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how many outfits are you allowed to create? Is there a limit ?


LeilaLockwood
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There shouldn't be a limit to the number of outfits you can have and if there is, it's certainly much higher than 100.

But every single item in every single outfit is added to your inventory list and that list can easily become long enough to cause problems like the ones you describe.

Good rule of thumb here:

  • Less than 50,000 items in your inventory: you should be fine
  • 50,000-100,000 items: you're pushing the limits
  • More than 100,000 items: you're asking for trouble

 

Edit: Rolig's post is rather worrying, you didn't delete the original items after creating the outfits, did you? If you did, I really, really hope you can get redeliveries because if not, they're lost forever and the only solution is to buy them again.

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There's no apparent limit.  However, there may be a couple of things to think about.  First, the outfits in your Outfits folder are really just collections of pointers to items that are listed elsewhere in your inventory. If you have an outfit that includes a blue blouse with chickadees on it and you then delete the blouse from your Clothing folder, it will disappear from your outfit too.  So, never delete an item from its home folder if you use it in an outfit.  Second, many inventory problems are worse when you have jam-packed folders than they are when you have a lot of folders with fewer things in them.  The more things you stuff into a folder, in other words, the more you're likely to lose some of them.  (Sort of like your shoe closet in RL.)

Fortunately, inventory loss is often only apparent inventory loss.  The inventory that your viewer uses is a copy, in local cache, of the real inventory that's stored in Linden Lab servers.  If your inventory cache is corrupted, so that things seem to be missing, the best solution is to delete the cache and force the viewer to download a fresh copy from the servers. Don't do this on a whim, and don't replace your texture cache too (that will just increase lag until the texture cache is rebuilt).   If you have to do it, clear the inventory cache "manually".  Here's how >>> http://wiki.phoenixviewer.com/fs_cache_clear

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That's a very interesting suggestion and something that really should be put to the test. Technically everything in the inventory are links, the only difference is that "links" are intenal, pointing to another entry in the inventory list, while everything else are external links, pointing to an entry in another database somewhere. Every entry on the list will of course add to the total amount of data but it would certianly be possible to optimize internal links to use less data than external ones. The question is, did LL do that? They've never been big on database programming/managment and this is a quite subtle point while the SL inventory system as a whole is rather crude even by their standards.

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