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BotReSpawn 1.2.9

$40.00
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Can you add support for the KitController plugin by Amino? Possibly with an option to select which kit plugin to use in the BotReSpawn json

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Hi,
Have you tried it, by opening the kits page for any profile in BotReSpawn UI?
If your kits are listed and can be selected there then it probably already works.

BotReSpawn uses the API laid out by uMod long-standing free Kits plugin.
I know some developers of alternative Kits plugins have implemented the same API for compatibility so it's possible @Amino
did the same.
If not, perhaps they'd be willing?

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Hey...
What prefab is using BotReSpawn ? Is it scientistnpc_roam ?
Cant make changes on randomraids and skilltree ,there scientistnpc_roam dont count when i kill bot from your plugin ..
Any advice ? Thank you!

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Hi,
It is scientistnpc_roam, although there's a chance other plugins will be using that.

BotReSpawn has API so other developers can identify it's npcs.
That might be something the authors of the plugins you mentioned would be interested in using?

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1 hour ago, Steenamaroo said:

Hi,
It is scientistnpc_roam, although there's a chance other plugins will be using that.

BotReSpawn has API so other developers can identify it's npcs.
That might be something the authors of the plugins you mentioned would be interested in using?

Thank you!
Just wanted to check is it still scientistnpc_roam ...
Yea its about them 😉

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I switched from oxide to carbon because it also supports oxide plugins and has better performance.
I noticed that bot respawn and customloot have the highest RAM usage and the RAM is at 15GB out of 16GB.
My friend and I have a server network and it's still being built.
I'm wondering why the RAM is so busy because so far I'm the only one on it for testing and I have 38 plugins on it.
When loading plugin in carbon I always get the message:

 

 Warning! 'BotReSpawn' uses UnityEngine.GameObject.FindObjectsOfType. That may cause significant performance drops, and/or server stalls. Report to the developer or use at your own discretion!

  Warning! 'CustomLoot' uses UnityEngine.GameObject.FindObjectsOfType. That may cause significant performance drops, and/or server stalls. Report to the developer or use at your own discretion!

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I use BotRespawn with a 16gb server (hosted) with between 550 (day) and 750 (night) I also use betterloot and CustomLoot,  it is a VERY low pop server and i am at 11-13gb ram from the middle of each wipe with daily restarts on Oxide,  i have 99 plugins running with RustIO map.

the only recourse you have is to get more ram if  you think that the plugins are using too much. with each major update from FP you will use more ram and gain more entities , its just life.

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Steenamaroo

Posted (edited)

1 hour ago, Wammerl26 said:

I switched from oxide to carbon because it also supports oxide plugins and has better performance.
I noticed that bot respawn and customloot have the highest RAM usage and the RAM is at 15GB out of 16GB.
My friend and I have a server network and it's still being built.
I'm wondering why the RAM is so busy because so far I'm the only one on it for testing and I have 38 plugins on it.
When loading plugin in carbon I always get the message:

Hi,
It's probably expected for both of those plugins to have fairly high ram usage since they both do a lot.
The player count at any given time wont make a difference for those plugins since there's going to be the same number of npcs and loot crates getting refreshed either way.


I did do some work on CustomLoot recently because there's a lot of areas where that can be improved on my end.
I haven't released a public update for it in a while but will do soon.


You can ignore the two warnings.

Edited by Steenamaroo
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everything is fine, I noticed that my server has 12-13 GB RAM usage in vanilla

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That's good to hear.
CustomLoot does use way more memory than it needs to and I have done a bit of work to alleviate that, hopefully, in the next update.

Glad to hear it's not as extreme as it first seemed, though.
Thanks for following up.

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Yeah a Rust server usually uses around 10-12Gb minimum un-modded. With 140 plus plugins on my server,  I allow 30GB out of my 144GB just for that VM that it runs from. The past 6 months Rusts requirements have increased by around 30% for RAM and CPU.

3 hours ago, Wammerl26 said:

I switched from oxide to carbon because it also supports oxide plugins and has better performance.
I noticed that bot respawn and customloot have the highest RAM usage and the RAM is at 15GB out of 16GB.
My friend and I have a server network and it's still being built.
I'm wondering why the RAM is so busy because so far I'm the only one on it for testing and I have 38 plugins on it.
When loading plugin in carbon I always get the message:

 

 Warning! 'BotReSpawn' uses UnityEngine.GameObject.FindObjectsOfType. That may cause significant performance drops, and/or server stalls. Report to the developer or use at your own discretion!

  Warning! 'CustomLoot' uses UnityEngine.GameObject.FindObjectsOfType. That may cause significant performance drops, and/or server stalls. Report to the developer or use at your own discretion!

 

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I increased the ram and it runs very well, but bots from botrespawn are running around frozen

they don't move

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I think the server ports are not properly enabled because the server is shown in the list but with ping: ?ms

I use the pterodactyl panel

does anyone know how I should do this with the ports in the panel

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my server now has the correct ports, runs great, but the bot respawn bots still move frozen.

so they walk and go without moving.

can this be fixed?

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16 minutes ago, Wammerl26 said:

my server now has the correct ports, runs great, but the bot respawn bots still move frozen.

so they walk and go without moving.

can this be fixed?

Make sure you have ai.move True in server config? Search for scientist ai command and variables, and admin commands on corrosion hour.

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24 minutes ago, Wammerl26 said:

my server now has the correct ports, runs great, but the bot respawn bots still move frozen.

so they walk and go without moving.

can this be fixed?

Could you check some of the vanilla npcs, or npcs from other plugins, to see if they are doing the same thing?

If you mean the npcs are navigating around but there's no animation (like they're gliding) I've only ever seen that where the server's under some pretty serious pressure.

How many are you spawning in total? The `bot.count` console command will tell you.

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I was able to fix it because it was due to the amount of bots, because I have 1000 custom zombies and 1000 custom scarecrow I reduced the spawn number to 500 on both profiles and now it works

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Sorry if this has been asked before, but will use of this mod remove my server from community?

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2 minutes ago, tortuga said:

Sorry if this has been asked before, but will use of this mod remove my server from community?

Yes

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Just now, Stark said:

Yes

thanks. It was suggested with the helheim map and it looked like it would. 

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3 minutes ago, tortuga said:

thanks. It was suggested with the helheim map and it looked like it would. 

In either case, yes, any plugin outside of Admin tools and Advert Messages will result in your server going to Modded. Especially NPC plugins

Edited by Stark
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Love Botrespawn and have been using it for many years. Just had a couple of questions:

Any chance we could get:

  • Lke a BiomeBeach so we can have beach spawn NPCs that brutalise players with rocks?
  • The option to not not give all clothing or belt items. But a selection? If the NPC is fully kitted, instead of dropping all or nothing, maybe just their hoodie, or hoodie and face mask, say?




 

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Hi,
That's not a bad idea. I'm sure I could add a profile that leverages the same spawnpoints that real players would get.
The npcs can use rocks as their weapon so, yes, that part's already ready to go.

 

For the second part, I could do partial so if, for example, the npc has five pieces of attire,
you could set 80% so that, on average, only four of them are available to the looting player.

I'll make a note of both of those suggestions. 👍

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You more or less can already.
If you give them a kit with appropriate clothing and weapons (melee only) they'll act more scarecrow-like.
Not 100% the same but they'll certainly chase you down swinging.

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