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.
| 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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