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Steenamaroo

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Everything posted by Steenamaroo

  1. Steenamaroo

    XPerience setting

    Good to know. Thanks for updating. 👍
  2. Steenamaroo

    XPerience setting

    Hi, Truth be told I don't really know. I've never used that plugin. XPerience value for killing npcs was requested and I added it, referencing the plugins API from its description, but I haven't personally tested it. At a quick glance it looks like the plugin has various limitations and restrictions, based on location, daily amounts, etc. Maybe something like that is preventing it?
  3. Steenamaroo

    Setup tutorial

    Oh, ok. I see. For all the vanilla monuments you can just have AutoSpawn true, set a spawn radius, and set your npc day/night spawn numbers, then BotReSpawn will find viable random spawnpoints within that area for those npcs, so in a couple of clicks you can have those monuments populated. You can go around adding custom spawnpoints and it'll use those, but that's optional. The same is true for custom profiles. You can add a profile at any location you like and let BotReSpawn spawn npcs in a radius around that spot, or use custom added spawnpoints. There's no built in option for road specific npcs.
  4. Steenamaroo

    Setup tutorial

    Hi, Not that I'm aware of. What are you stuck on?
  5. Yeah, that's a much more substantial CPU in terms of per-core performance. Hopefully that makes the difference! 👍
  6. Steenamaroo

    reward values by zone

    Hi, I'm not sure what you mean by that, but zones can be added as reward multipliers.
  7. I just replaced part of that which was out of date. Removed Please stick to normal bullet weapons and melee weapons for now, with your npcs. There are plans to support the more unusual weapons in future. Added Most weapons are supported for npc use, including normal bullet and melee weapons, rocket launchers, bows, crossbows, MGLs, nailguns, flamethrowers, etc. Throwable explosives can be used but throwable melee (like spears) can be used but will not be thrown.
  8. Hi, I'd be more than happy to expand upon the description if more info is needed What were you having trouble with? Optional dependencies - Kits (free at uMod.org) ..... ..... Kits. Kits are managed, per profile, in UI. As with BotSpawn, kit probability can be balanced by assigning a number to a kit. When selecting multiple kits, increasing a kit's number increases its chances of being picked. Only kits with weapons in the belt are shown in UI. Please stick to normal bullet weapons and melee weapons for now, with your npcs. There are plans to support the more unusual weapons in future. ..... ..... Q: My bot kits aren't working. A: Kits which don't have a valid weapon in the belt will not be made available in the UI. A: Please redeem the kit yourself to an empty inventory, to ensure that the expected items are definitely in it.
  9. Steenamaroo

    weapon leaks

    @Lolapalooza Thanks for the info and help in tracking this down. I think I've found a weapon-item leak and have patched it now. I'm keeping an eye over here too, just to make sure, but I'm attaching a copy that I'm pretty sure solves the problem. It wont address the immediate entity count but should stop it increasing any further, give or take the quantity of items which are actually created and put in loot containers. I'll update publicly, properly, when I'm certain it's completely resolved. CustomLoot.cs
  10. Steenamaroo

    weapon leaks

    Would you be willing to DM me your CustomLoot config json file, all the loot tables from /data/CustomLoot, and your map size and seed please? I'll run a clone of your setup overnight and track what's happening.
  11. I'm not having that issue here, no. If you reload BotReSpawn do you see any complaints or errors in the console. If a kit is found to have no valid weapon in the belt, for example, BotReSpawn will ignore that kit, but it should complain to you about it a few seconds after startup. Edit : Also make sure you have Keep_Default_Loadout to false for those profiles. If it's true then Kits plugin can't put the clothes on the npc because their vanilla hazmat suit is in the way, giving the appearance that the kit isn't being given out.
  12. Steenamaroo

    weapon leaks

    Ok, done. I fired up a fresh server with no plugins and printed entity lists. Looked normal, bar about a thousand metal_detector_source <shrug> Fired up CustomLoot to populate every single container on the map with compound bows and, sure enough, the entity list showed bow.compound at the top with about 8000 of them. I then destroyed every container on the map and checked again and bow.compound is no longer on the list. So it seems what you're seeing in your printout is the items which exist in lootable containers, and not an issue. "my system resources are overloaded every 10 days or so" If you're running the server continuously you should consider automating a reboot every 24 hours. Pretty much every server owner does that, to keep things fresh.
  13. Steenamaroo

    weapon leaks

    Ok, fair enough. As far as I know I'm handling item removal correctly everywhere I need to, but, of course, it's entirely possible I've missed something. I'll set enable everything in CustomLoot on my server and set them all to use the same loot table, giving out the same one or two items. It should be obvious pretty fast if those are accumulating on my server somehow.
  14. Steenamaroo

    weapon leaks

    Seems like that kind of list should almost conclusively point you in one direction or the other. Do you have CustomLoot set up to give those items with high probability? If not, do you have npcs that use those items as weapons with high frequency?
  15. Steenamaroo

    weapon leaks

    Hi, Seems odd that it's exclusively melee weapons, no? Is it not more likely to be an issue relating to your npc plugins or kits plugin or something like that, or is CustomLoot really only populating containers with melee weapons? At first glance I was going to say it could be the weapons that npcs spawn with, which are then removed/replaced by some plugin, but there's a few outliers there. I don't think any vanilla npcs spawn with bows (correct me if I'm wrong). Idk. Tell me more. We'll get it figured out. 👍
  16. Oh, so it's really just a testing environment right now, with no players actively mass building or deploying? Strange. I'm pretty sure I could run a map on my local computer with more npcs than that without issue. Is this only an issue when the server has been live for multiple days straight, or do you see a problem right from day one? Usually people automate a server restart every 24 hrs, most often aiming for 4 or 5 am local where the player count is likely to be at its lowest. It might be worth trying that and seeing how you go, if you're finding the server is fine at the start then progressively becomes bogged down.
  17. Steenamaroo

    UI Overflow - notify author

    Hi, Thanks for reporting. I've just modified it to show three columns of information instead of the current two. That'll be in the next public update which should be soon. The weapons not being shown, at present, are speargun spear.stone longsword salvaged.sword smg.thompson spear.wooden I also sorted all those lists in the UI alphabetically. Can't believe I didn't do that sooner, and no one asked!
  18. What's your server like? Hostname, package type (shared/dedi), what hardware? Average player count, entity count? Average server FPS? How long is wipe cycle? How often does server restart? A couple of hundred npcs is hardly overkill but if your server is right on the edge that could push it over. If you let your server run close to the end of your wipe cycle, when it's got the greatest amount of buildings and entities, what is performance like with BotReSpawn unloaded? Any lag or player complaints? Server FPS steady? (not your client fps)
  19. Sounds like something outside of BotReSpawn is killing them, then. Suicide timer would do that, if set to zero, but it only applies to npcs which aren't part of a controlled + limited population, like all the event profiles or npcs which were sent via another plugin making a call, or toplayer command.
  20. Hi, There's plenty of things that add up to affect performance, like overall number of entities, active furnaces/quarries, npcs, turrets, etc but if you're experiencing performance issues with around 1300 npcs I'd certainly try reducing the numbers to see how that goes.
  21. Hey, thanks for coming back to update. That's good to know. Hopefully that's the answer to what was going on but if you still find anything's not quite right don't hesitate to let me know, Forcing Min/MaxStack to 1, if 0, is a one-line fix. I actually did it at the time so it'll be in the next update. Always nice to catch a bug. 😉
  22. I'll look into that and see what the problem is. If MinStack or MaxStack is zero I ignore that item. I guess the problem is that if it was the only item with > 0 probability I now need to ignore the category too. I think I'll just force min+max to 1 if the user puts in 0 for either. That'll silently fix it. For your apparent imbalance, I'lll see if I can replicate that or, better yet, maybe you'd attach or DM me that loottable json data file? Looking at those numbers it should, I think, appear to be food heavy, as there's 4 items asked for a and a 50/50 chance of any given item being food. Having 'AllowDuplicates' set to false in the global config can skew things for sparsely populated tables. If, for example, it tries to give out raw bear meat twice, it'll just ignore the second attempt and roll again. Be aware, though, that AllowDuplicates : true can make it look like you're getting fewer items because if it gives Bandages : 1, Bandages : 2, raw meat 1, raw meat 3, that's your four items but they'll stack into Bandages :3, raw meat 4, and just look like two items.
  23. Hi, If you're parachuting npcs in they have to land on an area that has navmesh. If these are custom spawnpoints you added, which I think they'd have to be, you can see which ones have navmesh and which don't by viewing the spawnpoints in the UI. Read means no good. Green means fine. I'm fairly sure there's no navmesh on any of the upper areas at the OilRig.
  24. Is your config or data file borked? Reload the plugin and watch console to confirm. 👍
  25. Hi, Thanks for pointing that out. Looks like I missed a few fixes from the Saturday fiasco. This won't affect actual Economics/Server Rewards balances - Just the PR reporting of it. I'll do an update soon to rectify it.
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