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  2. Mevent

    Score & Gather

    Hey! Yep you can hide both. Open the Clans config and find "About Clan Fields". Each tile there has an "Enabled?" option, so just set it to false on the entries with "Key": "score" and "Key": "gather" and reload the plugin. The description box moves up to fill the space.
  3. Changed Status from Pending to Closed
  4. hello, the plugin doesnt work for sheep, we can kill anything, but not sheep!!! even with the last plugin update!!!!
  5. dustyhansen

    Honeycomb

    just checking to see if this will be added or not?
  6. I'm experiencing server crashes when an event related to NPCSpawn is triggered. I'm not sure if this plugin is the cause, but I've had three crashes since the October update, and the log trace before the crash is the same but with different events: [ArcticBaseEvent] ArcticBaseEvent has begun Main thread stalling: Write queue at capacity, waiting for write thread... Main thread stalling: Write queue at capacity, waiting for write thread... Main thread stalling: Write queue at capacity, waiting for write thread... ... InvalidOperationException: Too many pending sends on WebSocket connection. Disconnecting. at Fleck.WebSocketConnection.SendBytes (Fleck.MemoryBuffer bytes, System.Action`2[T1,T2] callback) [0x00019] in <09b2e2afed8c4cd2bf75c3f38e4fc051>:0 UnityEngine.DebugLogHandler:Internal_LogException_Injected(Exception, IntPtr) UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Facepunch.Rcon.<>c__DisplayClass27_0:<OnConnection>b__3(Exception) Fleck.WebSocketConnection:HandleWriteError(Exception) Fleck.WebSocketConnection:SendBytes(MemoryBuffer, Action`2) Fleck.WebSocketConnection:SendImpl(MemoryBuffer) Fleck.WebSocketConnection:Send(String) Facepunch.Rcon.Listener:BroadcastMessage(String) Facepunch.RCon:OnMessage(String, String, LogType) Facepunch.Output:LogHandler(String, String, LogType) Facepunch.Output:ProcessThreadedLogs() PreUpdateHook:Update() [HarborEvent] HarborEvent has begun Main thread stalling: Write queue at capacity, waiting for write thread... Main thread stalling: Write queue at capacity, waiting for write thread... Main thread stalling: Write queue at capacity, waiting for write thread... ... InvalidOperationException: Too many pending sends on WebSocket connection. Disconnecting. at Fleck.WebSocketConnection.SendBytes (Fleck.MemoryBuffer bytes, System.Action`2[T1,T2] callback) [0x00019] in <09b2e2afed8c4cd2bf75c3f38e4fc051>:0 UnityEngine.DebugLogHandler:Internal_LogException_Injected(Exception, IntPtr) UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Facepunch.Rcon.<>c__DisplayClass27_0:<OnConnection>b__3(Exception) Fleck.WebSocketConnection:HandleWriteError(Exception) Fleck.WebSocketConnection:SendBytes(MemoryBuffer, Action`2) Fleck.WebSocketConnection:SendImpl(MemoryBuffer) Fleck.WebSocketConnection:Send(String) Facepunch.Rcon.Listener:BroadcastMessage(String) Facepunch.RCon:OnMessage(String, String, LogType) Facepunch.Output:LogHandler(String, String, LogType) Facepunch.Output:ProcessThreadedLogs() PreUpdateHook:Update() [PowerPlantEvent] PowerPlantEvent has begun Main thread stalling: Write queue at capacity, waiting for write thread... Main thread stalling: Write queue at capacity, waiting for write thread... Main thread stalling: Write queue at capacity, waiting for write thread... ... Main thread stalling: Write queue at capacity, waiting for write thread... Main thread stalling: Write queue at capacity, waiting for write thread... Main thread stalling: Write queue at capacity, waiting for write thread... InvalidOperationException: Too many pending sends on WebSocket connection. Disconnecting. at Fleck.WebSocketConnection.SendBytes (Fleck.MemoryBuffer bytes, System.Action`2[T1,T2] callback) [0x00019] in <09b2e2afed8c4cd2bf75c3f38e4fc051>:0 UnityEngine.DebugLogHandler:Internal_LogException_Injected(Exception, IntPtr) UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Facepunch.Rcon.<>c__DisplayClass27_0:<OnConnection>b__3(Exception) Fleck.WebSocketConnection:HandleWriteError(Exception) Fleck.WebSocketConnection:SendBytes(MemoryBuffer, Action`2) Fleck.WebSocketConnection:SendImpl(MemoryBuffer) Fleck.WebSocketConnection:Send(String) Facepunch.Rcon.Listener:BroadcastMessage(String) Facepunch.RCon:OnMessage(String, String, LogType) Facepunch.Output:LogHandler(String, String, LogType) Facepunch.Output:ProcessThreadedLogs() PreUpdateHook:Update()
  7. are you on carbon or oxide?
  8. dustyhansen

    New HQM Nodes

    It looks like the mining ultimate still does not identify hqm nodes, even after the update.
  9. Let me check that out. I do use animal spawn because supermarket event plugin has it as a dependency. I'll remove both and then see if that cleans it up. It seems to happen more when I have Raidabe Bases on as well. Even after I unload Raidable Bases I have to unload NPC Spawn, purge all the ai, then reload NPC Spawn to hopefully stop the spam. Thanks for the feedback though, I'll go ahead and try it out.
  10. dustyhansen

    Score & Gather

    Is the score supposed to be expressed as an exponent (see attachment). Also is there a way to remove the score and gather rate from this screen?
    I love this addon. Decorates your supermarkets, oxums, mining outpost and roadside piles and telephone lines. This makes the server look so good in such a awesome way for the whole month of OCT. The monuments are killer too. But then again, it is by By Adem and Gruber. Expect nothing less than greatness. A++++
  11. Notz

    NullReferenceException

    I have this NullReferenceException several times every day. NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.BossMonster+ControllerBoss.RadiusActions () [0x003fb] in <a5fabc8a12aa4b1ea1abecf69b867a06>:0 at RustServerMetrics.HarmonyPatches.Delayed.InvokeHandlerBase_DoTick_Patch.InvokeWrapper (InvokeAction invokeAction) [0x00019] in <c3c1ebc4e43b48c8adb0e539ec3b8405>:0 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.InvokeHandlerBase`1[[InvokeHandler, Facepunch.UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]].DoTick_Patch0(InvokeHandlerBase`1<InvokeHandler>) at InvokeHandlerBase`1[T].LateUpdate () [0x0002b] in <9af42e0489ee47e08d6c7099c5bb8736>:0
  12. Brad Copp

    Plugin does not work?

    It's the new perks added to ItemPerks possibly causing the problem as they're missing in AIC code @Magnumk @molokatan
  13. Today
  14. Rainey

    Barrel event

    Let me know if you find anything out and I'll keep doing some testing in the meantime.
  15. Changed Status from Pending to Closed
  16. good to know, thanks enjoy=]
  17. Lilith666

    evento sin prisioneros

    he metido el evento y me ha aparecido pero no salen los prisioneros
  18. ProjektEU

    Barrel event

    I don't have it, but I'll try to look into it.
  19. The problem was in another plugin. Solved.
  20. I investigated the Waystones performance issue more closely. The repeated OnEntityTakeDamage took average ~1.1s warning appears to be misleading. The actual repeatable slow operation is WaystoneConsoleCommand, which consistently takes around 1.1–1.2 seconds when the issue occurs. This seems strongly related to the teleport process rather than the damage hook itself. The current teleport flow appears to perform several expensive operations in the same command execution: destination validation, teleporting, trigger/network group updates, clearing the entity queue, and finally forcing a complete player snapshot. On my server, which has around 50 players and more than 115k server entities, forcing a complete network resync on every teleport may be especially expensive. Could you please consider optimizing the teleport flow? Possible improvements would be: Avoid forcing a complete snapshot on every teleport unless it is actually necessary. Use the minimum network updates required for a normal teleport. Avoid clearing/rebuilding the player's entity queue unnecessarily. Cache validated teleport positions more aggressively instead of repeating multiple physics/entity checks. Add internal timing measurements for each teleport stage to identify exactly which operation causes the ~1.1s delay. Reduce unnecessary globally networked decorative Waystone entities/lights where possible. The goal would be to avoid doing all expensive teleport/network synchronization work synchronously inside a single UI command. The OnEntityTakeDamage average warnings are probably a side effect of the accumulated Waystones execution time rather than the actual source of the delay. I’ll leave the implementation approach to you, but I believe optimizing the teleport/network synchronization path could significantly reduce these server-wide micro-freezes.
  21. Causes massive lag as well. Another dead one
  22. Rainey

    Barrel event

    Thank you for sending that. It's working properly using your config file on my server; there could be a conflict with another plugin you're using but that's unfortunately much harder to track down. Do you have a test server that you can test the event yourself on to see if it's registering points?
  23. ProjektEU

    Barrel event

    ExtraEvents.json
  24. hi. ok. is there a door controller on the door? ent kill the controller and see if it works then. if it doesn't then it's another plugin
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