world_names.json is broken
It might just be rebuilding itself. It did that before, a few days back, so it might be wise to give it a while and check again. Could be wrong, mind.
Since this is pretty static data, you might try this: https://gist.github.com/codemasher/b3b26a77dd0681697c59
This can happen during the process of distributing a new patch of the game. That’s what happened in this case — the world names should be ok now. Also, events should have stabilized. Any events not in the list should be considered ‘inactive’.
Also, events should have stabilized. Any events not in the list should be considered ‘inactive’.
Should we get in the habit then of interpreting these lists as “items/recipes/events found since the last server reset”, which then, for some relatively rare event chains, could be a day or so before some world discovers it, and I could foresee some being every other week/etc.
I have a script which dumps all the items and recipes to a local store. When I rerun it, it will download the list of ID’s, and then fetch any objects it didn’t have in the last run. I see 6-10 new items per day in recent days. I’d expect this to be asymptocially zero on non-patch days.
Should we be in the habit of caching complete lists over periods of days or weeks? This seems against the idea of having an API yield a complete list.
Should we get in the habit then of interpreting these lists as “items/recipes/events found since the last server reset”, which then, for some relatively rare event chains, could be a day or so before some world discovers it, and I could foresee some being every other week/etc.
No, this is just a side-effect of how the event API works. All types of discovery are persistent; discovery doesn’t reset after a build. During a new patch, some of the APIs can temporarily show fewer results than normal while the new servers come online, but this should quickly resolve itself.
I have a script which dumps all the items and recipes to a local store. When I rerun it, it will download the list of ID’s, and then fetch any objects it didn’t have in the last run. I see 6-10 new items per day in recent days. I’d expect this to be asymptocially zero on non-patch days.
This is a good caching behavior.
I have a script which dumps all the items and recipes to a local store. When I rerun it, it will download the list of ID’s, and then fetch any objects it didn’t have in the last run. I see 6-10 new items per day in recent days. I’d expect this to be asymptocially zero on non-patch days.
This is a good caching behavior.
Right.
My unasked (but I thought obvious) question was:
Why was I not seeing the zero asympote over the long weekend? Were there really 6-10 items being discovered each day?
I mean, I expect new discoveries on patch days and soon after, but not the days before.
I didn’t keep detailed logs to see if it was the same few coming in and out each time or not, though, nor was I reporting on items I was forgetting. I’m updating my script to do both of these, so I can provide more details in the future.