- Mensajes: 32
- Gracias recibidas: 8
Problems with the farming system / BUGS
- Sharpened Razor
-
Autor del tema
Menos
Más
07 Ago 2025 14:29 - 07 Ago 2025 14:33 #3002
por Sharpened Razor
Problems with the farming system / BUGS Publicado por Sharpened Razor
You have to keep in mind, as I’ve previously mentioned, that the issues may not be caused by the script itself. There are many possible contributing factors, such as:
Server lag or overloaded regions
Poor asset server performance, causing delayed or failed script actions
Region configuration differences, such as physics settings or script limits
Engine compatibility whether the region is running on UbODE, Bullet, or another physics engine
Script engine differences like YEngine vs XEngine, which handle memory and timing differently
Heavy region content (textures, prims, or NPCs), which can slow down script execution
Custom or outdated grid architecture that may not be fully compatible with the latest script functions
Permission issues group vs owner permission problems on linked objects or scripts
Simulator version mismatches, where scripts expect newer or different functionality
Script execution delays due to timers or sensor functions being throttled
Restricted or sandboxed script environments, especially in hosted grids
I personally left AMV because of the ongoing issues I encountered with their farming system. AMV runs on a custom-built grid architecture that's quite different from most others and includes many additional features. While I know many users who run the farming system successfully on other grids, most of the complaints I hear consistently come from AMV users.
It’s also worth noting that AMV’s pre-built farming regions still rely on the old Satyr Farming system. When I was with AMV, I used their default farm setup, but I eventually had to delete the entire farm because nothing was functioning properly. Some parts of the old system still worked, but many scripts threw constant errors.
This kind of setup especially if there's a mix of old and new farming components could easily create conflicts across a region. As you know, most scripts in the farming system are interconnected and rely on communication between components. Having mismatched versions can definitely lead to problems.
As for the actual script updates:
Plant Beta Script: The update only affected the menu system. The menu now remains open after making a selection instead of closing immediately. Additionally, the Auto Replant button now stays visible even after selecting Auto Harvest, which wasn’t the case before.
Storage Beta Script: The update changed the way items are searched. Instead of looking specifically for "SF"-named items, it now searches all items within the storage prim. This change improves flexibility but shouldn’t affect performance.
I’ve conducted many tests on both beta scripts and haven’t encountered any issues. I also have about eight other users helping with testing, and none of them have reported any problems.
The only reported issue so far came from a user on the Kitely grid, who said that the new storage beta script can sometimes get stuck when loading a large number of items. However, I haven’t been able to replicate this, and it’s important to note that Kitely like AMV is also a heavily customized grid, which can introduce unique quirks or compatibility issues.
If anyone is experiencing bugs, I encourage them to provide detailed reports, including what they were doing at the time, which items they were interacting with, and what kind of server setup and engine the region is using. That information is key to diagnosing and resolving any problems.
I'd also like to point out that nothing is stopping anyone from creating their own items or recipes for the farming system. If you're looking for progression or a proper end goal, like you mentioned, you have the freedom to build that yourself. Buzzy has already provided detailed help files and guides on the Vivosim FAQ explaining how to create and implement new content into the system.
The farming system is open source it's designed to grow through community contributions. Players are encouraged to add their own ideas and expand on what's already there. You can’t expect Buzzy to do all the work or complain when something isn’t working. Instead, try looking for solutions there are plenty of helpful people across OpenSim who are willing to assist if you just ask
Server lag or overloaded regions
Poor asset server performance, causing delayed or failed script actions
Region configuration differences, such as physics settings or script limits
Engine compatibility whether the region is running on UbODE, Bullet, or another physics engine
Script engine differences like YEngine vs XEngine, which handle memory and timing differently
Heavy region content (textures, prims, or NPCs), which can slow down script execution
Custom or outdated grid architecture that may not be fully compatible with the latest script functions
Permission issues group vs owner permission problems on linked objects or scripts
Simulator version mismatches, where scripts expect newer or different functionality
Script execution delays due to timers or sensor functions being throttled
Restricted or sandboxed script environments, especially in hosted grids
I personally left AMV because of the ongoing issues I encountered with their farming system. AMV runs on a custom-built grid architecture that's quite different from most others and includes many additional features. While I know many users who run the farming system successfully on other grids, most of the complaints I hear consistently come from AMV users.
It’s also worth noting that AMV’s pre-built farming regions still rely on the old Satyr Farming system. When I was with AMV, I used their default farm setup, but I eventually had to delete the entire farm because nothing was functioning properly. Some parts of the old system still worked, but many scripts threw constant errors.
This kind of setup especially if there's a mix of old and new farming components could easily create conflicts across a region. As you know, most scripts in the farming system are interconnected and rely on communication between components. Having mismatched versions can definitely lead to problems.
As for the actual script updates:
Plant Beta Script: The update only affected the menu system. The menu now remains open after making a selection instead of closing immediately. Additionally, the Auto Replant button now stays visible even after selecting Auto Harvest, which wasn’t the case before.
Storage Beta Script: The update changed the way items are searched. Instead of looking specifically for "SF"-named items, it now searches all items within the storage prim. This change improves flexibility but shouldn’t affect performance.
I’ve conducted many tests on both beta scripts and haven’t encountered any issues. I also have about eight other users helping with testing, and none of them have reported any problems.
The only reported issue so far came from a user on the Kitely grid, who said that the new storage beta script can sometimes get stuck when loading a large number of items. However, I haven’t been able to replicate this, and it’s important to note that Kitely like AMV is also a heavily customized grid, which can introduce unique quirks or compatibility issues.
If anyone is experiencing bugs, I encourage them to provide detailed reports, including what they were doing at the time, which items they were interacting with, and what kind of server setup and engine the region is using. That information is key to diagnosing and resolving any problems.
I'd also like to point out that nothing is stopping anyone from creating their own items or recipes for the farming system. If you're looking for progression or a proper end goal, like you mentioned, you have the freedom to build that yourself. Buzzy has already provided detailed help files and guides on the Vivosim FAQ explaining how to create and implement new content into the system.
The farming system is open source it's designed to grow through community contributions. Players are encouraged to add their own ideas and expand on what's already there. You can’t expect Buzzy to do all the work or complain when something isn’t working. Instead, try looking for solutions there are plenty of helpful people across OpenSim who are willing to assist if you just ask
Última Edición: 07 Ago 2025 14:33 por Sharpened Razor.
El siguiente usuario dijo gracias: KrisTina Resident, Isaac Wild
Por favor, Conectar o Crear cuenta para unirse a la conversación.