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dankje

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Everything posted by dankje

  1. Hi tnx for you quick reply. It took me while to get online. I performed the attack test. The timers are appearing on all bases, but the maximum inactivity recorded is 3 days and 15 hours. It appears the plugin is only counting inactivity from the moment it was installed/started, and is not reading the lastSeen data from the server's user persistence database for time prior to installation. Because my config was set to 5 days, sab was ignoring these bases. AbandonedBases(2).json
  2. Plugin Version: 2.2.6 Issue Summary: The plugin successfully converts bases when using the sar purge command (Purge Day mode), but the standard scheduled scan or manual sab command consistently finds 0 bases to convert, even when the Lifetime (Days) is set as low as 1 day. What we have already configured/tried: Permissions: Confirmed that players have the abandonedbases.basic permission. Zone Manager: Emptied the "Allowed Zone Manager Zones": [] list to ensure the entire map is being scanned. Minimum Requirements: Lowered "Foundations Required" and "Walls Required" to 1 to ensure small solo bases are not being skipped. Admin Exclusion: Verified the admin has the abandonedbases.exclude permission so admin authorization on TCs does not reset the inactivity timers. Scan Settings: Set "Run Once On Server Startup": true and have manually triggered scans using sab. Technical Data/Outcome: The "No Player Owner" Error: When running a scan, the console reports a very high number of structures (e.g., 386) with "No Player Owner". The "Cannot Purge" Error: The scan also lists approximately 90 bases that it finds but labels as "cannot purge". The sar purge Contrast: Running sar purge immediately found and converted 66 bases into raid events. This confirms the plugin can create the events, but the standard logic for determining player inactivity/ownership appears to be failing during a normal sab scan. Specific Questions for the Developer: Why does the plugin report hundreds of "No Player Owner" entities on a standard procedurally generated map, and is this causing the sab scan to skip valid bases? Is there a specific data-file or cache (outside of the config) that should be deleted to fix the "No Player Owner" desync? Why would sar purge work perfectly while sab finds zero targets on the exact same map with a 1-day lifetime setting?
  3. Hey, thanks a lot for the quick reply, really appreciate it I understand the plugin spawns NPCs directly from default prefabs, and I don’t doubt that this works fine on most servers. What’s confusing us is that we’ve seen this same plugin running on other servers with normal (non-heavy) human scientists, and after reading through the support forum we couldn’t find anyone else reporting this issue. That strongly suggests this is something on our end, not a general plugin problem. To help us pinpoint it: could you tell us the exact prefab path(s) Cargo Crash uses to spawn its NPCs? We’re running Carbon, and it looks like whatever prefab is being resolved on our server ends up spawning heavy scientists only. If we know the exact prefab string you’re using, we can verify whether Carbon is resolving it differently or if there’s a fallback happening. Thanks again for the help.
  4. Hi, I’m using your Cargo Crash plugin on a Rust server running Carbon (not Oxide/uMod). Issue The Cargo Crash event only spawns Heavy Scientists. We want lighter/normal scientists, but they never spawn. Important context We have NPC-related plugins installed, including: NPC Spawn (installed and active) BetterNPC (installed) (Other event plugins exist, but these are the NPC ones.) So I need to confirm: Does Cargo Crash spawn NPCs itself using vanilla prefabs, or does it delegate to NPC Spawn / BetterNPC? If it delegates, which integration does it use (NPC Spawn vs BetterNPC), and what config keys / profile names are expected? Is there a known behavior on Carbon where “normal scientist” spawns fail and Cargo Crash (or NPC Spawn) falls back to heavy scientist? Goal Make Cargo Crash spawn lighter human NPCs instead of heavies, for balance. If you tell me exactly which system Cargo Crash uses to spawn (vanilla prefab vs NPC Spawn vs BetterNPC) and the expected NPC identifiers, I can test immediately and share logs/config. Thanks.
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