All Activity
- Past hour
-
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.
-
Changed Status from Pending to Closed
-
just checking to see if this will be added or not?
-
Notz started following Server crashes since october update
-
KpucTaJl started following Server crashes since october update
-
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()
-
It looks like the mining ultimate still does not identify hqm nodes, even after the update.
-
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.
-
dustyhansen started following Score & Gather
-
MeventSupport started following Score & Gather
-
Mevent started following 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++++
-
- 1
-
-
- #halloween
- #dynamic
- (and 15 more)
-
aidenneal12 changed their profile photo
-
aimacak started following NullReferenceException
-
Notz started following NullReferenceException
-
KpucTaJl started following 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
-
Brad Copp started following 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
- Today
-
Let me know if you find anything out and I'll keep doing some testing in the meantime.
-
Raid Base Issue – Garage Doors Taking No Damage
nivex replied to StrongWolves's Support Report in Support
Changed Status from Pending to Closed -
Raid Base Issue – Garage Doors Taking No Damage
nivex replied to StrongWolves's Support Report in Support
good to know, thanks enjoy=] -
- 1,164 comments
-
- #loot
- #customloot
- (and 13 more)
-
Lilith666 started following evento sin prisioneros
-
-
I don't have it, but I'll try to look into it.
-
Raid Base Issue – Garage Doors Taking No Damage
StrongWolves replied to StrongWolves's Support Report in Support
The problem was in another plugin. Solved. -
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.
-
Broken as of latest FP Update(October)
Rust Admin replied to Fusion 3.64's Support Report in Support
Causes massive lag as well. Another dead one -
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?
-
GCRP changed their profile photo
-
elshakoky88 changed their profile photo
-
ExtraEvents.json
-
Raid Base Issue – Garage Doors Taking No Damage
nivex replied to StrongWolves's Support Report in Support
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
