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Everything posted by Martian
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Hello, in the plugin update for the force wipe, I’ll include adjustments for this.
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Changed Status from Pending to Work in Progress
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I’ll adjust this in the next update so NPCs and animals are prevented from entering or camping the spawn zone, especially after the doors are closed following a player’s death. Thanks!
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Changed Status from Pending to Fixed Changed Fixed In to 3.10.0
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I found a case where the custom movement could keep trying to reach the same blocked area and never properly recover. I've added stuck detection and a safe local recovery/reposition routine. If an NPC has a target but hasn't made meaningful movement for a few seconds, it now looks for a nearby clear position and gets itself moving again instead of staying stuck behind the same wall indefinitely. I've also added `/dungeons` for admins, along with the `dungeons` console command. It lists every active dungeon with its tier, grid, spawn type, current state, player count, and owner when there is one, so you no longer need to search the whole map for them.
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The damage hook was accepting a hit when a clipped hand or held weapon was visible even though the NPC's actual body was still blocked by the garage door. Direct player damage now requires a clear line to the NPC's torso/core before the hit is accepted. Explosion and heat damage are intentionally excluded from that check, so explosives still work normally.
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Changed Status from Pending to Fixed Changed Fixed In to 3.10.0
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Thanks for flagging this. The increase wasn't intended. I traced the regression to a couple of paths that scaled badly on the larger dungeons. Dungeon entity checks were walking through the full entity collections from frequently called hooks, and the dungeon cache was being read and rewritten for every spawned entity. With a large dungeon and several active NPCs/turrets, that adds up quickly. I've reworked the entity lookups to use a Network ID index, changed the runtime collections to faster hash lookups, batched the cache writes, reduced a few overly aggressive AI/turret update rates, and staggered NPC/animal updates so they don't all run on the same frame. This should take a good amount of pressure off the larger tiers without changing the intended combat behavior. If you get a chance to profile one of the largest dungeons again after the update, I'd be interested in seeing how it compares with the 70-80 ms result you were getting.
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3.10.0 - What's New Added custom portal spawn locations for Auto Spawn and Purchased Dungeons. Added admin commands to add, remove, and list custom portal spawn locations. Added underground dungeon generation. Negative `Dungeon Height` values, such as `-180`, now place dungeons below terrain. Added the `/dungeons` admin chat command and `dungeons` console command to list all active dungeons with tier, grid, origin, current state, player count, and owner when applicable. Added automatic stuck detection and local recovery for dungeon scientists when movement is blocked by dungeon geometry. Fixed players being able to damage dungeon NPCs through garage doors or walls by shooting exposed hands, weapons, or other clipped parts. Direct player damage now requires a clear line to the NPC's body. Fixed NPCs remaining permanently stuck behind walls after repeatedly failing to reach a movement target. Fixed stale cached entity IDs when dungeon doors are removed after a dungeon is cleared. Reworked dungeon entity detection to use indexed Network IDs instead of repeatedly scanning every entity in every active dungeon from frequently called hooks. Changed runtime dungeon entity collections to hash-based lookups for faster membership checks. Batched dungeon entity cache writes instead of reading and rewriting the cache file for every entity spawned. Reduced unnecessarily aggressive custom turret and NPC update rates. Staggered NPC and animal update start times to reduce synchronized frame spikes in large dungeons. Reduced player target rescans performed by dungeon scientists. Removed avoidable allocations from nearby-NPC alerting and dungeon-clear entity checks. Renamed the Dungeon Height config label to document terrain and underground behavior. Existing configs using the old key are migrated automatically and keep their current value.
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Thanks for the detailed report and for pointing me toward the underground approach. I've added proper negative-height support now. Setting `Dungeon Height` to a negative value such as `-180` will create the dungeon below terrain instead of snapping it back to the surface. Underground mode also handles the Rust terrain protection issue that was killing players below the map, and InsideTerrain violations are ignored while a player is actually inside a spawned underground dungeon. This prevents the terrain death / anti-hack kick problem when using underground dungeons. I also made sure the garage-door damage protection in this update doesn't block explosion or heat damage, so explosives can still damage dungeon NPCs as intended.
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Changed Status from Pending to Can't Reproduce
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Changed Status from Pending to Not a Bug
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Changed Status from Pending to Fixed Changed Fixed In to 1.9.0
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Changed Status from Pending to Not a Bug
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Changed Status from Pending to Not a Bug
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Changed Status from Pending to Fixed Changed Fixed In to 1.9.0
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Recycler limits are controlled by these config options: Standard MaxRecyclers Industrial MaxRecyclers Vip1 Standard MaxRecyclers Vip1 Industrial MaxRecyclers Vip2 Standard MaxRecyclers Vip2 Industrial MaxRecyclers There was an issue where purchase and give commands did not consistently count recycler items that were still in the player's inventory. This could allow players to obtain more recyclers before placing them. This has been fixed in version 1.9.0. The plugin now checks both placed recyclers and recycler items in the player's inventory. Players with industrialrecycler.admin remain unlimited.
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Changed Status from Pending to Fixed Changed Fixed In to 1.9.0
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This error means the industrial storage sorter found a null or invalid item entry while sorting the container. The plugin had a few transfer and stacking paths that could leave an invalid item reference after an item was fully consumed or removed. These paths have been rewritten, and the recycler now cleans invalid entries from its containers before processing transfers. This is included in version 1.9.0. If the same error still appears after updating, please send a new log so I can check whether another plugin is modifying the same industrial storage.
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Changed Status from Pending to Fixed Changed Fixed In to 1.9.0
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Thank you for the detailed report. You were correct about the cause. Both player.inventory.Take() and item.Remove() could affect the same stack, leaving an invalid item reference in the collected inventory list. I rewrote the purchase deduction process so it creates a removal plan first and then safely consumes each stack only once. Purchases containing several different resource types, split stacks, or repeated cost entries are now handled correctly in version 1.9.0.