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Everything posted by mainloot
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- 119 comments
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- 1
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- #creative rust
- #building
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(and 1 more)
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- 119 comments
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- #creative rust
- #building
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(and 1 more)
Tagged with:
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pretty sure this project is abandoned. The author doesn't respond to questions on discord nor releases any updates / fix bugs. This thing is full of some of the worst bugs I've ever seen. Here's a bare minimum fix that will get team building working. We've been hard at work writing our own because this thing will never be in the right state. edit: posted the wrong file Creative.TeamBuilding.patch.txt
- 119 comments
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- 1
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- #creative rust
- #building
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(and 1 more)
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Appreciate it Niko, and apologies for coming in so hot, but this is on the high end for prices relative to other maps listed here. I thought for the price that it would have performed better. To give a summary of my experience: 1. "no string for" issues spamming the console, happens right after world load: [0.5s] Loading World StringPool.GetString - no string for ID2548670751 StringPool.GetString - no string for ID2548670751 StringPool.GetString - no string for ID1010478693 StringPool.GetString - no string for ID1010478693 StringPool.GetString - no string for ID2525350509 StringPool.GetString - no string for ID2040957429 2. "Failed to create agent" errors then begin spamming the console and do not stop Failed to create agent because it is not close enough to the NavMesh Failed to create agent because it is not close enough to the NavMesh Failed to create agent because it is not close enough to the NavMesh Failed to create agent because it is not close enough to the NavMesh Failed to create agent because it is not close enough to the NavMesh Failed to create agent because it is not close enough to the NavMesh 3. Lastly and most importantly, the frame drop has brought me down to 2fps at times: Overall, looks great (probably the best halloween map I've seen so far), but the performance renders it unusable
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I'm requesting a refund due to the significant frame drop and problems within the map. Both my server and client are running on top tier hw (5090 + 9950x3d) and it's bringing frames down to 8-40 fps. Constant navmesh errors spamming the console. This is completely unacceptable for a $50 map. This map is probably the worst performing, yet expensive map I've ever seen. It just doesn't work and the performance is clearly terrible.
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the copy paste style method seems to load everything in the order in which they're present in the data file. IO entities, etc don't wait for foundations to fully spawn. We applied a fix locally and seems to resolve the issue. Hoping to see a similar change implemented here. We can provide a snippet of what we added if that would be helpful
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I think what it might boil down to is spawn order. It's spawning io entities before it spawns the foundations on which it's supposed to live
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Hi, We got a player report about a base they previously saved not loading properly. It gets to 96%, but then fails to continue. I noticed at time of load, it fails with: 08/29 22:50:25 | Failed to execute OnFrame callback (Object reference not set to an instance of an object.) at void Oxide.Plugins.Creative.MapEntityID(IOEntity ioEntity, JObject ioData, string key) in /var/www/servers/us-build/carbon/plugins/Creative.cs:line 5892 at void Oxide.Plugins.Creative.MapConnectedIDs(IOEntity ioEntity, JObject entityData, bool cp) in /var/www/servers/us-build/carbon/plugins/Creative.cs:line 5833 at Task Oxide.Plugins.Creative.SpawnEntitiesCopyPasteStyle(BasePlayer player, JArray entitiesArray, Vector3 zoneCenterPos, float fileCenterX, float fileCenterY, float fileCenterZ, float fileRotDiff, float fileRotY, Quaternion rotation, string saveName, float terrainYOffset)+() => { } in /var/www/servers/us-build/carbon/plugins/Creative.cs:line 5234 at void Carbon.Managers.CarbonProcessor.Update() in /__w/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 63 it seems connectedTo can be null in some cases and it may not be getting checked? I've attached a copy of the base json that causes the error if it helps. bunker1.json
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Also, in the event of restarts without wiping, bases that existing before the restart persist. Would be nifty to autosave and delete in this case
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This is the first time this particular server has done this. There was also this error milliseconds before the fatal crash, not sure if it's relevant: (Filename: /__w/Carbon/Carbon/Carbon.Core/Carbon.Components/Carbon.Common/src/Carbon/Components/HookCaller.cs Line: 956) 2025-08-05 12:50:47.819 2025-08-05 12:50:47.819 ServerMgr:Update() 2025-08-05 12:50:47.819 UnityEngine.Debug:LogException(Exception, Object) 2025-08-05 12:50:47.819 UnityEngine.Logger:LogException(Exception, Object) 2025-08-05 12:50:47.819 UnityEngine.DebugLogHandler:LogException(Exception, Object) 2025-08-05 12:50:47.819 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) 2025-08-05 12:50:47.819 at ServerMgr.Update () [0x0014b] in <6a0cddd1b3834d348f4fc9ac7883d503>:0 2025-08-05 12:50:47.819 at ServerBuildingManager.Cycle () [0x00034] in <6a0cddd1b3834d348f4fc9ac7883d503>:0 2025-08-05 12:50:47.819 at ObjectWorkQueue`1[T].RunQueue (System.Double maximumMilliseconds) [0x00096] in <8d0700d8cbaa4aa19215e982439055eb>:0 2025-08-05 12:50:47.819 at StabilityEntity+UpdateSurroundingsQueue.RunJob (UnityEngine.Bounds bounds) [0x00000] in <6a0cddd1b3834d348f4fc9ac7883d503>:0 2025-08-05 12:50:47.818 at StabilityEntity+UpdateSurroundingsQueue.NotifyNeighbours (UnityEngine.Bounds bounds) [0x00063] in <6a0cddd1b3834d348f4fc9ac7883d503>:0 2025-08-05 12:50:47.818 at StabilityEntity.OnPhysicsNeighbourChanged () [0x00009] in <6a0cddd1b3834d348f4fc9ac7883d503>:0 2025-08-05 12:50:47.818 at BuildingBlock.StabilityCheck () [0x00000] in <6a0cddd1b3834d348f4fc9ac7883d503>:0 2025-08-05 12:50:47.818 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.StabilityEntity.StabilityCheck_Patch0(StabilityEntity) 2025-08-05 12:50:47.818 at Carbon.HookCaller.CallStaticHook (System.UInt32 hookId, System.Object arg1) [0x0000c] in /__w/Carbon/Carbon/Carbon.Core/Carbon.Components/Carbon.Common/src/Carbon/Components/HookCaller.cs:956 2025-08-05 12:50:47.818 NullReferenceException: Object reference not set to an instance of an object 2025-08-05 12:50:47.818 at ServerMgr:Update() 2025-08-05 12:50:47.818 at UnityEngine.Debug:LogException(Exception, Object) 2025-08-05 12:50:47.818 at ServerMgr.Update () (at <6a0cddd1b3834d348f4fc9ac7883d503>:0) 2025-08-05 12:50:47.818 at ServerBuildingManager.Cycle () (at <6a0cddd1b3834d348f4fc9ac7883d503>:0) 2025-08-05 12:50:47.818 at ObjectWorkQueue`1[T].RunQueue (System.Double maximumMilliseconds) (at <8d0700d8cbaa4aa19215e982439055eb>:0) 2025-08-05 12:50:47.818 at StabilityEntity+UpdateSurroundingsQueue.RunJob (UnityEngine.Bounds bounds) (at <6a0cddd1b3834d348f4fc9ac7883d503>:0) 2025-08-05 12:50:47.818 at StabilityEntity+UpdateSurroundingsQueue.NotifyNeighbours (UnityEngine.Bounds bounds) (at <6a0cddd1b3834d348f4fc9ac7883d503>:0) 2025-08-05 12:50:47.818 at StabilityEntity.OnPhysicsNeighbourChanged () (at <6a0cddd1b3834d348f4fc9ac7883d503>:0) 2025-08-05 12:50:47.818 at BuildingBlock.StabilityCheck () (at <6a0cddd1b3834d348f4fc9ac7883d503>:0) 2025-08-05 12:50:47.818 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.StabilityEntity.StabilityCheck_Patch0(StabilityEntity) 2025-08-05 12:50:47.818 at Carbon.HookCaller.CallStaticHook (System.UInt32 hookId, System.Object arg1) (at /__w/Carbon/Carbon/Carbon.Core/Carbon.Components/Carbon.Common/src/Carbon/Components/HookCaller.cs:956) 2025-08-05 12:50:47.818 Server Exception: Building Manager Also, had tons of these errors: 2025-08-05 12:49:52.416 Main thread stalling: Write queue at capacity, waiting for write thread... 2025-08-05 12:49:52.416 Main thread stalling: Write queue at capacity, waiting for write thread... 2025-08-05 12:49:52.416 Main thread stalling: Write queue at capacity, waiting for write thread... 2025-08-05 12:49:52.416 Main thread stalling: Write queue at capacity, waiting for write thread... 2025-08-05 12:49:52.416 Main thread stalling: Write queue at capacity, waiting for write thread... 2025-08-05 12:49:52.416 Main thread stalling: Write queue at capacity, waiting for write thread... let me know if you need more info. Pop was ~50
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as we near force wipe, this "main thread stalling" error is getting worse. At a pop of 62, we're getting this message spammed hard. So much that rust admin won't display any logs
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Hi, I previously reported this issue before: https://codefling.com/files/support/21278-main-thread-stalling-write-queue-at-capacity-waiting-for-write-thread/ While the fix applied seems to have lessened the amount of these errors, they're still present. ps: the recent updates have been awesome and much appreciated!
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Players cant build underwater bases due to the height of the claim zone
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weirdest thing, team building works fine on local, but not in prod. Same configuration, plugin version, environment, etc
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There's nothing worse than accidentally disconnecting without saving your work. It would be real handy if players could enable an autosaving feature where it periodically saves their current plot. In cases like this, they can reconnect and run a command live /autosave restore
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Hi @Ryuk_we're having problems with this as well. Latest version. Players can invite each other and go into each others' claimed plots, but when a non-leader attempts to build or place anything, the placeholder mesh turns blue, but left clicking does nothing. No errors in logs either.
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A player on our build server suggested: I think something like this would add to the plugin's overall quality. My two cents: a confirmation box (confirm or cancel) in the middle of the screen that captures keyboard/mouse (demands immediate attention). But however it fits best in your opinion if you choose to adopt this idea.
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It would be nice if the claim sphere stopped bullets from reaching the base
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yo @Reboottesting out the update right now I have a couple of questions/comments if you have a second: Are the squares to the right supposed to be jungle? They seem like gravel there's a small bit of land stretching infinitely downward across the map
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getting this a ton on my server Failed to call internal hook 'OnStructureUpgraded' on plugin 'Symmetry v1.0.34' [1926574503] (The given key '<redacted-steamid>' was not present in the dictionary.) at bool System.Collections.Generic.Dictionary<ulong, bool>.get_Item(ulong key) at void Oxide.Plugins.Symmetry.OnStructureUpgraded(BuildingBlock BuildingBlock, BasePlayer player, Enum Enum, ulong UInt64) in /var/www/servers/us-build/carbon/plugins/Symmetry.cs:line 560 at object Oxide.Plugins.Symmetry.InternalCallHook(uint hook, object[] args) in Symmetry.cs/Internal:line 468 let me know if you need more info
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We love this plugin btw (and so do the thousands of people who jump on our server to play it) and know it's not easy maintaining this one, let us know if you need more info.
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Hi, when we reach a certain number of players, ~50-60, we get this error spamming our chat: Main thread stalling: Write queue at capacity, waiting for write thread... Main thread stalling: Write queue at capacity, waiting for write thread... Main thread stalling: Write queue at capacity, waiting for write thread... Main thread stalling: Write queue at capacity, waiting for write thread... Main thread stalling: Write queue at capacity, waiting for write thread... Main thread stalling: Write queue at capacity, waiting for write thread... we bumped up tickrate, but didn't help. I see people talking in carbon discord about it (not this plugin specifically, just in general): https://discordapp.com/channels/1013291619765723196/1013913915501072456/1134503700417740903 Not sure if there's a wait being mishandled.