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Flooding server with exceptions

Pending 1.0.5

zeka
zeka

Posted

Greetings!

We have really enjoyed adding this plugin to our server; however, we’ve recently encountered an issue with escalating console exceptions.

While everything worked perfectly at first, these errors began appearing after a few days and have since intensified, eventually flooding our logs. We also noticed some strange remnants of old basements left behind in the world (see attached photos). We aren’t certain if these 'ghost' structures are related to the errors, but the timing suggests they might be.

We are currently seeing thousands of these error lines daily. Our community loves this feature, so we would hate to remove it, but we may be forced to do so if we can't find a resolution for the sake of server stability.

 

Quote

Failed to call hook 'OnStructureDemolish' on plugin 'Basements v1.0.5' (NullReferenceException: Object reference not set to an instance of an object.)
  at Oxide.Plugins.Basements.OnStructureDemolish (BaseCombatEntity entity, BasePlayer basePlayer, System.Boolean immediate) [0x00034] in <b4e31e9f4f5c413ebd4422891ddf1c0a>:0 
  at Oxide.Plugins.Basements.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x002b7] in <b4e31e9f4f5c413ebd4422891ddf1c0a>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <112d89ea5d3348c8b949af0ab1a866d2>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <112d89ea5d3348c8b949af0ab1a866d2>:0 
Failed to call hook 'OnStructureDemolish' on plugin 'Basements v1.0.5' (NullReferenceException: Object reference not set to an instance of an object.)
  at Oxide.Plugins.Basements.OnStructureDemolish (BaseCombatEntity entity, BasePlayer basePlayer, System.Boolean immediate) [0x00034] in <b4e31e9f4f5c413ebd4422891ddf1c0a>:0 
  at Oxide.Plugins.Basements.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x002b7] in <b4e31e9f4f5c413ebd4422891ddf1c0a>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <112d89ea5d3348c8b949af0ab1a866d2>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <112d89ea5d3348c8b949af0ab1a866d2>:0 
Failed to call hook 'OnStructureDemolish' on plugin 'Basements v1.0.5' (NullReferenceException: Object reference not set to an instance of an object.)
  at Oxide.Plugins.Basements.OnStructureDemolish (BaseCombatEntity entity, BasePlayer basePlayer, System.Boolean immediate) [0x00034] in <b4e31e9f4f5c413ebd4422891ddf1c0a>:0 
  at Oxide.Plugins.Basements.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x002b7] in <b4e31e9f4f5c413ebd4422891ddf1c0a>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <112d89ea5d3348c8b949af0ab1a866d2>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <112d89ea5d3348c8b949af0ab1a866d2>:0 


thanks in advance

Screenshot 2025-12-27 at 22.11.18.png

Screenshot 2025-12-27 at 22.11.11.png

Mr01sam

Posted

Do you happen to know when this first started occurring?

zeka

Posted

Hi Mr01sam,

Unfortunately, I don’t have an exact timestamp for when this began. We installed the Basement plugin around December 18, 2025, and it was approximately a week later when we began noticing these issues.

It appears that basements are being left behind after bases decay. We found that using C4 to blow up the basement entrance removes the structure successfully, so it seems these are "leftovers" from the decay process.

I have attached a photo below showing one of the large basements left behind. In this instance, there was a hole in the wall that allowed players to see outside the map. I have also attached a screenshot of the debug data, which I hope is helpful.

Due to this issue, we have unfortunately been forced to disable basements for this wipe. We would love to use them again and hope you can find a fix soon!

Best regards,
Zeka

Screenshot 2025-12-28 at 22.10.05.png

screenshot_rust_plugin.png

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