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Everything posted by Steenamaroo
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Thank you both for your help in solving this.
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Changed Status from Pending to Fixed Changed Fixed In to 1.4.0
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I think couple of messages may have gone astray in Codefling's recent server/db issues. Long story short it's actually coming from npcs who are (were) happily on navmesh. I think there have maybe been some changes with regard to different navmesh areas, perhaps with the new incoming animals, and the npcs were getting stuck at transition points, but I'm pretty sure I've sorted it. Thanks for the reporting and all the info. I'll be doing a public update this evening.
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Hi, I don't think that would trigger the wipe features as they only happen when a .sav file has to be created by the game, but for extra safety just remove PlayerRanks from the plugin folder until the server is fully booted and can be joined. That way, even if something goes wrong with your map/sav, it still won't wipe. For extra extra safety, just backup the PlayerRanks data files.
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MissingMethodException: .LootSpawn.SpawnIntoContainer
Steenamaroo replied to lystor's Support Request in Support
Hi, I don't think that one's a me problem. SpawnIntoContainer is a vanilla method. Any chance you've got mismatched oxide+server versions, or something like that? -
BotReSpawn remembers all your monument settings even if the monument doesn't exist, so that you don't have to set it all up again next time you run a map with that monument on it., It'll show those missing monuments in your bots.count output, but it'll just say 0/0 spawned like pookins output, [BotReSpawn] Ranch 0 - 0/0 [BotReSpawn] Train Tunnel 0 - 0/0 I should probably have some way of indicating 'not present' in the UI. 👠Either way, it's extremely unlikely to be related to that because BotReSpawn goes through all the monuments which exist on the map and then runs spawners for those. @pookins- Your data looks super helpful. No custom monuments or event profiles enabled narrows things down. I'm going to put together a debug plugin (or BotReSpawn mod) that logs to file the profile and precise location and timestamp for every NPC that gets spawned, and also logs timestamps for when the error is thrown. Would either of you be willing to run that so I can capture some data? Thanks folks.
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Ok, seems like it's definitely a BotReSpawn issue then. Thank you. There's a decent chance it's coming from one of the events, like airdrop or hackable crates or something. I'll keep observing and see what I can find.
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Ooh, it's mega spamming. Ok. I know it's a bit of a pain but it'd probably be worth it. When the spam is going steady like that could you just unload BotReSpawn? It destroys all of its npcs so if the spamming stops immediately, it was a BotReSpawn npc. If it doesn't, it was something else.
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I'm talking about the server log file that's enabled by adding RustDedicated.exe etc etc ...-logfile "somefile.txt" to your startup .bat file. The events preceding the errors may give some clues, though, so the whole file would be ideal.
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Nah, that's covered. BotReSpawn only initialises profiles for monuments which exist on the current map. The same goes for custom profiles where the Parent_Monument doesn't exist...They are skipped over. Would you be able to send me a copy of your server log containing an episode where this happened? I might be able to get some clues from it.
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Up and running with a 250 day time and 335 night time npc complement. Not seeing any issues so far but I'll keep an eye on it. If it's since the last Rust update rather than the last BotReSpawn update, there's every chance its vanilla npcs or animals. Was there anything in particular made you think it's BotReSpawn? I mean, it could be...just wondering. ðŸ‘
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Thank you. I'm firing up your map now to investigate. ðŸ‘
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Hi, Is this since the last Rust update or since the latest BotReSpawn update? Are you aware of any missing npcs, looking at bots.count? If you're on proc gen, would you be willing to send me your size+seed, and contents of BotReSpawn /oxide/data folder? Finally, do you have server log to file enabled? If so can you look in there to see if there's more detailed information? I think usually there is for that particular message.
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My pleasure. Thank you!
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Hi, Thanks for flagging this. I'll be releasing a patch update very shortly. ðŸ‘
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No problem. ðŸ‘
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The only thing I can really think of is that the APC is firing at vanilla npcs, not BotReSpawn, or that you have multiple BotReSpawn profiles in that area, so there are others you need to set AI_Weapons_Safe true for.