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Train Pieces still left behind

Fixed 1.0.2 1.0.3



SkeletonKing69

Posted

Hello! I still have train pieces being left behind. I saw a previous support request where you said you fixed this but I still have it happening :c

LeroyJenkins420

Posted

3 minutes ago, SkeletonKing69 said:

Hello! I still have train pieces being left behind. I saw a previous support request where you said you fixed this but I still have it happening :c

Hello @SkeletonKing69 are you on oxide or carbon? 

SkeletonKing69

Posted

Like the visuals go away but if I rotate or upgrade them they come back? Collisions are still there.

20250514205425_1.jpg

LeroyJenkins420

Posted

6 minutes ago, SkeletonKing69 said:

I am on Oxide

Thank you, I just tested on Carbon with the same Workcart_AboveGround train type and I couldnt seem to produce the same result. Im going to try on Oxide next. 

Can you tell me more information about what you were doing before this happened? Mainly im concerned with knowing

  • when was the train spawned
    • was it one you spawned or a "wild" one?
  • Did this happen immediately after building on it, what time frame?
  • Was it after moving or before or both?
  • Do you notice it with specifically the type mentioned or with all types?
SkeletonKing69

Posted

Of course! It was a wild train that was on the map when I was running around. It happens when it moves. If i go far enough away the visuals will load back in. Maybe its a LOD thing? It was after moving. So far I've just found the one train. Haven't found another yet. If I refresh the walls, which still show up with the hammer by rotating or upgrading, they will come back. But once moving, they stay in place behind the train.

Hope that helps. 🙂

  • Like 1
LeroyJenkins420

Posted

2 minutes ago, SkeletonKing69 said:

Of course! It was a wild train that was on the map when I was running around. It happens when it moves. If i go far enough away the visuals will load back in. Maybe its a LOD thing? It was after moving. So far I've just found the one train. Haven't found another yet. If I refresh the walls, which still show up with the hammer by rotating or upgrading, they will come back. But once moving, they stay in place behind the train.

Hope that helps. 🙂

Hello @SkeletonKing69,

Thank you for the information, I still would like to know a time frame particularly of the blocks lifespan, EX 
"I placed the block on the train ran away for like 5 minutes, came back within distance of the train for 2 minutes, then it went invisible" 

I dont believe LODS are the issue here, there is likely some underlying issue with the network update. Your client isnt getting those block updates even though I send them to everyone within the trains network group, if there are players nearby.  

Before releasing this latest update I had tested both on Oxide and Carbon to ensure no blocks get left behind or go invisible. My tests for both server types included building a small train, then letting it drive around the rail network while I watched. During this time I did not observe any blocks being left behind, the test ran for roughly 2 hours before I concluded the build stable. 

 

I'm starting my Oxide server now so we'll see if that still holds true.
 

SkeletonKing69

Posted

Sure. It goes invisible right away. As soon as the train movies. Is there like an update tick time or something? I don't know code just asking. The pieces will not return to the train, visually speaking, unless i go about a gride space or more away. I believe the platforms that allow you to build on the train got the train stuck at some point. Like they clipped off the train and were stuck. Only upgrading them would return them to the train correctly. I was able to unstuck the train this way.

 

 

SkeletonKing69

Posted

I also believe going through a grid space will bring them back briefly as I saw the pieces where they had gotten stuck in place when coming back from where i first started moving the train. So they are updating but only after one of the ways I can reset them occurs.

LeroyJenkins420

Posted

5 minutes ago, SkeletonKing69 said:

I also believe going through a grid space will bring them back briefly as I saw the pieces where they had gotten stuck in place when coming back from where i first started moving the train. So they are updating but only after one of the ways I can reset them occurs.

When those pieces "Fall off" the train so to speak the collider is still on the train so it will not make the train get stuck. 

What you showed in the screenshot though is a separate bug from that.

Are you experiencing both? Invisible blocks in place, and also blocks "falling off" visually? 

 

I'm on Oxide server now, running the latest version of the plugin (AND ONLY MY PLUGIN) and I cannot recreate the bugs you are describing. 
What I am doing

  • I spawned a train Workcart_Aboveground
  • I built walls and roof on the train
  • I put fuel in it
  • I go forward
  • I travel multiple grids without issue
  • I leave the train and go somewhere else on the map (roughly for 5 minutes)
  • I go back to the train and drive it again for some distance without issue

 

What you have described to me is not occurring locally on my end which leads me to believe some other plugin is causing a conflict. If you would like to paste a list of the plugins you are using I would be happy to take a look, or you're also welcome to DM them to me. 
 



 



 

SkeletonKing69

Posted

Of course. The only other plugin I am using is offline raid protection. Other than that the server is vanilla rust.

LeroyJenkins420

Posted

4 minutes ago, SkeletonKing69 said:

Of course. The only other plugin I am using is offline raid protection. Other than that the server is vanilla rust.

How much Ram does your server have? Is it possible it was lagging during this time? I could easily see lag potentially causing these issues

LeroyJenkins420

Posted

Just now, SkeletonKing69 said:

Server has 10 gb of ram. its around 9600  mb at peak

 

Well im not sure whats causing the issue then, on my servers the plugin runs fine. Can you provide a screenshot of your console after doing o.plugins? 

SkeletonKing69

Posted

Sure Exactly what am i looking for in console? You mean when the server boots up?

 

 

SkeletonKing69

Posted

Just realized that was a command haha. My bad. Here what I get.

5/14 10:54:21 PM [Info] Listing 2 plugins:

5/14 10:54:21 PM [Info] 01 "Anti Offline Raid" (1.0.2) by Calytic/Shady14u (1.30s / 7 MB) - AntiOfflineRaid.cs

5/14 10:54:21 PM [Info] 02 "Train Bases" (1.0.2) by LeroyJenkins420 (0.25s / 776 KB) - TrainBases.cs

5/14 10:54:21 PM [Info] Listing 2 plugins:

5/14 10:54:21 PM [Info] 01 "Anti Offline Raid" (1.0.2) by Calytic/Shady14u (1.30s / 7 MB) - AntiOfflineRaid.cs

5/14 10:54:21 PM [Info] 02 "Train Bases" (1.0.2) by LeroyJenkins420 (0.25s / 776 KB) - TrainBases.cs

LeroyJenkins420

Posted

the full list of plugins that print, including some of the lines of text before and after it so i know the full list was captured

LeroyJenkins420

Posted

At this point i Have validated the plugin works on vanilla, oxide and carbon servers, I would need details on how to reliably replicate this bug in order to move forward. 

None of my tests thus far have been able to re-create any of the bugs you mentioned. 

LeroyJenkins420

Posted

You also provided text instead of a screenshot, the purpose of the screenshot was to ensure nothing was being cut off from the plugin list. 

LeroyJenkins420

Posted

Just now, SkeletonKing69 said:

I can provide a picture but there was no more text. 

 

shockbyte console.png

I just wanted to make sure, sometimes people get lost in the wall of text 🙂

If you can provide further details on how to replicate this i'd be happy to investigate further, but until then i've validated that this is not an issue on my end using Carbon and Oxide servers with only my plugin installed.

SkeletonKing69

Posted

I could also try taking offline raid protection off. Just to see.

LeroyJenkins420

Posted

Just now, SkeletonKing69 said:

I guess do you think I should try loading carbon instead?

I would say its worth a shot 🙂

 

Though its not necessary, I tested on my local Oxide server and it didnt have the issues you're describing.  


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