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Martian

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Everything posted by Martian

  1. Changed Status from Pending to Fixed Changed Fixed In to 2.4.94
  2. Sorry about that, and thanks for reporting it. The old version was only counting Recycler Boxes that were currently deployed in the world, so players could keep using /getrec if they stored or removed them. This has now been changed. The plugin saves how many Recycler Boxes each player has received/converted in a data file, and blocks them once they reach the `RecyclerLimit`, even after a restart. This should stop players from taking unlimited recyclers.
  3. Hello. I sincerely apologize for not resolving this sooner. For some reason, I didn’t see this ticket. I’ll upload an update to the plugin by tomorrow. Once again, I apologize for the delay.
  4. Martian

    does not work

    I’ve just updated FarmPro and reverted the recent changes that were causing issues. Regarding the client-side FPS problem, you can reduce the number of visible entities spawned by FarmPro through the configuration. The heater, sprinkler, and light are optional and FarmPro can continue working without them. For each FarmPro group, set these options to false: "Install Light": false, "Install Heater": false, "Install Sprinkler": false FarmPro will still handle planting, growing, cloning, harvesting, fertilizer management, and watering without these visual entities. If players are experiencing FPS drops, I recommend disabling these three options, especially on servers with a large number of FarmPro planters.
  5. Martian

    does not work

    I completely understand your frustration, and I’m sorry about this. I’ve been very busy lately, and I take responsibility for the delays and the issues caused by the latest changes. I’m going to revert some of the changes from the last update now and release an update shortly, then I’ll work on a more complete update for next week to properly address the remaining issues. Thanks for your patience.
  6. Martian

    FPS problem

    I’ve added a new global Performance Mode option to FarmPro. "Disable Planter Lights, Sprinklers and Heaters (Performance Mode)": true, When enabled, it completely removes the lights, sprinklers, and heaters attached to each planter, which are the main entities causing the client-side FPS impact when many planters are placed together. The farming functionality is still handled by the plugin, including watering and plant conditions, so the planters will continue working normally without those physical entities. I’ll also keep looking for lighter prefab alternatives for a future update, so we may be able to bring back some visual elements without the same FPS cost.
  7. Martian

    FPS problem

    Hello, in the plugin update for the force wipe, I’ll include adjustments for this.
  8. Changed Status from Pending to Work in Progress
  9. 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!
  10. Martian

    NPC's Stuck behind walls

    Changed Status from Pending to Fixed Changed Fixed In to 3.10.0
  11. Martian

    NPC's Stuck behind walls

    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.
  12. Martian

    Npcs

    Changed Status from Pending to Fixed Changed Fixed In to 3.10.0
  13. Martian

    Npcs

    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.
  14. Changed Status from Pending to Fixed Changed Fixed In to 3.10.0
  15. 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.
  16. Martian

    Dungeon Events

    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.
  17. Martian

    Dungeon Events

    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.
  18. Martian

    Dungeon Events

    No, not currently. DungeonEvents uses its own NPC spawning and AI system, so it does not rely on or integrate with the NpcSpawn plugin.
  19. Martian

    Dungeon Events

    I’m already working on this and plan to include it in an update later this week.
  20. Martian

    Legendary Items

    Changed Status from Pending to Can't Reproduce
  21. Martian

    Permission issue for placement

    Changed Status from Pending to Not a Bug
  22. Changed Status from Pending to Fixed Changed Fixed In to 1.9.0
  23. Martian

    added feature maybe

    Changed Status from Pending to Not a Bug
  24. Martian

    Instant virtual recycle

    Changed Status from Pending to Not a Bug
  25. Martian

    March 2025 staging

    Changed Status from Pending to Fixed Changed Fixed In to 1.9.0

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