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Steenamaroo

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Everything posted by Steenamaroo

  1. 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.
  2. 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.
  3. 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.
  4. 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?
  5. 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.
  6. 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.
  7. 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!
  8. 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)
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. Is your config or data file borked? Reload the plugin and watch console to confirm.
  15. 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.
  16. Steenamaroo

    Skulls

    I like you a normal amount.
  17. Steenamaroo

    Skulls

    Hi, Surprisingly, no. That wasn't behind a config option. I've added it now so the next version will have 'Corpse_Has_Skull` true/false.
  18. Steenamaroo

    Question on Config

    There is Disable_Non_Parented_Custom_Profiles_After_Wipe : false will do what you want. Be aware, though, this is only useful if you recycle the same map each wipe. If you're not recycling then the locations for the npcs wont make sense on your new map.
  19. Thanks for updating here. Glad it's not broken. You can add pr there and reload, or just use ranks. Whatever suits.
  20. It's working perfectly here. Check your config file to make sure "pr" is listed under `chatCommandAliases` It may be that it's just missing in there.
  21. Hi, Are you seeing any console errors when you try to use it, or any message in chat? You're the only person to report although that doesn't necessarily mean there isn't a problem.
  22. Steenamaroo

    Console Spam

    Sorted, thank you.
  23. Steenamaroo

    /nomap

    No problem, thanks for letting me know. That makes sense as an admin option, being able to easily and quickly TP to a raidable base to check it out.
  24. Hi, I think I’m following. Are you talking about the minStack/maxStack options, and setting that min to zero? If so the plugin should just completely ignore any items where minstack, or maxstack, is zero, so they’ll never be picked or created. If you’re just talking about probability of zero then any category set to zero (and all of the items in it) will be ignored, and any item set to zero, regardless of its category’s probability, will be ignored. If there’s only one category and item (in it) with probability above 0, then that item will always be picked and created, cos there’s no other choice. I order to give that item a chance of not being picked, there needs to be at least one other viable item which could be picked instead. I.E. You can set the plugin up to create wood or stone, for example but you can’t set it up to create wood or nothing. It’s hard to describe but people usually get a feel for it. If everything was probability zero except for category tools 1 item timed explosve 1 category Resources 9 item wood 1 item stone 1 Then for every item created there’s a 9 in 10 chance it’s going to be a resource, and beyond that it’s a 50/50 whether it’s wood or stone. 1 time in 10 the item will be a tool and if it is a tool, it’s guaranteed to be c4, because there’s no other option. When people are starting out I often suggest that they pick a handful of common items that could make up their base common loot, and set the probabilities for those items to something a good bit above zero, to allow room for other things to be less common. Say you have wood with a probability of 10, for example, you could then have stone at 7 so it’s less common and scrap at 3 so it’s even less common. If the only category enabled was resources with those three items set that way, and the profile’s asking for one item (for simplicity) then, on average, you’d get scrap 3 time out of 20 stone 7 times out of 20 wood 10 times out of 20. Of course I don’t expect anyone to follow the actual fractions like but you get the idea - It becomes a ‘feel’ thing.
  25. Steenamaroo

    /nomap

    Hi, If it's showing you the correct message "Grid TP map right-click has been disabled", but right click TP is still working, but only on one server, then I'd guess you've got a second mod that's enabling right click to TP. Try temporarily unloading everything, then loading GridTP, to confirm.
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