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RCON keeps saying "Dungeon Done!" even though halloween is over?


BippyMiester
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The following keeps popping up in my RCON console. I thought that this was due to the halloween event. However my "halloween.enabled" convar is set to false.

(04:22:05) | Spawning dungeon with seed :6496149
(04:22:05) | Server DoGeneration,calling routine update nav mesh
(04:22:05) | Dungeon Building navmesh
(04:22:05) | Starting Navmesh Source Collecting
(04:22:05) | Spawning dungeon with seed :11623241
(04:22:05) | Server DoGeneration,calling routine update nav mesh
(04:22:05) | Dungeon Building navmesh
(04:22:05) | Starting Navmesh Source Collecting
(04:22:05) | Spawning dungeon with seed :8221239
(04:22:05) | Server DoGeneration,calling routine update nav mesh
(04:22:05) | Dungeon Building navmesh
(04:22:05) | Starting Navmesh Source Collecting
(04:22:05) | Spawning dungeon with seed :5136039
(04:22:05) | Server DoGeneration,calling routine update nav mesh
(04:22:05) | Dungeon Building navmesh
(04:22:05) | Starting Navmesh Source Collecting
(04:22:05) | Spawning dungeon with seed :3842410
(04:22:05) | Server DoGeneration,calling routine update nav mesh
(04:22:05) | Dungeon Building navmesh
(04:22:05) | Starting Navmesh Source Collecting
(04:22:05) | Spawning dungeon with seed :10051168
(04:22:05) | Server DoGeneration,calling routine update nav mesh
(04:22:05) | Dungeon Building navmesh
(04:22:05) | Starting Navmesh Source Collecting
(04:22:05) | Spawning dungeon with seed :1707837
(04:22:05) | Server DoGeneration,calling routine update nav mesh
(04:22:05) | Dungeon Building navmesh
(04:22:05) | Starting Navmesh Source Collecting
(04:22:05) | Navmesh Source Collecting took 0.15 seconds
(04:22:05) | Starting Monument Navmesh Build with 18 sources
(04:22:05) | Navmesh Source Collecting took 0.14 seconds
(04:22:05) | Starting Monument Navmesh Build with 18 sources
(04:22:05) | Navmesh Source Collecting took 0.13 seconds
(04:22:05) | Starting Monument Navmesh Build with 20 sources
(04:22:05) | Navmesh Source Collecting took 0.12 seconds
(04:22:05) | Starting Monument Navmesh Build with 21 sources
(04:22:05) | Navmesh Source Collecting took 0.12 seconds
(04:22:05) | Starting Monument Navmesh Build with 25 sources
(04:22:05) | Navmesh Source Collecting took 0.11 seconds
(04:22:05) | Starting Monument Navmesh Build with 12 sources
(04:22:05) | Navmesh Source Collecting took 0.10 seconds
(04:22:05) | Starting Monument Navmesh Build with 16 sources
(04:22:06) | Monument Navmesh Build took 0.26 seconds
(04:22:06) | Dungeon done!
(04:22:06) | Monument Navmesh Build took 0.26 seconds
(04:22:06) | Dungeon done!
(04:22:06) | Monument Navmesh Build took 0.26 seconds
(04:22:06) | Dungeon done!
(04:22:06) | Monument Navmesh Build took 0.27 seconds
(04:22:06) | Dungeon done!
(04:22:06) | Monument Navmesh Build took 0.27 seconds
(04:22:06) | Dungeon done!
(04:22:06) | Monument Navmesh Build took 0.27 seconds
(04:22:06) | Dungeon done!
(04:22:06) | Monument Navmesh Build took 0.27 seconds
(04:22:06) | Dungeon done!

Anyone have an idea if this is a plugin causing this, or is this just one of those things I can ignore? Seems as though its still taking up processing power though. Would like to not have extra processing overhead if need be.

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3 minutes ago, BippyMiester said:

The following keeps popping up in my RCON console. I thought that this was due to the halloween event. However my "halloween.enabled" convar is set to false.

Anyone have an idea if this is a plugin causing this, or is this just one of those things I can ignore? Seems as though its still taking up processing power though. Would like to not have extra processing overhead if need be.

Do you have any portal plugins?

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It's the Halloween event, so first try
 

halloween.enabled 0

writecfg

restart 60 (Killoween)

This will switch it off if it's been switched on by mistake. Check your startup commandline for any references to halloween and remove, same with your server.cfg file.

Then you can be sure it's not the server. As for plugins, just see if there are any halloween plguins still running for some reason, but I cannot think of anything that will do this, but I just let the halloween happen when it did, and it switched off with the update on it's own. 

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Yea i figured that this was an automated thing and would eventually be disabled by downloading an update from facepunch. As far as my server.cfg file is concerned, nothing in there is pertaining to events. easter, halloween, or otherwise. The start up script I use does not handle any events, I wrote it myself. It basically handles the start up and updating of oxide. Thats about it.

Trying out your method. Reporting back soon. Heres the logs from the commands you gave me after I ran it.

(22:55:21) | halloween.enabled: "False"
(22:55:26) | Config Saved
(22:55:31) | Restarting in 60 seconds

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

Welp, it looks like that might have worked. I'll be running a test for the next 24 hours and i'll double check the logs tomorrow and see if this was still an issue overnight. Thanks for your help!

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@The Friendly Chap

Well while I was working on making some new kits for my NPC's, and flying around to different monuments, I saw one of those portal doors just chilling next to Junkyard, and then I double checked the logs and sure enough, they are still being spawned in. I ran the "halloween.event" command with no arguments to ensure that it was set to false, and it is.

So I'm kind of at a loss here. I double checked and my server.cfg and serverauto.cfg mention nothing about any events.

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48 minutes ago, BippyMiester said:

@The Friendly Chap

Well while I was working on making some new kits for my NPC's, and flying around to different monuments, I saw one of those portal doors just chilling next to Junkyard, and then I double checked the logs and sure enough, they are still being spawned in. I ran the "halloween.event" command with no arguments to ensure that it was set to false, and it is.

So I'm kind of at a loss here. I double checked and my server.cfg and serverauto.cfg mention nothing about any events.

you need halloweendungeon.population 0

looks like it's set somewhere on your serverside to not 0

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13 minutes ago, shaitobu said:

you need halloweendungeon.population 0

looks like it's set somewhere on your serverside to not 0

It was set to true... So i did that command followed by writecfg, so we'll see after this restart if they continue to happen. But it looks like this might have solved the issue.

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1 hour ago, GamingHQ said:

Soo, what if they still being spawned on the map? even after doing everything that's been listed here from others? Nothing worked so far for me.

Put it in your server.cfg file. Restart your server afterwards. Just to be on the safe side, I would stop your server, put it in the server.cfg (just incase is gets overwritten by the shutdown for whatever reason) and then restart.

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On 12/2/2022 at 11:27 AM, BippyMiester said:

Put it in your server.cfg file. Restart your server afterwards. Just to be on the safe side, I would stop your server, put it in the server.cfg (just incase is gets overwritten by the shutdown for whatever reason) and then restart.

Hi there.

 

Sadly, we have tried everything.. and i mean everything.

 

  1. We double checked The bat file to start the server
  2. We double checked all convar's that are related to the Halloween event. 
  3. We triple checked if something was fishy in the server.cfg or serverauto.cfg 
  4. Not a single plugin active that could push these doors for their own gains.

i noticed, what ever i do with this Halloween event, it keeps being reverted back by the new in-game settings for server-owners as i keep seeing the event being enabled from there.

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Yea I keep seeing singular zombies out and about. I have the zombie horde plugin installed, but whenever I check the hordes status, they aren't apart of any horde. Its like they're remnants of the halloween event. I'm about to just wipe this server and start from scratch. Backup my oxide folder, delete everything and have steamcmd redownload the files. I have to migrate over to pterodactyl panel within the next 2-4 weeks (before next forced wipe) cause I have some other server owners wanting to switch over to my box, so I think i'll just do it then. This event is annoying as heck. It just sucks that if you disable ALL the events, it disables the airdrop, cargo, heli, and cargo heli. I just want to disable ALL seasonal events at this point. They suck, take up too much resources, and they aren't worth all this headache.

@GamingHQI would suggest adding those two commands to a plugin like timedexecute and have them run every 10 minutes. Thats what I did and at least the doors aren't spawning anymore.

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5 hours ago, BippyMiester said:

Yea I keep seeing singular zombies out and about. I have the zombie horde plugin installed, but whenever I check the hordes status, they aren't apart of any horde. Its like they're remnants of the halloween event. I'm about to just wipe this server and start from scratch. Backup my oxide folder, delete everything and have steamcmd redownload the files. I have to migrate over to pterodactyl panel within the next 2-4 weeks (before next forced wipe) cause I have some other server owners wanting to switch over to my box, so I think i'll just do it then. This event is annoying as heck. It just sucks that if you disable ALL the events, it disables the airdrop, cargo, heli, and cargo heli. I just want to disable ALL seasonal events at this point. They suck, take up too much resources, and they aren't worth all this headache.

@GamingHQI would suggest adding those two commands to a plugin like timedexecute and have them run every 10 minutes. Thats what I did and at least the doors aren't spawning anymore.

You know... you actually bringing me on a idea. You are fully correct when we would disable the events that everything would not spawn... But what about Timed events? We do can call the events from a plugin.

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1 hour ago, GamingHQ said:

You know... you actually bringing me on a idea. You are fully correct when we would disable the events that everything would not spawn... But what about Timed events? We do can call the events from a plugin.

We could do that on a timer manually, but I don't know off the top of my head if the event will spawn if that convar is set to false to disable all the events. Test it let me know. I'm currently mobile and wont be able to test it in the next 24 hours.

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13 hours ago, BippyMiester said:

We could do that on a timer manually, but I don't know off the top of my head if the event will spawn if that convar is set to false to disable all the events. Test it let me know. I'm currently mobile and wont be able to test it in the next 24 hours.

Mission is a success. Using Automated Events from Ariannr on umod.

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Redrawing statement.... its back.... again...

 

12/06 19:08:42 | Spawning dungeon with seed :9540841
12/06 19:08:42 | Server DoGeneration,calling routine update nav mesh
12/06 19:08:42 | Spawning dungeon with seed :7635795
12/06 19:08:42 | Server DoGeneration,calling routine update nav mesh
12/06 19:08:42 | Spawning dungeon with seed :1134273
12/06 19:08:42 | Server DoGeneration,calling routine update nav mesh
12/06 19:08:42 | Spawning dungeon with seed :6167946
12/06 19:08:42 | Server DoGeneration,calling routine update nav mesh
12/06 19:08:42 | Spawning dungeon with seed :8073166
12/06 19:08:42 | Server DoGeneration,calling routine update nav mesh
12/06 19:08:42 | Spawning dungeon with seed :7264061
12/06 19:08:42 | Server DoGeneration,calling routine update nav mesh
12/06 19:08:42 | Spawning dungeon with seed :175647
12/06 19:08:42 | Server DoGeneration,calling routine update nav mesh
12/06 19:08:42 | Spawning dungeon with seed :1931068
12/06 19:08:42 | Server DoGeneration,calling routine update nav mesh
12/06 19:08:42 | Spawning dungeon with seed :6649727
12/06 19:08:42 | Server DoGeneration,calling routine update nav mesh
12/06 19:08:42 | Spawning dungeon with seed :8316001
12/06 19:08:42 | Server DoGeneration,calling routine update nav mesh
12/06 19:08:42 | Spawning dungeon with seed :2687554
12/06 19:08:42 | Server DoGeneration,calling routine update nav mesh
12/06 19:08:42 | Spawning dungeon with seed :1655773
12/06 19:08:42 | Server DoGeneration,calling routine update nav mesh
12/06 19:08:42 | Spawning dungeon with seed :3658407
12/06 19:08:42 | Server DoGeneration,calling routine update nav mesh
12/06 19:08:42 | Spawning dungeon with seed :6167864
12/06 19:08:42 | Server DoGeneration,calling routine update nav mesh
12/06 19:08:42 | Spawning dungeon with seed :6952842
12/06 19:08:42 | Server DoGeneration,calling routine update nav mesh
12/06 19:08:42 | Spawning dungeon with seed :21921
12/06 19:08:42 | Server DoGeneration,calling routine update nav mesh
12/06 19:08:42 | Spawning dungeon with seed :10766492
12/06 19:08:42 | Server DoGeneration,calling routine update nav mesh
12/06 19:08:42 | Spawning dungeon with seed :11204727
12/06 19:08:42 | Server DoGeneration,calling routine update nav mesh
12/06 19:08:42 | Spawning dungeon with seed :10855633
12/06 19:08:42 | Server DoGeneration,calling routine update nav mesh
12/06 19:08:42 | Spawning dungeon with seed :11131286
12/06 19:08:42 | Server DoGeneration,calling routine update nav mesh
12/06 19:08:42 | Spawning dungeon with seed :3638838
12/06 19:08:42 | Spawning dungeon with seed :7736043
12/06 19:08:42 | Server DoGeneration,calling routine update nav mesh
12/06 19:08:42 | Server DoGeneration,calling routine update nav mesh
12/06 19:08:42 | Spawning dungeon with seed :6380075
12/06 19:08:42 | Server DoGeneration,calling routine update nav mesh
12/06 19:08:42 | Spawning dungeon with seed :8914397
12/06 19:08:42 | Server DoGeneration,calling routine update nav mesh
12/06 19:08:42 | Spawning dungeon with seed :1425984
12/06 19:08:42 | Server DoGeneration,calling routine update nav mesh
12/06 19:08:42 | Dungeon done!
12/06 19:08:42 | Dungeon done!
12/06 19:08:42 | Dungeon done!
12/06 19:08:42 | Dungeon done!
12/06 19:08:42 | Dungeon done!
12/06 19:08:42 | Dungeon done!
12/06 19:08:42 | Dungeon done!
12/06 19:08:42 | Dungeon done!
12/06 19:08:42 | Dungeon done!
12/06 19:08:42 | Dungeon done!
12/06 19:08:42 | Dungeon done!
12/06 19:08:42 | Dungeon done!
12/06 19:08:42 | Dungeon done!
12/06 19:08:42 | Dungeon done!
12/06 19:08:42 | Dungeon done!
12/06 19:08:42 | Dungeon done!
12/06 19:08:42 | Dungeon done!
12/06 19:08:42 | Dungeon done!
12/06 19:08:42 | Dungeon done!
12/06 19:08:42 | Dungeon done!
12/06 19:08:42 | Dungeon done!
12/06 19:08:42 | Dungeon done!
12/06 19:08:42 | Dungeon done!
12/06 19:08:42 | Dungeon done!

FacePunch needs to get his shit straight.

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On 12/5/2022 at 9:43 PM, BippyMiester said:

We could do that on a timer manually, but I don't know off the top of my head if the event will spawn if that convar is set to false to disable all the events. Test it let me know. I'm currently mobile and wont be able to test it in the next 24 hours.

Trying one more trick in the book before going nutsack at facepunch studios for the twenties time this year. 

 

I have done the following.

Downlaoded EntityReducer on umod, applied the convar manually to see if this would do the trick as well. 

Will keep you posted.

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42 minutes ago, GamingHQ said:

same tunnels? oboii, that's gonna be fun. Thanks for the headsup! 

gingerbreads as NPCs there with guns, but same things as halloween and under the map, it's already on staging

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6 minutes ago, shaitobu said:

gingerbreads as NPCs there with guns, but same things as halloween and under the map, it's already on staging

oh for the love of god. These events can F right off. Seriously. This is probably going to break custom maps. They need to just stop these events or at least give server owners better control of them using convars... Like I want an opt-out option... Seriously.

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indeed. i was very hyped about the idea of having some kind of instance where people can go to loot and shoot. Like with Runescape for example with his dungeoneering system or something. I mean, they have been working on some interesting things for the past months like those nuclear silo doors for example. However, seeing how much i effects the custom servers, i rather see it gone then having it. 

@shaitobu do you know by any chance if there would be any convar for this as well? 

 

@BippyMiester i have been able to get rid of them by using entity reducer. I pulled everything out from it and applied the halloween convar. IT works so far. If its going to be another convar, then i rather consider it on just adding it to the list from the plugin.  

 

 

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