Hello community!
I am struggling in tweaking the decay upkeep, as I have read here --> https://www.corrosionhour.com/rust-decay-upkeep-variable/
Consider that I am a little bit n00b in Rust, ok? ;-) My goal is to slow down the decay of a base or anything inside the cupboard BUT NOT to block it completely.
It is unclear to me how these variables works...
decay.bracket_0_costfraction
decay.bracket_1_costfraction
decay.bracket_2_costfraction
decay.bracket_3_costfraction
My educated guess is that the values of these are the one that set the number of resources needed to upkeep the entities under the cupboard: "Blocks within bracket [*] will cost this fraction per upkeep period to maintain" so if I change the values I SHOULD change the time of decay.
Too bad that didn't happened.
Also, decay.scale is set to 0.01 but I cannot see any changes in the TC when I open it. The decay rate is slow and for a small 6x5x5 stone base it require a ridicolous amount of resources (like more than 10k per hour).
Plus, the server didn't hold the values I wrote (yes, I invoked server.writecfg and server.save AND I restarted the server itself) and resetted them to the values you can see in CorrosionHour.
I opened a ticket at my hoster but I would like to know an opinion here too.
Any suggestion?? Thanks in advance!
Try `upkeep.scale` as currently you are just slowing the decay process not how much upkeep is needed
I have searched https://www.corrosionhour.com/rust-decay-upkeep-variable/ for the "upkeep.scale" variable and I have found out 2 similar things:
decay.upkeep_heal_scale : Scale at which objects heal when upkeep conditions are met, default of 1 is same rate at which they decay
decay.upkeep_inside_decay_scale : Scale at which objects decay when they are inside, default of 0.1
So my wild guess is that it's the second one I have to tweak. I did my homeworks, I input the 0.01 value via RustAdmin (by the way, it works for a number of other things such as controlling the Oxied plugins); invoke server.writecfg, restarted the server and when I cheked the vaule it was back at 0.1 as if I haven't touched it.
Now I am a little bit pissed off.
The online help suggested me to (I quote) "there's not much we would do outside of these guides other than trying to add the configuration values you'd like to change to your main server configuration file, that way there are executed on server startup, each time" and (I quote again) "can you please make a ticket in your client area for an engineer to take a closer look at your question? They will help you if they are able".
I opened the ticked but 24 hours has passed and I had no sign of life from the engineers.... >:-(
Apart all that, thank you for the help. Too bad I don't know if this is working. :-/
I forgot to thank you! So... Thank you sir! :-)
And... My server provider was actually right. I read the fine print and they did what I paid for. The help about these tweaks is not a service included.
So all my "being pissed off" was quite wrong. Lesson learned.
Hello there! Sorry to pull you again here Sosig.exe but I might need a help "with the math", this time....
I have made a test with figures and I have set the following values (let me state that these are no way the values I will use once I will understand how the math works because the result is just ridiculous fro my tastes):
decay.bracket_0_costfraction 0.001
decay.bracket_1_costfraction 0.003
decay.bracket_2_costfraction 0.005
decay.bracket_3_costfraction 0.007
decay.upkeep_inside_decay_scale 0.001
Then I made a base 2x1: 2 foundations, 5 walls, 2 roofs and 1 doorway. I put a TC and I tested it with the different materials and that's what I got:
TIWG - cost x24h --> 1 wood
WOOD - cost x24h --> 2 woods
STONE - cost x24h --> 3 stones
METAL - cost x24h --> 2 fragment metals
REINF. METAL - cost x24h --> 1 HQ metal
Having the base made out entirely of reinforced metal with only the TC inside (no doors, no other things inside or around), I had this calculation made:
100 HQ metal = 456D 12h 54m 11s
Now, I am trying to reverse engineer the math behind all this in order to understand how this thing work (because I am highly confident that there is some kind of formula that had been used to make TC, decay and upkeep work. Math don't lie! :-D ) but I can sniff from where I am that it won't be easy and honestly, I don't want to waste time trying to change the digits and restarting the server every time.
I'd rather have the possibility to make a calculati on and do the thing once in an efficent way.
If the first 4 variables are used to slowing down the decay process and the 5th one is used to tweak the upkeep needed, it is clear that the things are entangled and I can fine tune everything and bend them at my will! :-D
I just have to understand how; in order to have a slow decay (as I have seen in a lot of servers) but not ridiculously slow (as per my tastes, of course) and, moreover, without using a plugin/MOD.
So, can somebody help me here? :-)
Not sure how far I can help you with the math lol. Surely there is some documentation online? You could make a support ticket here and directly ask the devs rather than do the maths yourself
decay.scale does not determine the amount of resources needed for upkeep, as Sos said above, it merely determines how fast things decay
Decay and upkeep are two different animals.
You can easily set decay to any hourly value you desire for each material type.
This will affect how long each type takes to decay, once the TC it is attached to no longer has materials in it. I use 8/12/18/24 for wood/stone/metal/armor.
Upkeep is harder... as the server can burp on restart, throwing off calculations and material usage for a "tick". If you reduce upkeep values... warn your residents to keep extra materials in their TCs and be watchful.
As long as you save config it should be good
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