Core concepts
Schedules, concurrency and fleet capacity
Schedule farm routines without overloading Windows or confusing scheduled eligibility with simultaneous execution.
Three different controls#
Ten farms sharing a one-farm concurrency limit can all be scheduled while only one emulator is actively handled. This is often more reliable than opening the entire fleet together.
| Control | What it controls |
|---|---|
| Schedule | When a farm routine becomes eligible to start. |
| Run queue | Eligible work waiting for an available execution slot. |
| Concurrency | The maximum number of farms allowed to run at once. |
Design a reliable schedule#
- Measure the slowest normal routine before choosing an interval.
- Leave recovery time between cycles; do not schedule faster than work can finish.
- Stagger large fleets so every farm does not become eligible simultaneously.
- Account for game maintenance, Windows restart windows and planned emulator updates.
- Use different cadences for resource farms and farms requiring deeper development tasks.
When a scheduled run appears missed#
- 1
Check whether it queued
The farm may be waiting behind active work rather than missing entirely.
- 2
Check farm and routine state
Disabled farms, missing assignments or an invalid mapping should not start.
- 3
Check the computer clock
Timezone, daylight-saving or a manually changed Windows clock can alter scheduling.
- 4
Check restart history
VRA and Windows must be running for a local scheduled execution.
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