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Custom map wont load after creating the map with custom prefabs


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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

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  • 0
Posted
51 minutes ago, Sixx said:

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

hope link works

map

 

Tomorrow I can inspect it but I would send it in DMs because everyone can see that link.

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Posted (edited)
39 minutes ago, Disguise said:

Tomorrow I can inspect it but I would send it in DMs because everyone can see that link.

sounds good 🙂 thank you

Edited by Sixx
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Posted

Okay, so I inspected the map, (without the custom monuments because I don't own any) and my question is:

Did you place down the trees and lootbox spawners manually? (I never used the spawners before)

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Posted (edited)
24 minutes ago, Disguise said:

Okay, so I inspected the map, (without the custom monuments because I don't own any) and my question is:

Did you place down the trees and lootbox spawners manually? (I never used the spawners before)

Hi. Oh yes, you cant check the custom prefabs..

if you mean the normal and different kind of trees. yes i place them by hand since i edit the map and it works fine. so far I have been able to load the map with it at least without errors.

I've only been using the lootbox spawner for 1 or 2 days to see what it does. otherwise I only used normal loot boxes or barrels.

you meand this spawner ?

Lootbox.thumb.jpg.94da063612922f45f33dea688fc2936d.jpg

I have already deleted some prefabs and all underwater labs, but at the moment it is loading the server but ingame it cannot find the map. I've been trying it since 2 hours. so can not see whether my change is having an effect.

have already deleted the map in the directory, restarted the server, etc. no idea what is now all of a sudden.

"Disconnected world file mismatch rust" this error message means that the "File" in your Rust Maps Folder is different from what it was before.

save the map now under a different name and try again ..

Edited by Sixx
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Posted

Yep, these spawners, use regular lootboxes, I don't think RusEdit can handle those spawners well.

And be aware that some trees has no hitbox, just visuals and unharvastable. (2 trees with same name (1 is visual 1 is harvastable), you can check if it's real or not by clicking around the tree and see if it's been selected or not, if not it's not a real tree!)
If you need to populate a big area with trees, bushes, ores then use topology/topologies instead.
Help: https://wiki.rustmapmaking.com/TopoSummary

Quote

"Disconnected world file mismatch rust" this error message means that the "File" in your Rust Maps Folder is different from what it was before.

save the map now under a different name and try again ..

You have to delete the map in your rust directory or rename your map from neutest to neutest2 (for example), upload it to dropbox, then start the server.

  • Like 1
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Posted
10 minutes ago, Disguise said:

You have to delete the map in your rust directory or rename your map from neutest to neutest2 (for example), upload it to dropbox, then start the server.

I had the error at the very beginning when I started with custom maps. I also solved it as described. today I tried this 3 times - without success. no idea why that doesn't work. luckily i renamed the map and can now use the "neutest" again. all prefabs are there again but I just threw all of the loot boxes off the map. There are also two different ones. Some are invisible, the others are visible as normal boxes or barrels. I'm loading the server, let's see what happens

I put the forests on the map at the very beginning, because I didn't know how the topology works. I only found the wiki entry or videos that explain this 2-3 weeks ago. I've already thought about removing the woods again.

 

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Posted (edited)

 

1 hour ago, Disguise said:

Yep, these spawners, use regular lootboxes, I don't think RusEdit can handle those spawners well.

Möööp... wont work.

The loot boxes are not the source of error.

Cancels again with the message. When loading it comes to Spawning Word 37xxx / 68510

I deleted so much before. Some custom prefabs, all of my underwater labs that I thought were the cause.

Now I can basically only delete everything new on prefabs over a large area to see if that changes something.

Could the NPS spawners be a problem? I also re-set some of them.

The annoying thing is that you can't even test it quickly, but the server loads for a long time and then the game too .. it always takes 30-40 minutes ... until it breaks off

------------------------------

Unbenannt.thumb.png.235b300b1c22e9ec1a90f50be175cdd8.png

127.0.0.1:57786/76561198451755427/2302 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

Edited by Sixx
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Posted
2 minutes ago, Disguise said:

Do you have plugins in use?

normally yes. but since the probemen with the map I have deleted all plugins from the corresponding directory. it just loads the Rustedit plugin, nothing else.

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Posted

NPC spawners, underwater labs should not give such an error, my best guess is the trees, bushes, ores and grass placed manually. I've never seen this error before.
ps.: Make sure you have the latest steamcmd, updated your server and validated your server.

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Posted (edited)
46 minutes ago, Disguise said:

NPC spawners, underwater labs should not give such an error, my best guess is the trees, bushes, ores and grass placed manually. I've never seen this error before.
ps.: Make sure you have the latest steamcmd, updated your server and validated your server.

hmm .. the trees, ores and bushes are all in the map that I can still load, and from the beginning of editing the map. That's the map from the opening post here, how the mines were the problem. The map is still working now - it's basically my reference test map. Unfortunately, a lot is missing on the map, otherwise I would use it. if there is no other way, I have to do it anyway and then add it again piece by piece and try again and again. then it just takes another week. I throw the trees out anyway, then the loading might also go a little faster.

Let's see, I'll delete several of the last prefabs to see if something changes. the error must be somewhere. or I actually caught trees that I hadn't used before. very annoying everything.

i am unsure about prefabs with pink objects

pink.png.7a6d25ec38f33112ef1dccdfe685ed85.png

I thank you for your patience and your help. that helped me alot. if i still find the error, i'll post it here. 🙂👍

Edited by Sixx
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Posted

So! I give up. I've been trying for almost 7 hours to find out which prefab is causing this error. Without success. I deleted everything that could be deleted. Prefabs, spawners, trees, boxes, prefabs that have slipped out of the map, etc. Always piece by piece and then the server started. The server loads but the client cannot log in. I also deleted the last plugin - Oxide.Ext.RustEdit.dll. Everything didn't work.

In the end I even flew over the map and deleted everything that I could capture. The mistake remained. World Spawning always gets stuck around 32xxx

What is also strange is that when the server starts, hints are displayed that I cannot understand.

e.g.
Calling kill - but already IsDestroyed !? vending_mapmarker [0]
Calling kill - but already IsDestroyed !? vending_mapmarker [0]
        done.
Spawning 130488 entities
ID In use! COBALT1
ID In use! COBALT1

Or hints from prefabs that I deleted a long time ago.

So basically there is only one option left. The map itself has to be damaged somehow so that you can no longer log on to it.

Last I loaded the map, for which I opened the post here and was able to repair it, because it always works. And it still works now - just loaded and logged in.

20210818001828_1.jpg.b5e2eaabb7f51ceb18e38c061753222f.jpg

So I don't have the option to copy this map and then invest a few more hours to add a few changes and nice prefabs. And then hopefully to finally be able to go online.

 

  • 0
Posted

Hey Guys, back in 2022 😔
 

and another problem - probably with my map
I didn't want to start a new post - hope that's ok.

After I had massive problems with the map I created about a year ago, which was fixed
with your help, I was able to play Rust for quite a while. Then at some point I stopped. Logged
out and played other things. Only performed the Rust updates

Now I wanted to continue again. Rust Server Update and Qxide Update performed. Server started.

Assets warmup is running
Then he launches my own map
After that comes the error

ae367a552947dee407975455abeb78b1.thumb.png.6b9fb37f71b06d50be4f3312b74f2f58.png

and this is where it gets stuck. nothing happend anymore

56994943f97d94f0949f7ba6c2ae72a1.thumb.png.28269ba228e0b32154aaad37ac9c6eab.png

without my map, Rust starts fine.
If I put the link to the map back into the Serverstart.bat, the above is displayed.

I disabled all mods to see if that might be the reason. Nothing changes

So it can only be because of the map.
Now the probably totally stupid question. Can it be because of the 1 year old map? If yes,
can I save them? That cost me weeks of work and nerves.

thanks to you
Dat Sixx 😊

 

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Posted (edited)

Nobody an idea 😢

 

do some test. if i create an new (empty, online sand)  map with RustEdit i got the same errors.

Edited by Sixx

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