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.

Swipe sideways to read all columns, or focus the table and use the arrow keys.

ControlWhat it controls
ScheduleWhen a farm routine becomes eligible to start.
Run queueEligible work waiting for an available execution slot.
ConcurrencyThe 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. 1

    Check whether it queued

    The farm may be waiting behind active work rather than missing entirely.

  2. 2

    Check farm and routine state

    Disabled farms, missing assignments or an invalid mapping should not start.

  3. 3

    Check the computer clock

    Timezone, daylight-saving or a manually changed Windows clock can alter scheduling.

  4. 4

    Check restart history

    VRA and Windows must be running for a local scheduled execution.

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Record your chosen farm count, concurrency and assigned memory. Get useful planning steps without an invented hardware capacity limit or an email gate.