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NooBlet's post in Plugin that stops parachute from detaching from player was marked as the answer
it has a function that parachutes are persistent (stays in backpack slot)
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NooBlet's post in What's The Chance...? was marked as the answer
Hooks: Flagged Changed: - LimitNetworkingNoEffect [patch 1] (MSIL) (INDEX) - OnImpactEffectCreate (MSIL) (ARGS) - OnEntityReskinned (MSIL) (INDEX) Flagged Unchanged: - OnPlayerAttack [Melee] (MSIL) - OnPlayerAttack [Projectile] (MSIL) - IOnUserApprove (MSIL) - OnHammerHit (MSIL) - OnClientAuth (MSIL) - OnTurretDeauthorize (MSIL) - OnTurretClearList (MSIL) - OnPlayerAttack [melee, patch] (MSIL) - CanSpectateTarget (MSIL) - OnPlayerCorpseSpawn (MSIL) - OnPlayerCorpseSpawned (MSIL) - OnRespawnInformationGiven (MSIL) - OnTurretAuthorize (MSIL) - OnTurretAssign (MSIL) - OnTurretAssigned (MSIL) - OnServerInformationUpdated (MSIL) - OnEntityReskin (MSIL) - OnWeaponModChange (MSIL) Added: - OnFrankensteinPetWake [FrankensteinTable] - OnFrankensteinPetSleep [FrankensteinTable] - OnAnimalDungProduce [BaseRidableAnimal] - OnAnimalDungProduced [BaseRidableAnimal] [Variable] - OnAnimalDungProduced [BaseRidableAnimal] Changed: - OnFishCaught (INDEX)
this is what is currently changed in staging branch oxide side ... but should load your stuff in a staging branch . closer to wipe . to be sure .we should know in a few hours .
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NooBlet's post in Struggling with Server FPS was marked as the answer
in my experience the entity count has a major factor to fps on server when it coms to lower server specs . instead of lowering map size . first try this .
spawn.max_density 0.5 spawn.min_density 0.5 in server console and follow up with
writecfg
also make sure the top is also included in your settings.cfg
then after restart you should load less entitys (animals ,ores, trees and collectables)
as i see it with lower pop servers you dont need so much resources ... and this (atleast for us) jumpt our server fps from 50-60 up to 100 - 120.
hope this helps