Class SimulationRange
The client's simulation distance, as the game syncs it with the server: Near rings of zones round the player's zone are loaded with their terrain and every object, and distant objects (large trees, locations) stay up to Near + Far rings. Classic areas are squares; the others leave out the corner zones by distance. The graphics setting picks it (near 1 to 6 and beyond, far 2); the server lowers a client's to its own.
public sealed record SimulationRange
- Inheritance
-
objectSimulationRange
Constructors
SimulationRange(int, int, bool)
The client's simulation distance, as the game syncs it with the server: Near rings of zones round the player's zone are loaded with their terrain and every object, and distant objects (large trees, locations) stay up to Near + Far rings. Classic areas are squares; the others leave out the corner zones by distance. The graphics setting picks it (near 1 to 6 and beyond, far 2); the server lowers a client's to its own.
public SimulationRange(int Near, int Far, bool Classic)
Parameters
NearintFarintClassicbool
Properties
Classic
public bool Classic { get; init; }
Property Value
- bool
Far
public int Far { get; init; }
Property Value
- int
Near
public int Near { get; init; }
Property Value
- int
Total
Rings of zones within which the game can still keep an object of a zone on this client.
public int Total { get; }
Property Value
- int
Methods
KeepsLoaded(ZoneId, ZoneId)
Whether the game keeps zone's terrain and nearby objects loaded while the player is in
center: within Near rings, and in a non-classic area also within
Near × 64 + 32 m between the zones' centres, as the game decides it in 1.0.16.
public bool KeepsLoaded(ZoneId center, ZoneId zone)
Parameters
Returns
- bool