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#1 |
Advanced Crafter
Join Date: Feb 2004
Posts: 220
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Guide to the Resource Shift
This guide has been updated with the changes in Publish 15 (CU).
First some words about the terminology. A lot of people use the term day for the interval between shifts since it is close to a day. I'll use the term shift instead and shifts refer to multiple intervals. Also the term shift is often used by people instead of spawn or despawn. So if someone says that a specific resource shifted, it means it spawned and/or despawned. I'll try to use the words spawn and despawn here to avoid confusion. Edit Nov 20th: Oops, forgot Known Radioactive in the 8 planet list. Edit Dec 16th: Updated with the stealth changes in Patch 11.3 (Nov 29th). Edit Feb 18th: Major revamp with changes from Publish 12 and some new information. Edit Feb 24th: Patch 13.1 changes have been added. Edit May 4th: Updated with Publish 15 changes. Overview 'The Resource Shift' is a period where resources are removed (despawns) and new ones are added (spawns). Prior to Publish 10 this period lasted less than an hour and each shift happened in intervals of 24 to 26 hours with an average around 25 hours. After publish 10 the shift period was extended by several hours. This has made it very hard to tell when it starts and when it stops. Which means it's even harder to figure out if the intervals have changed. So far I have the impression the intervals are closer to 24 hours. The current status is that we have rolling changes which continue throughout most of the day. A lot of the rules are related to which shift the changes belong to. So if something doesn't add up, it may be that you are in the middle of a shift period or you are assuming two adjacent shift periods are a single one. Detecting the transfer from one shift to another is almost impossible now. Everything related to one single spawn or despawn will happen simultaneously on all planets. The delay seems to be between the various spawns and despawns. Even between a spawn and it's replacement. The Resource Pools Each server has a set of resources which are divided into 4 pools like this: 1) Minimum Pool (15 resources) 1 Steel not including Hardened and Crystallized from JTL2) Random Pool (24 resources) Any Mineral except Iron and JTL resources.3) Fixed Pool (22 resources) 8 JTL Resources (Added just before Publish 11)4) Native Pool (420 resources) One Fiberplast for each planet Despawning old resources Once a shared resource despawns, it will despawn from all planets at the same time. Prior to Publish 10 they would disappear individually. This change was probably to save database space when they revamped the resource shift. Once a resource has despawned no more of it will ever be created in the galaxy, except by using the Veteran reward or by CSR intervention. Pool Despawn Rules: 1) Minimum Pool: If one of the same type is in pool 2, it is moved to pool 1 and it continues as if it despawned from pool 2. If there is nothing to grab in pool 2, a new one is spawned to replace it. The subtype is drawn randomly. (For example if a Steel is despawned it is replaced by any of the 10 subtypes at random but probably weighted a bit.) Spawning new resources There can be an interval between a despawn and its replacement. Prior to Publish 10 the interval was just a few minutes. Now it can drag out over a few hours due to the stretched out shift. You can even catch native resources missing since the new one hasn't spawned yet. Don't worry, it will show up eventually. A new shared resource will spawn on all its target planets on the same shift. This should happen almost instantenously. The resource name and the stats are selected at random. Some stats have lower and/or upper caps depending on the combination of resource type and resource stat. See this link for a list of all the caps. There are maximums for resource types which mirrors the ones the minimum pool. But they are so high that it's extremely rare to reach them. And with the current size of the random pool it's a non-issue. Statistically there doesn't seem to be any preferences for any planets. Statements like 'Rare resources spawn mostly on adventure planets' are more psychological than factual. Planet Selection: - The following spawn on 1 pre-selected planet: All Native resources except bonus Water. Resource Concentrations The resource concentrations can roughly be grouped into these categories: - High and Plentiful: JTL resources, Chemicals and Inert Gas (Up to 99% and can easily find spots in the 90s)My personal grading scale for concentrations are: - High and Plentiful: 90 Minimum, 94+ Good, 97+ Excellent, 99 Perfect.Other people will have different opionions. Minimum is for a quick and dirty survey, Good is for a normal one. Execellent is for things that really matter and you have enough time to survey. Perfect is there just to make your day. ![]() - A survey tool will only show the concentrations at 10% or higher. Duration Non-JTL Inorganics last 7 to 10 shifts. At least they did prior to publish 10. I'm pretty sure that this is still the case. However the spread out shift may make a 7 shift spawn appear late in it's shift and despawn early making the duration closer to 6 days. So a more correct statement now would be 6 to 11 days. Organics still seem to last 7 to 21 shifts and I'm pretty sure JTL resources last 14 to 21 shifts. Non-JTL Inorganics: 6 to 11 days.The distribution is spread out evenly between the possible durations. So in 1000 Iron spawns around 250 each would last 7, 8, 9 and 10 shifts. This implies the average is the center between the limits. 8.5 days for Inorganic, 14 days for Organic and 17.5 days for JTL. There also doesn't seem to be any bonus/penalty for planets, resource types nor how much has been harvested. It's all random. I suspect the algorithm picks out the duration when it spawns and stores it internally as a counter. Each shift the counter is decreased by one and it is removed when it reaches zero. Creature Resources The resource shift treats all resources the same, even creature resources. For example no creatures drop Avian Meat on Endor and you can't milk Domesticated Milk on Corellia. But the shift doesn't care about this and continue to spawn and despawn those resources. And creature resources spawn with concentrations as well. The harvest message of Fat, Normal and Skinny signifies which range the concentration is in. That's the reason for the paradox when the same creature is skinny when you get bone, but fat when you get hide. Unfortunately there's no way to tell the actual concentration without trying to calculate from the number of resources you harvest. See this link for more information. For Egg and Milk it may be that their respective harvest algorithms don't look at the concentration. The high random factor makes it almost impossible to find out if concentrations are used. After a resource has despawned it may now take an hour or more to get a replacement. During that time you get a message that the creature has no harvestable resources of that type. After you get that message the creature will be considered harvested so you can't pick something else. If you send a harvesting droid you will get no error message and no harvest message either. Indoor concentrations were finally fixed in Publish 15. Harvesting now return normal amounts and no longer only 1 unit. (The reason was that all concetrations indoors used to be zero.) History of changes A lot of things has happened since Publish 10, so here is a summary of all the changes. The Native pool hasn't changed at all so they are not included here. But extra water will be taken from the random pool, so the chance to spawn those have been affected. From Launch to Publish 10: - Total: 55 in average, Minimum pool: 23, Random pool: Between 27 and 37 with an average of 32, Fixed pool: 0.Publish 10: - Total: 53, Minimum pool: 21 (2 Iron was removed), Random pool: 17, Fixed pool: 15 (15 Iron was added). JTL (Just before Publish 11): - Total: 60, Minimum pool: 21, Random pool: 16, Fixed pool: 23 (8 JTL was added)Patch 11.3: - Total: 60. Minimum pool: 23 (2 Iron was back), Random pool: 29, Fixed pool: 8 JTL (15 Iron was removed).Publish 12: - Total: 45, Minimum pool: 15 (8 removed), Random pool: 8, Fixed pool: 22 (14 Iron was put back again).Patch 13.1: - Total: 64, Minimum pool: 15, Random pool: 27 (19 added), Fixed pool: 22.Publish 15: - Total: 61, Minimum pool: 15, Random pool: 24 (3 was removed), Fixed pool: 22. Lunariel Last edited by Lunariel : 05-04-2005 at 12:37 AM. |
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#2 |
Intermediate Crafter
Join Date: Jul 2004
Posts: 197
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Thanks for another fantastic guide! How you manage to keep track of all this stuff is beyond me.
I can see the usefulness in understanding the concentrations and duration, but what practical use is knowing the information in the "Resource Pools" and "Despawning Old Resources"? Sorry if I'm being dense. |
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#3 |
Apprentice Crafter
Join Date: Sep 2003
Location: Norway
Posts: 65
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Welcome to the world of academia
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K'yp Darron Master Merchant and Energy Supplier of Core Resources, an Avian Company |
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#4 |
Apprentice Crafter
Join Date: Jun 2004
Posts: 38
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Has anyone figured out why they put in all the iron?
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#5 |
Expert Crafter
Join Date: Apr 2004
Location: Paragon City
Posts: 724
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so, since we're reasonably confidant about maximum durations, how about putting some code in the database to flag things as "rotated out" a few days after that maximum in the case where somebody hasn't already marked it out-of-shift?
or is that even possible? |
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#6 | ||
Advanced Crafter
Join Date: Feb 2004
Posts: 220
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Quote:
For example if are waiting for an Intrusive Ore and the only one in the galaxy is on a planet you frequently visit. Once it despawn, you know a replacement Intrusive spawned somewhere because of the Minimum Pool. If it wasn't the only Intrusive, it's still a good chance that it's the one in the Minimum Pool. Showing the Random Pool and how it has evolved is critical to understand what has happened since Publish 10. The intervals between good rare resources will now be much longer. Getting those resources will now be even more important. And old rare resources will on average be more valuable once people realize the spawn rate has dropped. The Fixed Pool is there to show that all the JTL resources and tons of Iron are always present somewhere. It just takes a lot of tickets to find them. The way the system handles water makes it unnecessary complex though. I just tried to show a detailed model of how it works. It's up to you all to figure out what you want to do with all this information. ![]() Quote:
![]() Lunariel |
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#7 |
Moderator
Join Date: Jul 2003
Location: New Jersey
Posts: 3,971
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I would sticky this if there weren't 300 other stickies in this forum. Perhaps, I'll create a Lunariel guide sticky for all the wonderful guides you've come up with
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"I don't want to set the world on fire, I just want to make the grass wave a little as I go by" - Frank Herbert
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#8 | |
Advanced Crafter
Join Date: Feb 2004
Posts: 220
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Quote:
![]() And there's one here already, 'Useful Crafting Post'. Unfortunately it's way out of date. Gather some cleanup crew and update it. ![]() The SWGDB thread is currently floating and deserves a sticky too. And there's a lot of other candidates out there. You might even call out a hunt for good threads. Lunariel |
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#9 |
Moderator
Join Date: Jul 2003
Location: New Jersey
Posts: 3,971
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Ok, even though I'm not the Moderator of THIS particular board, if you (anyone) know of a post you'd like in the Useful Crafting Post, please PM me a link.
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"I don't want to set the world on fire, I just want to make the grass wave a little as I go by" - Frank Herbert
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#10 |
Novice Crafter
Join Date: Nov 2004
Posts: 10
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a question about the minimum list:
Does this mean it should always exist on every planet, or on at least one planet in the galaxy? |
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#11 | |
Advanced Crafter
Join Date: Feb 2004
Posts: 220
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Quote:
Lunariel |
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#12 | |
Novice Crafter
Join Date: Nov 2004
Posts: 10
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Quote:
ok i see, thanks. guess they do it to get people to leave the planet they started on. :-) still must be a pain if you end up having harvesters scattered all over the place. |
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#13 |
Apprentice Crafter
Join Date: Feb 2004
Posts: 89
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very interesting material thx lunariel
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#14 | |
Apprentice Crafter
Join Date: Mar 2004
Location: Iowa
Posts: 43
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Quote:
You rock!! Thank you for this. ![]() I hadn't realized that the same resource on different planets now spawn and despawn at the same time. Did the concentrations change in Pub 10??
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Larena, LadyJade, Lalique, Lacy, Laini #1 resource contributor for Kettemoor |
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#15 | |
Advanced Crafter
Join Date: Feb 2004
Posts: 220
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Quote:
Btw, if you need generic Ore or generic Siliclastic, there's no reason anymore to mine traditional Ore. Just find the planet with the Fermionic and you'll quickly find a 90+ spot. To a lesser extent the same goes for the other JTL resources if you want a high concentration spot for a those types. |
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