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Custom map wont load after creating the map with custom prefabs


Question

Posted (edited)

Ooops Admins.. i think i creat a support ticket... ohoh.. sorry for this... 😶 was not the plan....🤭

 

Hello everyone. i'm not sure i'm right here. i loaded some prefabs from the site and integrated them into my map. Unfortunately, the map does not load and just gets stuck. in the log file I have the following message

Monument Navmesh Build took 0.84 seconds
(Filename: 😄 \ buildslave \ unity \ build \ Runtime / Export / Debug / Debug.bindings.h Line: 39)

NullReferenceException: Object reference not set to an instance of an object
  at ResourceDepositManager.GetOrCreate (UnityEngine.Vector3 pos) [0x00005] in <622100108423464eb70d44bb94c0f765>: 0
  at MiningQuarry.ServerInit () [0x00021] in <622100108423464eb70d44bb94c0f765>: 0
  at BaseNetworkable.Spawn () [0x00035] in <622100108423464eb70d44bb94c0f765>: 0
  at BaseEntity.Spawn () [0x00000] in <622100108423464eb70d44bb94c0f765>: 0
  at BaseEntity.SpawnAsMapEntity () [0x00068] in <622100108423464eb70d44bb94c0f765>: 0
  at ServerMgr.SpawnMapEntities () [0x00038] in <622100108423464eb70d44bb94c0f765>: 0
  at ServerMgr.Initialize (System.Boolean loadSave, System.String saveFile, System.Boolean allowOutOfDateSaves, System.Boolean skipInitialSpawn) [0x0002c] in <622100108423464eb70d44bb94c0f765>: 0
  at Bootstrap + <StartServer> d__19.MoveNext () [0x002fb] in <622100108423464eb70d44bb94c0f765>: 0
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <c8dc2b468d1841099baa4dd8a110cc44>: 0
 
(Filename: <622100108423464eb70d44bb94c0f765> Line: 0)

can I use the message to see where the error is or what prefeb is causing it? In this case it is "MiningQuarry" somewhere on the map ? or do I misunderstand the log ? and can I see what is causing the error? so I could at least try to fix the map to get started. I've been creating since 3 weeks to build this map. it would be sad if I couldn't get the map going.

many thanks for your help
Sixx

Edited by Sixx

Recommended Posts

  • 0
Posted

Hi, I'm here to help you!

Seems like a/multiple mining quarry is causing the error, I suggest you to remove mining quarries first, then retry.
(A complete log file would be very helpful!)

Ps: I searched through topics and forums and 2 other people had the same issue, they edited a procedurally generated map.
It was made 9 months ago with nothing helpful in the replies =/

  • Like 1
  • 0
Posted (edited)
28 minutes ago, Disguise said:

Hi, I'm here to help you!

Seems like a/multiple mining quarry is causing the error, I suggest you to remove mining quarries first, then retry.
(A complete log file would be very helpful!)

Ps: I searched through topics and forums and 2 other people had the same issue, they edited a procedurally generated map.
It was made 9 months ago with nothing helpful in the replies =/

Hi, thanks for the quick response. so at least I understood correctly that the error is probably with miningquerry. I found them too. I pulled them out of the RustEdit bibliotek and put a couple of loot containers there. I'm not sure if you can use all containers or boxes. I've now deleted a few. let's see what the server says now.

it is always very tedious to test the map, since loading the server always takes ages. times quick test does not work.

I had found another post. he helped me with at least two other messages, which probably don't contribute to the server not loading the map. but at least.

I have attached the log file. i hope it works with the spoiler so that the contribution is not blown up.


<SPOILER>

Mono path[0] = 'D:/Games/RustSinglePlayer/RustServer/RustDedicated_Data/Managed'
Mono config path = 'D:/Games/RustSinglePlayer/RustServer/MonoBleedingEdge/etc'
Initialize engine version: 2019.4.22f1 (9fdda2fe27ad)
[Subsystems] Discovering subsystems at path D:/Games/RustSinglePlayer/RustServer/RustDedicated_Data/UnitySubsystems
GfxDevice: creating device client; threaded=0
Direct3D:
    Version:  Direct3D 11.0 [level 11.1]
    Renderer: NVIDIA GeForce GTX 1060 6GB (ID=0x1c03)
    Vendor:   
    VRAM:     6052 MB
    Driver:   27.21.14.6647
Begin MonoManager ReloadAssembly
- Completed reload, in  0.150 seconds
D3D11 device created for Microsoft Media Foundation video decoding.
Shader 'TextMeshPro/Distance Field': fallback shader 'TextMeshPro/Mobile/Distance Field' not found
UnloadTime: 10.032100 ms
Bootstrap Startup
Loading maps/maps.bundle
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loading shared/content.bundle
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loading shared/content.private.bundle
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loading shared/items.preload.bundle
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loading shared/monuments.bundle
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loading shared/skinnables.preload.bundle
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

System

    Name: XXXXXXXX

    OS:   Windows 10  (10.0.18363) 64bit

CPU

    Model:  AMD FX-8370E Eight-Core Processor

    Cores:  8

    Memory: 32667 MB

GPU

    Model:  NVIDIA GeForce GTX 1060 6GB

    API:    Direct3D 11.0 [level 11.1]

    Memory: 6052 MB

    SM:     50

Process

    Memory:   656 MB

Mono

    Collects: 36

    Memory:   6 MB


Manifest Metadata Loaded

    20632 pooled strings

    9181 prefab properties

    389 effect categories

    1190 entity names


Command Line: "RustDedicated.exe" "-batchmode" "+server.port" "28015" "+server.levelurl" "https://www.dropbox.com/s/ch0v0jic53rc786/test3.map?dl=1" "+decay.scale" "0" "+decay.upkeep" "false" "+server.radiation" "false" "+boar.population" "3" "+chicken.population" "4" "+stag.population" "4" "+server.saveinterval" "600" "+server.maxplayers" "5" "+rcon.port" "6666" "+rcon.password" "XXXXXXXX

" "+server.hostname" "XXXXXXXX" "+server.description" "XXXXXXXX"
Fallback handler could not load library D:/Games/RustSinglePlayer/RustServer/RustDedicated_Data/Mono/data-000001A307E16080.dll
Fallback handler could not load library D:/Games/RustSinglePlayer/RustServer/RustDedicated_Data/Mono/data-000001A2641A9020.dll
Fallback handler could not load library D:/Games/RustSinglePlayer/RustServer/RustDedicated_Data/Mono/data-000001A307E06010.dll
Fallback handler could not load library D:/Games/RustSinglePlayer/RustServer/RustDedicated_Data/Mono/data-000001A26430E010.dll
Fallback handler could not load library D:/Games/RustSinglePlayer/RustServer/RustDedicated_Data/Mono/data-000001A2642A00A0.dll
Server Config Loaded
Running server/my_server_identity/cfg/users.cfg
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Skinnable Warmup


Manifest Assets Loaded
    110 skinnable objects


Loading Scene
Unloading 5 Unused Serialized files (Serialized files now loaded: 63)
UnloadTime: 9.627000 ms
Missing shader in Main Camera (TOD_Scattering)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Missing shader in Main Camera (TOD_Scattering)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Missing shader in Main Camera (TOD_Scattering)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)


Unloading 1068 unused Assets to reduce memory usage. Loaded Objects now: 35958.
Total: 100.279700 ms (FindLiveObjects: 2.320200 ms CreateObjectMapping: 1.779200 ms MarkObjects: 94.890600 ms  DeleteObjects: 1.289400 ms)

Loading Oxide Core v2.0.3996...
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loading extensions...
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loaded extension CSharp v2.0.4044 by Oxide Team and Contributors
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loaded extension RustEdit v1.0.35 by k1lly0u
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loaded extension MySql v2.0.3760 by Oxide Team and Contributors
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loaded extension Rust v2.0.5164 by Oxide Team and Contributors
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loaded extension SQLite v2.0.3762 by Oxide Team and Contributors
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loaded extension Unity v2.0.3772 by Oxide Team and Contributors
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Latest compiler MD5: 5fbca0bf39b1c09ddf2fb3686b869242
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Local compiler MD5: 5fbca0bf39b1c09ddf2fb3686b869242
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Using Covalence provider for game 'Rust'
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loading plugins...
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loaded plugin RustEdit Automatic Updater v1.0.1 by Chaos
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loaded plugin RustEdit Core v1.0.1 by Chaos
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loaded plugin RustEdit Deployable Core v1.0.1 by Chaos
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loaded plugin RustEdit IO Core v1.0.1 by Chaos
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loaded plugin RustEdit Vending Core v1.0.1 by Chaos
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loaded plugin RustEdit Loot Core v1.0.1 by Chaos
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loaded plugin RustEdit Diesel Collectable Spawner v1.0.1 by Chaos
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loaded plugin RustEdit Desk Keycard Spawner v1.0.1 by Chaos
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loaded plugin RustEdit Resource Core v1.0.1 by Chaos
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loaded plugin RustEdit JunkPile Core v1.0.1 by Chaos
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loaded plugin RustEdit Spawn Core v1.0.1 by Chaos
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loaded plugin RustEdit Ocean Path v1.0.1 by Chaos
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loaded plugin RustEdit APC Core v1.0.1 by Chaos
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loaded plugin RustEdit Vehicle Core v1.0.1 by Chaos
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loaded plugin RustEdit NPC Core v1.0.1 by Chaos
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loaded plugin RustEdit Excavator Rotation Correction v1.0.1 by Chaos
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loaded plugin Rust v2.0.5164 by Oxide Team and Contributors
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loaded plugin Unity v2.0.3772 by Oxide Team and Contributors
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Asset Warmup (1/8594)
Asset Warmup (365/8594)
Asset Warmup (374/8594)
Asset Warmup (382/8594)
Asset Warmup (408/8594)
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Asset Warmup (487/8594)
Asset Warmup (900/8594)
Asset Warmup (1069/8594)
Asset Warmup (1612/8594)
Couldn't create a Convex Mesh from source mesh "patrol_helicopter_part02" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
(Filename:  Line: 91)

Asset Warmup (2269/8594)
Asset Warmup (2567/8594)
Asset Warmup (3137/8594)
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Couldn't create a Convex Mesh from source mesh "Old_Boat_GM" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
(Filename:  Line: 91)

Couldn't create a Convex Mesh from source mesh "ScrapHeliGibs_Part002" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
(Filename:  Line: 91)

Couldn't create a Convex Mesh from source mesh "ScrapHeliGibs_Part046" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
(Filename:  Line: 91)

Asset Warmup (4517/8594)
Asset Warmup (5034/8594)
The referenced script on this Behaviour (Game Object 'effect - FXAA') is missing!
(Filename:  Line: 334)

The referenced script on this Behaviour (Game Object '<null>') is missing!
(Filename:  Line: 334)

The referenced script on this Behaviour (Game Object 'effect - FXAA') is missing!
(Filename:  Line: 334)

The referenced script on this Behaviour (Game Object 'effect - FXAA') is missing!
(Filename:  Line: 334)

Asset Warmup (5384/8594)
Asset Warmup (5693/8594)
The referenced script on this Behaviour (Game Object 'effect - FXAA') is missing!
(Filename:  Line: 334)

The referenced script on this Behaviour (Game Object '<null>') is missing!
(Filename:  Line: 334)

The referenced script on this Behaviour (Game Object 'effect - FXAA') is missing!
(Filename:  Line: 334)

The referenced script on this Behaviour (Game Object 'effect - FXAA') is missing!
(Filename:  Line: 334)

Asset Warmup (6152/8594)
Asset Warmup (6509/8594)
Asset Warmup (6794/8594)
The referenced script on this Behaviour (Game Object 'effect - FXAA') is missing!
(Filename:  Line: 334)

The referenced script on this Behaviour (Game Object '<null>') is missing!
(Filename:  Line: 334)

The referenced script on this Behaviour (Game Object 'effect - FXAA') is missing!
(Filename:  Line: 334)

The referenced script on this Behaviour (Game Object 'effect - FXAA') is missing!
(Filename:  Line: 334)

Asset Warmup (7079/8594)
Asset Warmup (7425/8594)
Asset Warmup (7749/8594)
Asset Warmup (8202/8594)
Asset Warmup (8534/8594)
Asset Warmup (8577/8594)
Asset Warmup (8594/8594)
WebSocket RCon Started on 6666
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loading custom map from https://www.dropbox.com/s/ch0v0jic53rc786/test3.map?dl=1
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

[1.3s] Loading World
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - All passes removed
WARNING: Shader Did you use #pragma only_renderers and omit this platform?
Shader 'Nature/Terrain/Diffuse': dependency 'AddPassShader' shader 'Hidden/TerrainEngine/Splatmap/Diffuse-AddPass' not found
Shader 'Hidden/TerrainEngine/Splatmap/Standard-AddPass': fallback shader 'Hidden/TerrainEngine/Splatmap/Diffuse-AddPass' not found
Trying to load assembly: Oxide.Ext.RustEdit.XmlSerializers, Version=1.0.1.0, Culture=neutral, PublicKeyToken=null
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Trying to load assembly: Oxide.Ext.RustEdit.XmlSerializers
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

[RustEdit] - IO data loaded and ready to be processed!
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

[RustEdit] - No vending data found in map file
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

[RustEdit] - No loot data found in map file
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

[RustEdit] - No APC path data found in map file
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Trying to load assembly: Oxide.Ext.RustEdit.XmlSerializers, Version=1.0.1.0, Culture=neutral, PublicKeyToken=null
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Trying to load assembly: Oxide.Ext.RustEdit.XmlSerializers
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

[RustEdit] - Vehicle data loaded and ready to be processed!
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Trying to load assembly: Oxide.Ext.RustEdit.XmlSerializers, Version=1.0.1.0, Culture=neutral, PublicKeyToken=null
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Trying to load assembly: Oxide.Ext.RustEdit.XmlSerializers
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

[RustEdit] - NPC data loaded and ready to be processed!
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

LoadPrefab - should start with assets/ - arrow_bone
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

LoadPrefab - should start with assets/ - arrow_bone
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

LoadPrefab - should start with assets/ - shadow_proxy
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

LoadPrefab - should start with assets/ - shadow_proxy
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

[83.9s] Spawning World
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

[2.8s] Terrain Mesh
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

[0.4s] Road Meshes
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

[0.6s] Wire Meshes
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

[3.9s] Train Track Collation
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

[8.3s] Processing World
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Trying to load assembly: Oxide.Ext.RustEdit.XmlSerializers, Version=1.0.1.0, Culture=neutral, PublicKeyToken=null
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Trying to load assembly: Oxide.Ext.RustEdit.XmlSerializers
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

[RustEdit] - Loaded 4 custom ocean patrol path points
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

[0.5s] Finalizing World
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Unloading 3 Unused Serialized files (Serialized files now loaded: 63)
[4.9s] Cleaning Up
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)


Unloading 120031 unused Assets to reduce memory usage. Loaded Objects now: 2660877.
Total: 1960.938700 ms (FindLiveObjects: 349.016700 ms CreateObjectMapping: 209.915800 ms MarkObjects: 1327.665700 ms  DeleteObjects: 74.340000 ms)

Starting Navmesh Source Collecting
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Navmesh Source Collecting took 0.29 seconds
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Starting Navmesh Build with 159318 sources
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

RuntimeNavMeshBuilder: Source mesh w_campfire_LOD3 is skipped because it does not allow read access
(Filename:  Line: 1060)

RuntimeNavMeshBuilder: Source mesh w_campfire_LOD3 is skipped because it does not allow read access
(Filename:  Line: 1060)

RuntimeNavMeshBuilder: Source mesh pumpkin_standalone_LOD1 is skipped because it does not allow read access
(Filename:  Line: 1060)

RuntimeNavMeshBuilder: Source mesh pumpkin_standalone_LOD1 is skipped because it does not allow read access
(Filename:  Line: 1060)

RuntimeNavMeshBuilder: Source mesh pumpkin_standalone_LOD1 is skipped because it does not allow read access
(Filename:  Line: 1060)

RuntimeNavMeshBuilder: Source mesh pumpkin_standalone_LOD1 is skipped because it does not allow read access
(Filename:  Line: 1060)

RuntimeNavMeshBuilder: Source mesh w_campfire_LOD3 is skipped because it does not allow read access
(Filename:  Line: 1060)

RuntimeNavMeshBuilder: Source mesh w_campfire_LOD3 is skipped because it does not allow read access
(Filename:  Line: 1060)

RuntimeNavMeshBuilder: Source mesh tunacan_walllight_LOD2 is skipped because it does not allow read access
(Filename:  Line: 1060)

RuntimeNavMeshBuilder: Source mesh tunacan_walllight_LOD2 is skipped because it does not allow read access
(Filename:  Line: 1060)

RuntimeNavMeshBuilder: Source mesh collider is skipped because it does not allow read access
(Filename:  Line: 1060)

RuntimeNavMeshBuilder: Source mesh waterpumps_COL is skipped because it does not allow read access
(Filename:  Line: 1060)

Calling UpdateNavMesh took 0.6075897
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

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100%
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Monument Navmesh Build took 0.84 seconds
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

NullReferenceException: Object reference not set to an instance of an object
  at ResourceDepositManager.GetOrCreate (UnityEngine.Vector3 pos) [0x00005] in <622100108423464eb70d44bb94c0f765>:0
  at MiningQuarry.ServerInit () [0x00021] in <622100108423464eb70d44bb94c0f765>:0
  at BaseNetworkable.Spawn () [0x00035] in <622100108423464eb70d44bb94c0f765>:0
  at BaseEntity.Spawn () [0x00000] in <622100108423464eb70d44bb94c0f765>:0
  at BaseEntity.SpawnAsMapEntity () [0x00068] in <622100108423464eb70d44bb94c0f765>:0
  at ServerMgr.SpawnMapEntities () [0x00038] in <622100108423464eb70d44bb94c0f765>:0
  at ServerMgr.Initialize (System.Boolean loadSave, System.String saveFile, System.Boolean allowOutOfDateSaves, System.Boolean skipInitialSpawn) [0x0002c] in <622100108423464eb70d44bb94c0f765>:0
  at Bootstrap+<StartServer>d__19.MoveNext () [0x002fb] in <622100108423464eb70d44bb94c0f765>:0
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <c8dc2b468d1841099baa4dd8a110cc44>:0
 
(Filename: <622100108423464eb70d44bb94c0f765> Line: 0)

</SPOILER>

 

Edited by Sixx
  • 0
Posted
Just now, Disguise said:

I think you placed down mining quarry entities and not prefabs. Most entities break the map

This 4 should work (try to select from 4 of these):
image.png.8555cce51e05b6294a61c1e9ae6b3122.png
This 1 should not work:
image.png.94839d44ff55d427bad707b229a95ef4.png
Full List:
image.png.443926603488b0f97c22601f1695ce75.png

  • 0
Posted
12 minutes ago, Disguise said:

I think you placed down mining quarry entities and not prefabs. Most entities break the map

Oh crap. I hope I haven't caught any other "wrong" building types. that can be good. noob at work * lol *

to make sure that I only get prefabs, should I only use buildings from the prefab tab that are shown in the prefab list? I'll delete the thing right away and see what error comes next ...

 

RE.thumb.png.41430cfc98d132405dbbda1d44ecead8.png

  • 0
Posted
6 minutes ago, Sixx said:

Oh crap. I hope I haven't caught any other "wrong" building types. that can be good. noob at work * lol *

to make sure that I only get prefabs, should I only use buildings from the prefab tab that are shown in the prefab list? I'll delete the thing right away and see what error comes next ...

 

RE.thumb.png.41430cfc98d132405dbbda1d44ecead8.png

Delete Mining Pumpjack and use Pumpjack-Static instead

  • 0
Posted

I don't know if it's there any broken prefabs in the prefabs list, just make sure if you got 2 similar names always use the "static" or "worldmodel" one, never an entity!

  • Love 1
  • 0
Posted
8 minutes ago, Disguise said:

I don't know if it's there any broken prefabs in the prefabs list, just make sure if you got 2 similar names always use the "static" or "worldmodel" one, never an entity!

damn it. now I've deleted sulfur quarry ...

yes i saw that there are no buildings in the prefab category, but only parts of buildings. it seems to be under "bundled" i believe.

how do I know if it is an entity if the name does not provide any direct information.

Is there a way to test the map for errors before uploading and starting the server? it always takes forever until the server is loaded.

 

sorry that I'm so annoying;)

  • 0
Posted

I didn't found an exact way to tell which one is an entity and the other isn't.
A perfect example how you can tell which one is usable and which one isn't:
image.png.1a841d922e793312ca13b86f41ddc5da.pngimage.thumb.png.9e894a9abfad07aaf28b111159152640.png

  • Like 1
  • 0
Posted
21 minutes ago, Disguise said:

I didn't found an exact way to tell which one is an entity and the other isn't.
A perfect example how you can tell which one is usable and which one isn't:
 

that should be better solved via RustEdit. It shouldn't actually happen that standard items cause the map not to be loaded.

I just put both pumpjacks side by side. there is no difference to be seen. if it is really only possible via the correct category in the prefab list.

unfortunately that did not work with deleting the punpjack. he still has the same error. I have now removed all of the mines that I have set. see what happens now.

awkward and annoying. actually I just wanted to quickly adjust a different map .. now I've been building for 3 weeks and it doesn't work.

  • 0
Posted

oha! no more mistakes like this one. only one of the mines seems to have been broken ...

now I only have a few red messages like
RuntimeNavMeshBuilder: Source mesh waterpumps_COL is skipped because it does not allow read access

and at the end of the loading process, heaps
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path ": \ Hillside BunBoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path ": \ Hillside BunBoxColliders does not support negative scale or size.

 

then the server restarts ... it would have been too nice

  • 0
Posted
1 hour ago, Disguise said:

I didn't found an exact way to tell which one is an entity and the other isn't.
A perfect example how you can tell which one is usable and which one isn't:
 

Done. I am online. My goodness.

many thanks for your patient help. I would have probably searched forever. now remove a few small errors and then it must be good. time to play

One last question. Maybe you can answer that for me too. does it make a difference whether I dissolve a prefab into its individual parts in order to adapt it or whether I leave it whole. if an object becomes what is loaded, then 50, 60 or more. or does it not matter whether together or taken apart.

I don't even know how I can put something back together.

20210814221439_1.thumb.jpg.d55385aa84c4c66933255fe6465119f2.jpg

 

  • 0
Posted

Should not make a difference in a small quantity, I've never tested it. But if you have let's say 800-1000 prefabs in a small area, that's probably a bowl of lagspike there.

  • Like 1
  • 0
Posted (edited)
On 8/15/2021 at 11:07 AM, Disguise said:

You're welcome! 😄

me again 😔 an other freez loading the map...

I've adjusted the map and expanded it a bit and saved it under a new name.
the old map from yesterday works fine, i test it 2 hours ago.

now the server hangs again. I made sure that I don't use prefabs that don't work. this probably didn't work although the log file does not contain any information about a prefab.

I added a new one to the map
- NPC spawner
- Underwater Lab A-D and Module
- Water Triger for Labs
- some Loot containers and Loot spawers
- various fish
- 2-3 prefabs from assets / bundle / autospawn

unfortunately the error doesn't really tell me anything.
the solution that was offered via google did not help. Oxide.Ext.RustEdit.dll is up to date and also oxide.rust.

maybe you have an idea.

here times the message from the log

Asset Warmup (7082/8594)
Asset Warmup (7398/8594)
Asset Warmup (7656/8594)
Asset Warmup (7988/8594)
Asset Warmup (8309/8594)
Asset Warmup (8534/8594)
Asset Warmup (8559/8594)
Asset Warmup (8594/8594)
WebSocket RCon started on 6666
(Filename: 😄 \ buildslave \ unity \ build \ Runtime / Export / Debug / Debug.bindings.h Line: 39)

Loading custom map from https://www.dropbox.com/s/ftysk8kkbyi1mjt/SixxMap.map?dl=1
(Filename: 😄 \ buildslave \ unity \ build \ Runtime / Export / Debug / Debug.bindings.h Line: 39)

[1.6s] Loading World
(Filename: 😄 \ buildslave \ unity \ build \ Runtime / Export / Debug / Debug.bindings.h Line: 39)

WARNING: Shader Unsupported: 'Hidden / Nature / Terrain / Utilities' - All passes removed
WARNING: Shader Did you use #pragma only_renderers and omit this platform?
Shader 'Nature / Terrain / Diffuse': dependency 'AddPassShader' shader 'Hidden / TerrainEngine / Splatmap / Diffuse-AddPass' not found
Shader 'Hidden / TerrainEngine / Splatmap / Standard-AddPass': fallback shader 'Hidden / TerrainEngine / Splatmap / Diffuse-AddPass' not found
StringPool.GetString - no string for ID4110763003
(Filename: 😄 \ buildslave \ unity \ build \ Runtime / Export / Debug / Debug.bindings.h Line: 39)

LoadPrefab - should start with assets / -
(Filename: 😄 \ buildslave \ unity \ build \ Runtime / Export / Debug / Debug.bindings.h Line: 39)

ArgumentException: Invalid path
  at System.IO.Path.GetDirectoryName (System.String path) [0x0000d] in <eae584ce26bc40229c1b1aa476bfa589>: 0
  at Prefab..ctor (System.String name, UnityEngine.GameObject prefab, GameManager manager, PrefabAttribute + Library attribute) [0x00019] in <622100108423464eb70d44bb94c0f765>: 0
  at Prefab.Load (System.UInt32 id, GameManager manager, PrefabAttribute + Library attribute) [0x00023] in <622100108423464eb70d44bb94c0f765>: 0
  at World.Spawn (ProtoBuf.PrefabData prefab) [0x00000] in <622100108423464eb70d44bb94c0f765>: 0
  at World + <Spawn> d__79.MoveNext () [0x000f4] in <622100108423464eb70d44bb94c0f765>: 0
  at WorldSetup + <InitCoroutine> d__15.MoveNext () [0x00622] in <622100108423464eb70d44bb94c0f765>: 0
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <c8dc2b468d1841099baa4dd8a110cc44>: 0
 
(Filename: <eae584ce26bc40229c1b1aa476bfa589> Line: 0)

sorry to bother you again

Thanks, Sixx 🙂

 

Oh.. at top of the file after server config loadet i got this - maybe this is the invalid path ??

Fallback handler could not load library D:/Games/RustSinglePlayer/RustServer/RustDedicated_Data/Mono/data-0000025322A6B010.dll
Fallback handler could not load library D:/Games/RustSinglePlayer/RustServer/RustDedicated_Data/Mono/data-0000025386474010.dll
Fallback handler could not load library D:/Games/RustSinglePlayer/RustServer/RustDedicated_Data/Mono/data-000002532277F030.dll
Fallback handler could not load library D:/Games/RustSinglePlayer/RustServer/RustDedicated_Data/Mono/data-0000025322A9D030.dll
Fallback handler could not load library D:/Games/RustSinglePlayer/RustServer/RustDedicated_Data/Mono/data-0000025322C630D0.dll
Fallback handler could not load library D:/Games/RustSinglePlayer/RustServer/RustDedicated_Data/Mono/data-0000025393210080.dll
Server Config Loaded
Running server/my_server_identity/cfg/users.cfg
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Skinnable Warmup
Manifest Assets Loaded

    110 skinnable objects
Loading Scene
Unloading 5 Unused Serialized files (Serialized files now loaded: 63)
UnloadTime: 11.498900 ms
Missing shader in Main Camera (TOD_Scattering)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Missing shader in Main Camera (TOD_Scattering)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Missing shader in Main Camera (TOD_Scattering)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)


Unloading 1068 unused Assets to reduce memory usage. Loaded Objects now: 35958.
Total: 134.675400 ms (FindLiveObjects: 2.898900 ms CreateObjectMapping: 3.392500 ms MarkObjects: 126.192700 ms  DeleteObjects: 2.190600 ms)

Loading Oxide Core v2.0.3996...
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loading extensions...
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Edited by Sixx
  • 0
Posted (edited)

SOLVED !!! Stupid Sixx..

Fallback handler could not load library D:/Games/RustSinglePlayer/RustServer/RustDedicated_Data/Mono/data-0000025322A6B010.dll

the error actually came about through a broken custom prefab ... sometimes we have a long line to understand.

the prefab was "Fallback Base" - maybe since an update it is broken
https://codefling.com/monuments/scientist-fallback-base

I leave the description of the error there. maybe that will help someone else too

 

Edited by Sixx
  • 0
Posted

Fu*** not solved.

after starting server i start rust to login in my server.. loading loading loading

and at the end:

 

127.0.0.1:51151/76561198451755427/2302 has auth level 2
[Economics] Saving balances for players...
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Saved 105,322 ents, cache(2.63), write(0.06), disk(0.04).
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Saving complete
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

127.0.0.1:51151/76561198451755427/2302 disconnecting: Exception (cs:64094): NullReferenceException: Object reference not set to an instance of an object. InstancingContainer..ctor (System.Int32 capacity) (at <00000000000000000000000000000000>:0) System.Collections.Generic.GenericEqualityComparer`1[T].GetHashCode (T obj) (at <00000000000000000000000000000000>:0) System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) (at <00000000000000000000000000000000>:0) System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) (at <00000000000000000000000000000000>:0) ListDictionary`2[TKey,TVal].TryGetValue (TKey key, TVal& val) (at <00000000000000000000000000000000>:0) DeferredDecalSystem.GetList (DeferredDecal decal, ListDictionary`2[TKey,TVal] dict, System.Int32 pass) (at <00000000000000000000000000000000>:0) DeferredDecalSystem.RemoveDecal (DeferredDecal decal) (at <00000000000000000000000000000000>:0) DeferredDecal.OnDisable () (at <00000000000000000000000000000000>:0) MeshGroupCull.SetLOD (System.Int32 newlod) (at <00000000000000000000000000000000>:0) LODComponent.ChangeLOD () (at <00000000000000000000000000000000>:0) LODGrid.Add (ILOD component, UnityEngine.Transform transform, LODCell& cell) (at <00000000000000000000000000000000>:0) LODComponent.OnEnable () (at <00000000000000000000000000000000>:0) GameManager.CreatePrefab (System.String strPrefab, UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) (at <00000000000000000000000000000000>:0) Prefab.Spawn (UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) (at <00000000000000000000000000000000>:0) World.Spawn (System.String category, Prefab prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale) (at <00000000000000000000000000000000>:0) World.Spawn (ProtoBuf.PrefabData prefab) (at <00000000000000000000000000000000>:0) World+<Spawn>d__63.MoveNext () (at <00000000000000000000000000000000>:0) WorldSetup+<InitCoroutine>d__15.MoveNext

  • 0
Posted
22 minutes ago, Disguise said:

Verify your Rust files and make sure there's no entity nor a broken prefab on the map!

Rust files are verified. no problems found.

for understandig. the server can start with an entity or broken prefab.
but the login to my server over the game can crash ?

cause the server is running. i allways will try the "yesterday" map. i test it
only with server start today, not with login into the game. see what happend.

if i get this new map to run. i stop building..

  • 0
Posted

for understandig. the server can start with an entity or broken prefab.
but the login to my server over the game can crash ?

 

yep

  • 0
Posted

it could be so easy... 😂

i try the old map no to see if its possible to login to the world.
if this works, its the newer map and i have to find the prefab
thats hurt me...

thanks for now 🙂

  • 0
Posted
31 minutes ago, Disguise said:

for understandig. the server can start with an entity or broken prefab.
but the login to my server over the game can crash ?

 

yep

okay. i am in now with the yesterday-map
so i have to check my newer map.. congratulation 🙄🤦‍♂️

well that's going to be fun

  • 0
Posted (edited)
23 minutes ago, Disguise said:

If you want it, I can inspect your map.

oh thanks, this would help.. but dont laugh.. i put lot of stuff in it 😄

hope link works

map

 

Edited by Sixx

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