Of course the downside of this is that if the Node.js engine (V8) goes down altogether then both your monitoring and monitored process will go down with it :-(. This method entails starting one app written in Node.js that uses the respawn module to start and monitor the actual Node.js app you were interested in keeping running anyway. To mention a couple there are forever and respawn. So if you are trying to keep Node.js running like I was, there are several modules written meant to keep other Node.js apps running. That is a solution that works from the OS side.Īnother way to do it is as follows. Using this would entail configuring this daemon to start and monitor your Node.js application for you. I found one that is lightweight and effective it has some good reports of working great out in the field. I found out what I need is a process monitor. Its not easy to say, given the wanton attributes of Pseudorandom Number Generators, whether the respective herbs spawn in those nodes in equal amounts over the course of time.Inittab is overkill for this. People say metal nodes respawn after a while if you are far enough away. Actually, my respawn timer check for resource nodes is done by just standing there watching the node for a couple of cycles. This is the biggest support for my assumption above. After yet more complaints, apparently, ZOS changed the same nodes to spawn either Water Hyacinth or Nirnroot. Ive been looking around online to find an exact answer of this but cant find it. They definitely don't respawn on a specific timer if you just stand at one node and take it then wait for it to come back. (Other nodes near water that spawned Nirnroot were unaffected by the change.) Then I suppose that ZOS had so many complaints about it that they changed them to spawn Nirnroot instead. Since I began actively playing TESO in late January 2014, ZOS has evidently made various and sundry changes to the locations of nodes, and probably to the outcomes of pseudorandom events, any of which might or might not have had an effect upon how often any specific resource is available for harvesting.įor example, originally, the nodes in The Hollow City (Cold Harbour) which spawned Water Hyacinth were changed to spawn Pure Water instead. Only two or three players can easily "scour" a route which they follow from node-to-node. In my experience, the higher the number of player characters which are competing for the resource(s), the faster that they become scarce ( duh!), and the amount of time before they are replenished is not affected by how quickly they are harvested. not just a particular type.Īnyway, I don't know if this is true or not, it's just some odd bit of information I read a few years ago on the forums that stuck with me. It's also my understanding that for the 'bump-up' to occur, all nodes in a given area need to be 'frequently harvested'. Conversely, less frequent harvesting = fewer players in the area and the respawn timer goes back to normal. the assumption being that frequent harvesting means more players in the area, so the respawn timer automatically bumps up a notch. Stay in the area, and remember that the node doesnt respawn in the same place everytime. I remember reading that 'how fast' nodes respawned was partly due to how often they were harvested. They wont respawn without you, so you have to stick around. ( I harvest all nodes along my route, not just the ore nodes).Ī few years ago there was some talk on the forums about the node respawn rate. Been doing the same route for a few years now and have the timing down to where I get to the 'next node' just before it respawns (lol!) I'm NA-PC if that makes a difference. I have absolutely no problem farming ore.
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