-
Posts
3,396 -
Joined
-
Last visited
Content Type
Profiles
Downloads
Forums
Store
Support
DOWNLOADS EXTRA
Services
Everything posted by Steenamaroo
-
Hi, Thanks for the report. Someone else reported this exact thing yesterday ( @funky nugget ) i wasn't able to figure it out because I could replicated it, and even joined there server where i had no issue but they did, but... from your video, I notice that a cursor frequently flickers in the first empty text field. I think that could be the problem. Text fields in Rust are jank - Everything is treated as 'submit', including un-focussing (clicking outside of) the field. I think you're clicking behaviour then a tick or whatever later the input field is doing its thing and refreshing the current (to it) page. I'm going to DM you both a copy with autofucus set to false, to see if that solves the issue. If not I'll update BotReSpawn with 'Submit' buttons beside the textfields and ignore their built in triggers. Thanks for reporting.
-
Failed to get enough spawnpoints for profile The Dome 0
Steenamaroo replied to lystor's Support Request in Support
Hi, By default BotReSpawn looks for spawnpoints at terrain level which have an open view of the sky. In the case of the Dome, the structure gets in the way so the solution is either to increase the spawn radius for that profile, or to set UseCustomSpawns true then add some spawnpoints in the area via the UI. If you need any more info, let me know. -
There is a known bug with unwrappables getting loot when they shouldn't be right now. I have an update ready to go to address that. Barring that, though, no. CustomLoot is designed to do nothing upon installing, as all loot crates/corpses/barrels are automatically set enabled : false, If you enabled some kind of scientist and created a loottable for it, that's the only thing CustomLoot would alter.
-
Thanks for the report. It'll be addressed in the next update.
-
I don't know what those are. Maybe they're relics of an older version or something? They're not created by the current plugin or present in my current config file.
-
@oxiigiin - What do you mean by reward per hit? Where do you see that?
-
Thank you both for your help in solving this.
-
Changed Status from Pending to Fixed Changed Fixed In to 1.4.0
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
Thank you. I'm firing up your map now to investigate.