I noticed a lot of thing which don't have a specific "decay=" tag in the dfns are being spawned into the world with decay=1, when being .added (updated: through the GM menu).
First things I noticed are decoration blood spatters/corpses, body parts and water throughs, just to name a few. As a little test, I added "decay=0" to all the bloodspatters, and it worked just fine.
Now I could just try to update the dfns accordingly, but I fear there are things I might screw up. Like lightsources for instance. Maybe it is intentional that some things don't have a decay tag, so they can't accidentially be set to nondecayable. Else I'd fix this on my own
Last edited by Puck on Sat Feb 06, 2010 3:44 am, edited 2 times in total.
All decay=1 does is set the decayable flag. If you want an item to be garbage collected after a period of time (common items players interact with) then it should be decayable, if not, then it shouldn't.
I wouldn't attempt to apply too much logic to why something has a certain tag in the scripts.
Alright, I had a closer look, and I think I found the bug:
.add 0x122a and you get a decorative blood spatter with decay=0.
add the same through the GM menu (first blood spatter in the list), and it decays. Wild guess: If item doesn't have a specific decay tag and you spawn it through the gm menu, its set to decay=1.
Even stuff like fences. Or walls
(edit; am I hallucinating or did I read this exact bugreport somewhere around here already? maybe even as "fixed"?)
Feature, not a bug =) By default all items placed with 'ADD 0x#### ("raw" items, no dfn settings apart from harditems.dfn) are set to non-decayable, while items from the menu (which are items from the DFN files) are set to decayable if they don't have a specific DECAY=0 dfn tag set.
I guess the morale is: When decorating/building stuff which you don't want to decay, add the items using the raw hex-id (looked up in UOFiddler/InsideUO, for instance). Or use 'NODECAY or 'SET DECAYABLE FALSE on the items you spawn from the menu
Edit: Or add DECAY=0 to all those menu items. That also works.
Added new UOX.INI settings:
GLOBALITEMDECAY - Toggles on/off item decay on a global scale. Note that it does not remove the decay-status from items, it just
resets the decay-timer when it reaches 0
SCRIPTITEMSDECAYABLE - Toggles whether DFN-items will decay by default or not. Can be overriden by DECAY tag in item-DFNs
BASEITEMSDECAYABLE - Toggles whether base-items will decay by default or not. Can be overriden by DECAY tag in harditems.dfn
ITEMDECAYINHOUSES - Toggles default decay of non-locked down items inside multis (houses and boats)
I guess this is more of a feature request than a bug - maybe I should move it to the feature request forum? Hm.
I want to set the decay time to be a bit longer, perhaps 3-4 times longer, it can be a bit anoying when ore for instance decays after a very short time.