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Stacking barrels /nodes

Work in Progress 1.0.4 1.0.5

Ac3
Ac3

Posted

Hello i have set the seepsea to not close but nodes and barrels are insane now they are stacking , and NPCs are getting more and more on the islands is there a way to fix this 

 

The Ghostships are nor spawning and if i sapwn them nanualy there is no loot on them

Schermafbeelding 2026-02-12 184213.png

Schermafbeelding 2026-02-12 184318.png

  • Like 1
Bad Cop

Posted

unknown reason,  investigating ⏳

  • Like 1
Bad Cop

Posted

Changed Status from Pending to Work in Progress

Kobani

Posted

On 2/13/2026 at 4:05 PM, Bad Cop said:

unknown reason,  investigating ⏳

@Bad Cop
 

I think I found a possible cause of the spawn rate issue, because I can reproduce it consistently.

Steps to reproduce:

Set DeepSea to stay open (no close cycle).

Let it run normally.

Restart the server while DeepSea is still active.

After the restart:

• Existing NPCs, nodes and loot remain
• Spawn activity increases on top of the existing entities
• NPC numbers grow
• Nodes and barrels begin stacking

If I restart again, the problem becomes even worse.

It seems that after a restart:

• DeepSea entities are loaded from save
• The spawn system initializes again
• Spawn timers or spawn groups start running again without checking existing spawned entities

This results in effectively stacked spawn rates after each restart.

Hope this helps.

Bad Cop

Posted

1 hour ago, Kobani said:

@Bad Cop
 

I think I found a possible cause of the spawn rate issue, because I can reproduce it consistently.

Steps to reproduce:

Set DeepSea to stay open (no close cycle).

Let it run normally.

Restart the server while DeepSea is still active.

After the restart:

• Existing NPCs, nodes and loot remain
• Spawn activity increases on top of the existing entities
• NPC numbers grow
• Nodes and barrels begin stacking

If I restart again, the problem becomes even worse.

It seems that after a restart:

• DeepSea entities are loaded from save
• The spawn system initializes again
• Spawn timers or spawn groups start running again without checking existing spawned entities

This results in effectively stacked spawn rates after each restart.

Hope this helps.

 

I think this is very close. I was actually testing this today, but could not get it to happen. Added some debugging to the code and will let it run naturally until scheduled restart on a live server, hopefully learn more and then see about preventing it.

Kobani

Posted

I think I may have expressed myself poorly before – I was able to reproduce it specifically in AlwaysOpen mode.

Here is how I configured it for testing:

"Enforce Interval Seconds (0 = only on startup)": 5.0,
"Schedule": {
  "Mode (Vanilla | AlwaysOpen | Disabled)": "AlwaysOpen",
  "Open Time Seconds (vanilla wipeDuration)": 1900.0,
  "Cooldown Seconds (time until next opening after closing)": 1860.0,
  "Final Phase Seconds (used for end weather/ramp)": 1800.0,
  "Radiation Warning Phase Seconds (entry blocked when time left is below this)": 300.0,
  "AlwaysOpen - Keep Time Left Around Seconds": 9999999.0,
  "AlwaysOpen - Refill When Below Seconds": 0.0,
  "Disabled - Push Next Opening To Seconds": 9999999.0,
  "Set DeepSea Enabled Flag (restart may be required)": false,
  "DeepSea Enabled": true

With this configuration, I let DeepSea run normally in AlwaysOpen mode and then restarted the server while it was still active.

After the restart, the existing NPCs, nodes, and loot remained — but the spawn system appeared to start again on top of the already existing entities.

What was particularly noticeable:
The docks and cannons were also duplicated. The old ones were still there, and new ones were added in different positions.

If I repeat the restart, the stacking issue becomes worse each time.
Loot crates inside loot crates inside loot crates. At first it looks like there is only one NPC — but when you get close… after restarting the server 10 times, it becomes quite scary 😅

It seems to occur specifically when AlwaysOpen is active during a restart.

Also important: I made sure to run server.save before restarting (especially if restarting within 5 minutes)… but who am I kidding 😏

Maybe this helps narrow down the issue a bit further.

Thanks again for all the great work you’re doing — I really hope you’ll find a solution soon!

20260216160558_1.jpg

Stormo

Posted

I have the same issue — Deep Ocean is constantly running, and everything gets duplicated after every restart. There is also a problem on the ships: for some reason, the crate is not spawning.
image.png.423cd0d4ff04d06e01340bfb00793b64.png

Bad Cop

Posted

Still working on this,  but i have been able to replicate this without the plugin being loaded between restarts.  I hope i'm not sweating over something which is a game bug 🤨

 

Will follow up as soon as I have any more findings

Bad Cop

Posted

@Stormo@Kobani@Ac3

 

Please try with the new version, introduced some cleanups and changed the respawning logic .

I was able to replicate the duplication without the plugin active, raised this with FP devs, hopefully something will come of it.

  • Love 1
Bad Cop

Posted

Changed Fixed In to 1.0.5

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