Dewbacca Member Nov 17, 2018 #1 I have just inherited a server that has 50+ houses on it that decay and are deleted upon server start. Is there any way to: A) Turn off housing decay. B) Save those houses? Luring those players back will be easier with their houses intact.
I have just inherited a server that has 50+ houses on it that decay and are deleted upon server start. Is there any way to: A) Turn off housing decay. B) Save those houses? Luring those players back will be easier with their houses intact.
Grimoric Member Nov 17, 2018 #2 A) https://github.com/ServUO/ServUO/blob/master/Scripts/Multis/BaseHouse.cs (line: 87) public const bool DecayEnabled = false; B) https://github.com/ServUO/ServUO/blob/master/Scripts/Multis/BaseHouse.cs (line: 226) Add the function "ResetDynamicDecay();" temporary at this location. Related links from runuo.com http://uot2a.com/forums/runuo.com/threads/housing-decay.101699/ (Post #2) http://uot2a.com/forums/runuo.com/threads/houses-going-idoc.102447/ (Post #3) -Grim Last edited: Nov 17, 2018
A) https://github.com/ServUO/ServUO/blob/master/Scripts/Multis/BaseHouse.cs (line: 87) public const bool DecayEnabled = false; B) https://github.com/ServUO/ServUO/blob/master/Scripts/Multis/BaseHouse.cs (line: 226) Add the function "ResetDynamicDecay();" temporary at this location. Related links from runuo.com http://uot2a.com/forums/runuo.com/threads/housing-decay.101699/ (Post #2) http://uot2a.com/forums/runuo.com/threads/houses-going-idoc.102447/ (Post #3) -Grim
OP Dewbacca Member Nov 18, 2018 #3 Due to a little custom code, the line numbers were not exact, but you pointed me in the right direction and thanks to you the houses were saved! I may put up a monument to your effort, or a boss monster renamed "Grimoric"! Thank you sincerely.
Due to a little custom code, the line numbers were not exact, but you pointed me in the right direction and thanks to you the houses were saved! I may put up a monument to your effort, or a boss monster renamed "Grimoric"! Thank you sincerely.