Mike6FO
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Everything posted by Mike6FO
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Seeing the following: If players have more than about 6 boxes daisy changed up to the output of a conveyor and the first 6 fill up, stack modifier seems to take a few extra ms to process the items moving. I assume this is because it's having to process all the full stacks to find an empty one. This causes a short but sharp hit to FPS. My question is, would a higher stack size (at 500k now) only delay the issue or possibly make it worse in the long run? Of course, I'm also worried about what a larger stack size might do to overall performance (maybe I'm worried about nothing there though). Would love to find a way to limit connections to/from a conveyor, but not aware of any.
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- 13 comments
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- 69 comments
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- 1
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- #rust
- #rust plugin
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Updated to 1.6.0, but looks like same error. Just some addresses different: 10/08 18:45:44 | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object) at PlayerInventory.Strip () [0x00000] in <d8f9c03037374a6c91999142184c78a5>:0 at Oxide.Plugins.BradleyGuards+<>c__DisplayClass60_0.<SpawnDriver>b__0 () [0x001c2] in <f1059c2340164ef58ff60171a1b3f234>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <b76ec77c47d1449e92b2baab8603843d>:0 10/08 18:45:44 | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object) at PlayerInventory.Strip () [0x00000] in <d8f9c03037374a6c91999142184c78a5>:0 at Oxide.Plugins.BradleyGuards+<>c__DisplayClass61_0.<SpawnGuards>b__0 () [0x001c2] in <f1059c2340164ef58ff60171a1b3f234>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <b76ec77c47d1449e92b2baab8603843d>:0 10/08 18:45:44 | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object) at PlayerInventory.Strip () [0x00000] in <d8f9c03037374a6c91999142184c78a5>:0 at Oxide.Plugins.BradleyGuards+<>c__DisplayClass61_0.<SpawnGuards>b__0 () [0x001c2] in <f1059c2340164ef58ff60171a1b3f234>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <b76ec77c47d1449e92b2baab8603843d>:0 10/08 18:45:44 | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object) at PlayerInventory.Strip () [0x00000] in <d8f9c03037374a6c91999142184c78a5>:0 at Oxide.Plugins.BradleyGuards+<>c__DisplayClass62_0.<SpawnGunner>b__0 () [0x001c2] in <f1059c2340164ef58ff60171a1b3f234>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <b76ec77c47d1449e92b2baab8603843d>:0 10/08 18:45:44 | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object) at PlayerInventory.Strip () [0x00000] in <d8f9c03037374a6c91999142184c78a5>:0 at Oxide.Plugins.BradleyGuards+<>c__DisplayClass62_0.<SpawnGunner>b__0 () [0x001c2] in <f1059c2340164ef58ff60171a1b3f234>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <b76ec77c47d1449e92b2baab8603843d>:0 Will include the post-update config also. Thanks again for looking at this. If you need any other info, let me know. BradleyGuards.json
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Yes and Yes. I just saw you released an update. I'll grab it and check it out.
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- 69 comments
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- #rust
- #rust plugin
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- 69 comments
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- #rust
- #rust plugin
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Ok. I think I'll hold off till tomorrow to update again though. Afraid to touch it at the moment...heh. Thanks for the quick reply!
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Updated my test server to 1.2.4 (and npcspawn to 2.5.7) and all went good. Updated live server and it froze within 10 minutes then again about 10 minutes after reboot. Reverted back to 1.2.3 and (2.5.6 of npcspawn) and no freezes since. Don't see anything in logs, just froze up. Hard to say if related since I don't see any errors in logs. I did see the 1.2.5 version is also out with a fix, but not sure if that would be related or not.
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Well, I lied. I forgot about Bradley Tiers.
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Standard. Only other Bradley related plugin I have is Monuments Bradley. No custom Bradley's.
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Getting the following when players kill Bradley at Launch Site. Guards don't spawn. Seems to be OK at other monuments (running Monuments Bradley plugin also). Guards spawn fine there. 07/30 16:54:20 | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object) at PlayerInventory.Strip () [0x00000] in <a1a76f898f8c418f92ad32de2c24276b>:0 at Oxide.Plugins.BradleyGuards+<SpawnDriver>c__AnonStorey1.<>m__0 () [0x00203] in <86bc5d08e59c48a483be465e8e4af50b>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <157a94ee66ab4a7991faecd1eb84be3b>:0 07/30 16:54:20 | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object) at PlayerInventory.Strip () [0x00000] in <a1a76f898f8c418f92ad32de2c24276b>:0 at Oxide.Plugins.BradleyGuards+<SpawnGuards>c__AnonStorey2.<>m__0 () [0x00203] in <86bc5d08e59c48a483be465e8e4af50b>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <157a94ee66ab4a7991faecd1eb84be3b>:0 07/30 16:54:20 | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object) at PlayerInventory.Strip () [0x00000] in <a1a76f898f8c418f92ad32de2c24276b>:0 at Oxide.Plugins.BradleyGuards+<SpawnGuards>c__AnonStorey2.<>m__0 () [0x00203] in <86bc5d08e59c48a483be465e8e4af50b>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <157a94ee66ab4a7991faecd1eb84be3b>:0 07/30 16:54:20 | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object) at PlayerInventory.Strip () [0x00000] in <a1a76f898f8c418f92ad32de2c24276b>:0 at Oxide.Plugins.BradleyGuards+<SpawnGunner>c__AnonStorey3.<>m__0 () [0x00203] in <86bc5d08e59c48a483be465e8e4af50b>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <157a94ee66ab4a7991faecd1eb84be3b>:0 07/30 16:54:20 | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object) at PlayerInventory.Strip () [0x00000] in <a1a76f898f8c418f92ad32de2c24276b>:0 at Oxide.Plugins.BradleyGuards+<SpawnGunner>c__AnonStorey3.<>m__0 () [0x00203] in <86bc5d08e59c48a483be465e8e4af50b>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <157a94ee66ab4a7991faecd1eb84be3b>:0
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Is 1.4.4 the correct version? Codefling download is still 1.4.3 as of today.
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You rock man. Thanks!
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Can it be set to log usage by player to console or log file? Would be good to have if someone complains "Hey, all my stuff is gone!" "Yeah, well, you wiped your account". Another great option (though not easy I'm sure) would be to skip building entities that are protected by a TC with other auth'ed players. That way teams who are 'upset' with each other can't take out half a base with a click.
- 45 comments
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- 1
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- #wipe
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.......oh good lord....how many times did I go past that....LOL Thank you sir!
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Double checked all the convert and "chance to spawn pvp" settings, all good. All profiles (and all the event types under them) are set to protection radius of 50.0. But players still able to damage other team members while in the zone. Attaching main config and the easy profile (just tested with it). RaidableBases.json Easy Bases.json
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Running TruePVE and have all raid bases set to be PVE (convert PVP to PVE true, convert PVE to PVP false). When teams go into PVE base, they are able to deal damage/kill each other. Thinking I missed an option somewhere but for the life of me I can't find it.
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Does the setting "Lock Treasure Max Inactive Time (Minutes)" apply to purchased raids along with "Reset Purchased Owner After X Minutes Offline"? Apparently, a player was able to access a purchased PVE raid before the "Reset Purchased" timer was reached, but would have been after the "Lock Treasure" time was reached. The raid owner did attack then stopped for more than the "Lock Treasure" time, so just wondering if that would be the reason.
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Looks like the tankman's rockets are also doing base damage. Quite a bit even on HQM. I'm going to remove that from them for now.
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It really is low, so low on higher tier bases that I personally wouldn't even care to be honest. But, well.....you know how that goes I'm sure. Thanks!
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Hey Adem, I saw the ticket about setting "Damage multiplier from Bradley to buildings (0 - do not change)" to 0. I have it set, but Bradley is still damaging player bases. Could there be a conflict with TruePVE maybe? Seems to only be the turret, not the main cannon doing damage. Convoy.json