Been struggling to find a way to prevent "daily" rares, ect from decaying when they spawn.
As it is they decay 1 hour after spawning. On OSI this wasn't an issue because you knew EXACTLY when a daily rare would spawn (On server up). On private servers where you are using spawners to create rare spawns, its not nearly as predictable. Which means 99% of the time a rare decays before anyone even checks the spawn location, and then it could be another 1-5 days before that particular rare respawns.
Things I have considered doing:
Over ride method in the script for the rare to force decays to false.
Theoretically this would work as long as all your rares are scripts, however it also means they will NEVER Decay. House falls with one in it? Its there forever until some one happens upon it. Its also tedious adding it to every rare script.
Additionally if your rares aren't all scripts (Using nerun's premium spawners you can spawn them in by static item id) this method won't work.
Region-based method
Giving each rare spawn location a custom region with decay disabled. This solves the problem of the rare not decaying after its been taken. However, this is very tedious if you have dozens and dozens of rare spawns, and probably not very efficient.
I am POSITIVE that some one has found a solution to similar problems like this, and I'm curious if anyone can point me in the direction of those solutions?
As it is they decay 1 hour after spawning. On OSI this wasn't an issue because you knew EXACTLY when a daily rare would spawn (On server up). On private servers where you are using spawners to create rare spawns, its not nearly as predictable. Which means 99% of the time a rare decays before anyone even checks the spawn location, and then it could be another 1-5 days before that particular rare respawns.
Things I have considered doing:
Over ride method in the script for the rare to force decays to false.
Theoretically this would work as long as all your rares are scripts, however it also means they will NEVER Decay. House falls with one in it? Its there forever until some one happens upon it. Its also tedious adding it to every rare script.
Additionally if your rares aren't all scripts (Using nerun's premium spawners you can spawn them in by static item id) this method won't work.
Region-based method
Giving each rare spawn location a custom region with decay disabled. This solves the problem of the rare not decaying after its been taken. However, this is very tedious if you have dozens and dozens of rare spawns, and probably not very efficient.
I am POSITIVE that some one has found a solution to similar problems like this, and I'm curious if anyone can point me in the direction of those solutions?