Home > Suggestions

Gardening + Seed Maturation

I wanted to suggest that the maturation time of seeds be reduced from 12 hours to 6 hours. Currently with the system as it is, planted seeds are lost more often than not because of server crashes and resets.

I think 6 hours is a more viable time given server stability and also the need for regular resets with DM events and the like.

Resets don't kill crops.

Ebok Resets don't kill crops.
Yes and no.

In light of the system's state, I wouldn't be opposed to this.

The bug appears to be that resets will sometimes destroy plants that haven't grown into a harvest-able plant yet. I think. I wouldn't mind the change either, but have an eerie feeling the scope of the bug isn't isolated to just that.

Agreed, I would like the time cut down. And 6 rl hours seems fair to me. 12, even without a bug being present, seems a little too long. I am rather in love with this planting idea :wink:

I know when the system was first made i put a ton of seeds just all over, and checked them a few days later and nothing.

I've been doing a ton of gardening and harvesting in the last week, and I find my seeds are persisting through crashes and resets.

A couple times I've planted, the server crashed an hour or two later and when I check the seeds generally 15ish hours later I have always had a plant. Only one missing plant out of around 10-11 plants spread over 5 crops.

Conan, are you perhaps sure someone isn't just raiding your plants? Personally I use greater hook horrors and Deep Lurkers to guard mine...perhaps you just need sufficient security ;)

I've planted between 25-30 seeds in the last 4 days and have not had a single plant grow. I've also planted them in numerous places that do not see much if any traffic. Also I have used a test plant that is readily available in many well known places, so that people would not be vey interested in harvesting or bashing them.

So yes, crashes/resets do kill seeds that have not grown yet. It may not happen 100% of the time, but I am sure it happens most of the time.

I remember when I was trying to deck out my faction HQ with plants, it took me weeks to get like,... five mushrooms to show up, our of like 8 plants per reset.

No, the system isnt working perfectly. In fact, its actually making me scared to use some of the rarer seeds my collector PC has.

please to be fixing so i can totally make the big bucks off the rare plants plz.

ExileStrife The bug appears to be that resets will sometimes destroy plants that haven't grown into a harvest-able plant yet. I think. I wouldn't mind the change either, but have an eerie feeling the scope of the bug isn't isolated to just that.
It definitely isn't just that. I think the initialization is simply failing (TMI error?) after spawning a few plants. Just prior to being made available to the public, the system was working fine, probably because there were still few entries in the database. Shortly after being made available to players, between all the toolset placed spawn points and player planted plants, I think the number of entries has grown so much that a native system flaw has been revealed. Whether a plant spawns after a reset or not seems left entirely up to chance.

perhaps we should look at it in a RL way, all seeds that are planted don't always thrive and become the wonderful plant that we hoped for..? :wink:

I do wonder if these seeds cause lag if many are planted. That is until a reset wherein they become permanent objects part of the module.

Not sure if people have been attacking my crops, but... I've managed to get 1 mushroom out of 25 planted to grow (promptly after finding the one successful mushroom, a druid ran in and harvested it to death... I have no idea why). Admittedly, it's a fairly high traffic area but I was hoping for somewhat better results.

Not entirely new information or startling findings, but I'd figure I'd throw that out there as it's being talked about.

Growth time halved as of v1349.

IMO, the chance game isnt really worth it.

until it can be sorted out (which I dont think is a very high prioity atm)

I think plants should just spawn immediately (to save the headache) and put a slightly longer delay on see maturation.

its a tempfix, but compared to what we have now, it's a much more viable option.

It's the same timer. Reduced growth time also means faster seed maturation.

I mean the plants should show up right away, because they only seem to be persistant if they actually do show up. :) this means we can plant without it being a chance game, until a fix is found.

It's the same timer. Instant growth means instant seed maturation without rewriting the system (which I'm not going to bother with). And they are plenty persistent; persistency was never the problem, it's retrieving the data from the database that's proving a challenge.

Well, I was more rfering to Use of seed spawns plants, no patch, just Boom, plant. There would be no real "Growth".

As for changes to the system, without seeing the script, I cant say this for certain,

But I assume it might go something like this - (though alot more complicated)

Item used > > Get location, save location in database >Spawn dirtpatch >Start growth timer, saving in database at intervals of growth >Plant spawns, saved in database >Plant continues to grow, saving, etc.

Now, my suggested change would be simply cutting out the "Spanw dirtpatch" part, and go right to

Item used > >Get location, save, >Spawn plant, starting grwoth timer, saving in database etc.

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This would solve the issue of the plant actually showing up.

The other solution, is a planting restriction. A user can only plant a maximum of say.. 5-10 plants, until the plant, (or some of them) Die.

Once this sytem came out, I admit even myself - People just went crazy. There are bluecaps everywehre, and most people dont even know the uses, so they just sit there. There is TONS of bluecap fields just sitting there.

A good step would be to remove the ones that have not been touched in a few days (maybe weeks)

This would cull the database a bit, allowing for a temporary fix.

There is no way to remove the dirt patch step without almost completely rewriting the timer function. I don't want to do that! When people lose interest in planting again, we may clear out the plant tables, though.

Actually, there may be another issue here.

It may not be the database at all, it may be.

But I have noticed, that several scripts that run timers, will sometimes "freeze' the timer, if the PC who initiated the script will logout, even ifthe object or target of the script is in fact the one the script is running on.

This seems to be more of a NWscript issue, and Im not sure there is any real way to fix it.

The most obvious and well known example, is the jail release script. When a PC is arrested, sometimes if the arresting officer relogs or logs out, the timer will freeze, trapping the prisoner.

The reason I think this is happening with the plants, is I planted around Six Evoker's clubmoss, after killing six bluecaps in a remote location I had already planted (to solve database overflow/test that theory).

Aproximately six or seven hours later, with no rest in between, I logged in the same PC, at the location I planted them. The patches were still there, exactly as I had left them. I checked again about four hours later, they were still in patch form.

It seems for the moment, the Randomness of this sytem is based on if the timer freezes or not. Or (if you can stay IG for 6 hours)

Cruzel, the Clubmoss you planted there grew properly, and was harvested by someone. When a plant is planted, the patch remains after they first sprout, and if the plant is bashed or harvested to death, the patch remains. I was witness to the existance of your clubmoss, however brief it was.

For the record, plants no longer spawn on module load. They now spawn on area enter. There is also a new bug to go with the new handler. <.>