a door is enough to pause the timer, but not "refresh it". Spending time in/close to the structure is required to refill the timer back up to max. I've seen evidence that leads me to believe that the time is a % of the max. This means a bigger building with a longer decay time will "refresh" bigger chunks each minute, but ultimately need the same amount of time to go from 1% decay cycles remaining to 100% decay cycles as a small building.

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Offline Philosfr

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Re: Decay system mechanics
« Reply #2 on: July 13, 2018, 01:09:47 pm »
For what it's worth, I've found that some of this information is already outdated (or bugged)

For example, now presence is enough. I checked my pirate base with a hammer, and merely walking up to the front wall reset the timer to 360 hours. Fish traps also only needed me to stand next to them, but they would only bump up 10 minutes of extra time for each minute that I stood there.

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Offline Pyldrvr

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Re: Decay system mechanics
« Reply #3 on: July 13, 2018, 01:36:03 pm »
Fish traps also only needed me to stand next to them, but they would only bump up 10 minutes of extra time for each minute that I stood there.
Same as that vault I was looking at. I suppose anything NOT on a foundation probably follows that rule.