Wondering what the 50,000 entity limit means, and if there is a fix for it or something. At the current time, the tree spawning glitch takes up thousands of entities within hours, and going over the entity limit forces a server to wipe/not save. Are we doomed to have our servers wiped again and again until this is fixed? Our game hosting company told us that the entity limit is set and controlled by the devs, meaning they or we have no control over it.
[editline]23rd October 2014[/editline]
My co-owner, Hephaistos, posted this in the wrong section of FP Forums and was banned, so here is his post so it might be of assistance.
[QUOTE]We are having a few issues with our Host in that our server is wiping daily. This is their reply:
" Have you checked to make sure your server is not hitting the 50,000 entity limit? This can sometimes cause issues that result in a world reset. Checking the command line it appears your saves are set to load on server restart. The entity limit is connecting to the Rust developers and it sadly not something we can adjust as of yet. "
Question, why there is a entity limit imposed, no warning of such limit mentioned anywhere, and how can we control entities when you can not fix the tree glitch, motion blur glitch, procedural texturing glitch, or door lock glitch ?
We are using Rust 334 no mods.[/QUOTE]
It's probably referencing the hardcoded Unity physics collider limit, which limits you to 65,535 physical objects. Rust Legacy got around this limit with a really clunky grouping operation, and decay.
Experimental is using Unity 5 now, and Unity 5 will allow them to compile the game to 64-bit. This will remove the object collider limit entirely. [B]However[/B], Unity 5 is currently in closed beta, and the Unity 5/SpeedTree transition a couple weeks back did not go entirely smoothly.
If there's a different entity limit, it's likely one the devs set to prevent the server from becoming unmanageably full. And, well, tree glitch is probably something to do with SpeedTree. It'll be fixed in time, I imagine.
Remember, you're in an alpha, not a finished game. Stuff's gonna go wrong sometimes.
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