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Everything posted by Brad Copp
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The ghost ships are most likely there, but not visible. Try disabling deepsea, reloading plugin then /deepsea close , after few minutes enable again, and run /deepsea open But i think you might be experiencing a game bug or known issue with Circular Networking. Similar to invisible patrol helis. If you have the circular networking plugin, remove it. If you use Carbon, disable circular networking Hopefully some more game patches coming soon.
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Looks like both closing and opening is not very performant in general. The plugin levarages the vanilla behavior for opening and closing. There's a few complaints about this already with Facepunch. Most servers are seeing these spikes which can last up to few seconds. For me when testing, i notice a slight drop for about 1-4 seconds for both open/close. This can vary by server performance, map size, how much stuff you're spawning in deep sea. But even with minimal content it does that. There should be some hotfixes coming from facepunch over the next days including for other bugs. This update definitely wasn't ready to go. Im gonna keep an eye on things and if there is something that can be further improved on the plugin side, I will definitely include in updates, though at the moment best explanation is the classic 'Blame Facepunch'
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Changed Status from Work in Progress to Fixed Changed Fixed In to 1.0.1
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Thanks for letting me know, please check update v1.0.1
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Changed Status from Pending to Work in Progress
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Should be like this, hope it makes sense If Allow Any Vehicle = true plugin allows all vehicles (subject to RequireBoat, passenger checks, extra-vehicle checks, etc.). If Allow Any Vehicle = false and AllowedVehiclePrefabs has entries, plugin enforces only those listed. Those not in list should be rejected If Allow Any Vehicle = false and AllowedVehiclePrefabs is empty, it falls back to vanilla ( it should respect whatever vanilla allows) For the player boat, i think its assets/prefabs/boat/playerboat.prefab
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Good question. Not sure about the boat, havent really looked at it yet tbh. I think this is the scientist boats assets/content/vehicles/boats/rhib/rhib.deepsea.prefab assets/content/vehicles/boats/ptboat/ptboat.deepsea.prefab
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Hello hid333 This is the type of config it's expecting: "Allowed Vehicle Prefabs": [ "assets/content/vehicles/boats/rowboat/rowboat.prefab", "assets/custom/littlebird.prefab", "assets/content/vehicles/minicopter/minicopter.entity.prefab" ]
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Hey, hope you're well This might need a patch to ignore the planters in deep sea floating city (public planters players can pay to access)
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This should be vanilla behavior, at least in testing, the portal does not close when restarting as long as there is still adequate time remaining. Recommend the AlwaysOpen setting with a high timer. My example config : "Schedule": { "Mode (Vanilla | AlwaysOpen | Disabled)": "AlwaysOpen", "Open Time Seconds (vanilla wipeDuration)": 999999.0, "Cooldown Seconds (time until next opening after closing)": 5400.0, "Final Phase Seconds (used for end weather/ramp)": 1800.0, "Radiation Warning Phase Seconds (entry blocked when time left is below this)": 300.0, "AlwaysOpen - Keep Time Left Around Seconds": 3600.0, "AlwaysOpen - Refill When Below Seconds": 600.0, "Disabled - Push Next Opening To Seconds": 9999999.0, "Set DeepSea Enabled Flag (restart may be required)": false, "DeepSea Enabled": true }, At the moment i cannot guarantee restart behavior as this is not handled by the plugin, so far deepsea remained open between restarts. I placed a few bases today, will let it sit for the whole day and check again after scheduled restart.
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Hey @boostypunk Try and reopen the deepsea? /deepsea forceclose wait 3-5 min /deepsea forceopen or try my config and restart when convenient DeepSeaOptions.json
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Weird, works for me. Oxide/Carbon? Though i ran it on staging oxide yesterday
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- 1,164 comments
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- 1,164 comments
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- #loot
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- 1,164 comments
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Version 1.1.8
2,998 downloads
Deep Sea Options is a single config control plugin for Rust’s new Deep Sea feature. It lets server owners fully control when Deep Sea opens, what spawns inside it, what vehicles can enter, and how access rules are enforced. You can also configure if players can build inside deep sea. Building Control Enforce building allowed / blocked inside Deep Sea * Limit how many foundations a player can build in Deep Sea * Buildings persist restart, as long as the deep sea isnt being closed. Deep Sea Behavior Control Configure defaults: Whether the deep sea should always remain open, be on timers, or disabled Whether deepsea will auto open on server wipe (facepunch disables this by default) Control all phase timers GameTip messages to announce deep sea openinig/closing Deep Sea Content Control Configure procedural spawns: Island counts Ghost Ships counts RHIB counts Control: count spacing radius minimum distance between spawns distance from Deep Sea edges Settings are grouped and explained in the config Loot spawn Configurable respawn option for crates/ore/npc Respawn for scientist boat groups Access & Teleport Rules Control: Allow all vehicles (including planes and helis) or only an allow-listed set players can enter without a boat flying (noclip/admin) players can bypass checks NPC passengers are allowed on vehicles Prevent or allow “vehicle stacking” (boats/helis on deck) Chat Commands /deepsea status Shows current Deep Sea state /deepsea open Opens deep sea if not alrady open /deepsea close Closes current Deep Sea Console Commands dso open - to open the deepsea through the plugin dso close - to close the deepsea through the plugin dso forceclose - to force close the deepsea in case you need it closed but 'AlwaysOpen' is reopening it Note if you make changes to some config values (such as the procedural spawns, you will need to close the deep sea and reopen.) Config options: === GENERAL CONTROLS === Control - Schedule If ON: Plugin controls when Deep Sea opens/closes and how long it stays open. Control - Content If ON: Plugin controls how many islands, ghost ships, RHIB patrol groups, and initial loot scale Deep Sea uses. Control - Travel Rules If ON: Plugin controls who/what is allowed to use Deep Sea portals (vehicles, NPCs, players without vehicle, etc). Control - Building If ON: Plugin controls whether players can build while inside Deep Sea. Force Apply On Reload If ON: When plugin reloads, it forces Deep Sea to close and reopen so spawn changes apply immediately. If OFF: Changes apply next time Deep Sea opens normally. === SCHEDULE SETTINGS === Mode Vanilla = Normal Rust Deep Sea cycle. AlwaysOpen = Deep Sea never closes. Disabled = Deep Sea never opens. Plugin keeps pushing the next opening far into the future. Open Time Seconds How long Deep Sea stays open before closing. Cooldown Seconds How long Deep Sea stays closed before opening again. Final Phase Seconds End-of-cycle phase used for weather / atmosphere effects. Radiation Warning Phase Seconds When time left is below this, new entry is normally blocked unless late entry is allowed. AlwaysOpen - Keep Time Left Around Seconds In AlwaysOpen mode, plugin keeps the remaining open time around this value. AlwaysOpen - Refill When Below Seconds If time left drops below this, it refills back up to the target above. Disabled - Push Next Opening To Seconds In Disabled mode, pushes next open time far into the future. Entrance Portal Direction Forces the entrance portal direction. 0 = Map-based 1 = North 2 = East 3 = South 4 = West Set Open On Server Wipe If ON: Plugin controls the vanilla wipe setting. Open On Server Wipe Only used if above is ON. If enabled, Deep Sea is allowed to auto-open on server wipe. Set Generation Pacing If ON: Plugin controls Deep Sea generation pacing values. Increasing these delays can help if you experience long lag spikes when Deep Sea is opening. Entities Spawn Interval Seconds Only used if above is ON. Controls delay between general Deep Sea entity spawns during generation. Lower = faster generation. Spawn Groups Spawn Interval Seconds Only used if above is ON. Controls delay between Deep Sea spawn-group waves during generation. Lower = faster generation. NavMesh Spawn Interval Seconds Only used if above is ON. Controls delay between Deep Sea island navmesh generation steps. Lower = faster generation. === CONTENT SPAWNING === These control placement spacing for each Deep Sea content type. Islands / Ghost Ships / RHIB Groups all use the same logic: Count How many spawn each time Deep Sea opens. Spacing Size General spacing radius. Bigger = more spread out. Edge Buffer How far from the outer Deep Sea border spawns must stay. Bigger = more toward the center. Minimum Spacing Hard minimum distance between spawns. Overrides spacing size if larger. Loot Initial Loot Scale Controls the initial vanilla Deep Sea loot population multiplier when Deep Sea generates. 1.0 = vanilla amount. Higher = more initial loot spawned. Lower = less initial loot spawned. === RESPAWN (CRATES / NPCs / HACKABLES / RHIBS) === Enable Respawn System If ON: Plugin respawns eligible Deep Sea crates, ores, island scientists, hackable crates, and optional RHIB/PT boat patrol groups. Enable Debug Logging If ON: Plugin prints debug messages for entity removal, queueing, cleanup, and respawning. Check Interval Minutes How often the respawn system runs. Min Distance From Players To Allow Respawn Entities only respawn if no players are within this distance. Respawn Hackable Crates Via Ghostship If ON: Hackable crates respawn through ghost ship crate spawning. Hackable Crates Count How many hackable crates the plugin wants available through ghost ship spawning. Respawn RHIB Patrol Groups When None Remain If ON: Plugin maintains Deep Sea RHIB/PT patrol groups by checking current live patrol boats and respawning missing groups up to the configured boat count. === TRAVEL RULES === Allow Any Vehicle If ON: Any vehicle can use the portal. Allowed Vehicle Prefabs If Allow Any Vehicle is OFF, only vehicles matching these prefab names/partial names are allowed. If Any Vehicle, Require Boat Type Only? If ON: Even allowed vehicles must still be boat-type vehicles. Allow Players Without Vehicle If ON: Players can teleport without standing on a vehicle. Allow Noclip Players If ON: Flying/admin players bypass normal vehicle checks. Allow Non-Player Passengers (NPCs) If OFF: Vehicles with NPC passengers cannot teleport. Allow Non-Player Entity Teleport (NPCs) If ON: NPC player-type entities themselves can teleport. Allow Entry During Radiation Warning Phase If ON: Players can still enter even when Deep Sea is near closing. Modify DeepSea Portal Height? If ON: Plugin enlarges the Deep Sea portal height to help high-flying or tall custom vehicles enter more reliably. Ignore Extra Vehicle Onboard Check If ON: Skips checks for extra vehicles being carried/on top of another vehicle, such as helicopters on boats. Log Entry/Exit If ON: Logs allow/deny travel decisions for debugging. === BUILDING === Allow Building In Deep Sea If OFF: Players cannot build inside Deep Sea. If ON: Building is allowed. DeepSea - Limit Foundations If ON: Limits how many foundations each player can place inside Deep Sea only. DeepSea - Max Foundations Per Player Maximum number of foundations a player can place inside Deep Sea. DeepSea - GameTip: Show Remaining On Successful Place If ON: When a player places a foundation in Deep Sea, shows how many they can still place. DeepSea - GameTip: Show Message When Denied If ON: When a player hits the Deep Sea foundation limit, shows a GameTip. === NOTIFICATIONS === GameTip - Deep Sea Opening If ON: Shows a GameTip when Deep Sea starts opening. GameTip - Deep Sea Opened If ON: Shows a GameTip when Deep Sea is fully open. GameTip - Deep Sea Closing If ON: Shows a GameTip when Deep Sea starts closing. GameTip - Deep Sea Closed If ON: Shows a GameTip when Deep Sea is fully closed.$9.99
