I second this. I have so much sinew, but can't really do anything with it since the fibers, and the sinew itself don't bundle.
Upcoming item count and storage limitations
Re: Upcoming item count and storage limitations
I have two forces by my side,
One's the truth and one's a lie,
Which one's which I cannot tell,
This enigma is my hell.
Baako leads you over to the grass to graze.
One's the truth and one's a lie,
Which one's which I cannot tell,
This enigma is my hell.
Baako leads you over to the grass to graze.
Re: Upcoming item count and storage limitations
These will be happening very soon. Hidden items likely within the week. The hidden and instance container items have just been piling up more and more over time, and it's just not sustainable. (See: recent crash). As stated in the original post, I don't like having to do this, but it's a necessary evil for the time being to get the server performance under control.Rias wrote: ↑Sun Aug 22, 2021 10:06 pmHidden items will also no longer be janitorproof soon, so go retrieve those hidden stashes. Instanced containers in public service areas (smithies, pottery tables, etc.) will also be looked at and considered, as they were never meant to be long-term safe storage. Long-term safe storage should only ever be in vaults and inn rooms.
Re: Upcoming item count and storage limitations
Any chance the Hanged Man will be open for rent before this goes through?Rias wrote: ↑Thu Apr 28, 2022 11:43 pmThese will be happening very soon. Hidden items likely within the week. The hidden and instance container items have just been piling up more and more over time, and it's just not sustainable. (See: recent crash). As stated in the original post, I don't like having to do this, but it's a necessary evil for the time being to get the server performance under control.
Re: Upcoming item count and storage limitations
How is database bloat influenced by items that keep track of durability? Are items which lack durability less resource-intensive?
Re: Upcoming item count and storage limitations
The reason I'm asking is because I wonder if it might decrease the burden on the database to do away with durability for ranged ammunition and instead give ammo an extremely small chance of breaking each time it's fired -- maybe a 1-in-1000 chance of breaking. The chance is low enough that people probably won't bother making lots of extra ammunition (which would defeat the purpose of reducing database stress), but notable enough that crafters will still find themselves in demand to create more.