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Basements 1.0.5

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rangerthree1

Posted (edited)

Thank you!

Edited by rangerthree1
  • Like 1
林鳳珠

Posted

May I ask why my basement occasionally has this problem, causing all players to disconnect?

Last time, the entire basement even crashed.

(31)_09.26.2025 14_13_21.zip

Anaconda

Posted

hey was wondering what the other plugin is that it states in the config.

"Allow Hatch Removal (requires other plugins)": false,

Mr01sam

Posted

On 10/2/2025 at 7:02 AM, Anaconda said:

hey was wondering what the other plugin is that it states in the config.

"Allow Hatch Removal (requires other plugins)": false,

That's referring to plugins that allow you to remove blocks, such as Remover Tool

0g.Ghost.7373

Posted

If false, then when a surface foundation is destroyed, the corresponding basement cell will NOT be destroyed. The only way that basement cells get destroyed is if all entrances connected to that cell are destroyed. When set to false, this makes basements a lot more powerful, as you can do things like have a small base on the surface and a massive one underground or connect two distance bases via a basement tunnel.

Thats on the instructions and setup page. But then at the bottom the FAQ says a basement can only be below a foundation. 

Would be nice is we could still have a small base buy huge basement but I understand why it isn't like that. Just wanted to give a heads up that it says 2 different things on that page.

Freely

Posted

Could you make it possible to extend the basement down by several floors? My players really want this.

林鳳珠

Posted

When a player’s base is very large, building a basement causes the server to lag or all players to disconnect. Is this normal?

林鳳珠

Posted

Specific functions in the Basements plugin that cause lag

There are several particularly risky parts in your code:

SpawnBasement
Calls Spawn1x1BasementCell() → spawns the foundation + walls + ceiling + door.
After spawning, it also calls SpawnLadderHatchPair(), which then spawns the upper and lower hatches, triggers SFX, and synchronizes over the network.
If multiple foundations are spawned within the same tick, it will cause server latency.

SpawnMissingExteriorWalls()
Scans exterior walls for every block in the entire basement and automatically fills in any missing walls.
Each time it uses Physics.SphereCastAll + Vis.Entities for checks, which is extremely CPU-intensive.

GetFoundationsForBasement() + GetProjectedBasementElevation()
Every build scans the foundation group to determine elevation and flatness.
When your base has a “huge rectangular foundation” like in the screenshot, this logic performs hundreds of physics collision checks.

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