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ZEODE

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Everything posted by ZEODE

  1. I will change it, pretty sure I have never changed it though. I may be wrong. Edit: Deleted CP and config and loaded fresh and 15 was the default setting. But it is now 5.
  2. I'll give it a while and see how it goes, will update you after a while. Are there Copy Paste settings which might be causing the issue which I could look at? Edit: Just checked and there aren't a great deal of config options for Copy Paste. FYI my CP config is: { "Amount of entities to paste per batch. Use to tweak performance impact of pasting": 15, "Amount of entities to copy per batch. Use to tweak performance impact of copying": 100, "Amount of entities to undo per batch. Use to tweak performance impact of undoing": 15, "Enable data saving feature": true, "Copy Options": { "Check radius from each entity (true/false)": true, "Share (true/false)": false, "Tree (true/false)": false, "Default radius to look for entities from block": 3.0 }, "Paste Options": { "Auth (true/false)": true, "Deployables (true/false)": true, "Inventories (true/false)": true, "Vending Machines (true/false)": true, "Stability (true/false)": true, "EntityOwner (true/false)": true } }
  3. Done, will see how it goes. I have monitoring on my servers so I know load is good. Its a decent server with only 2 instances running on it, managed by Pterodactyl and nothing else other than normal OS stuff. (Ubuntu Server 18.04 LTS 64bit.) I have sent you a DM with monitoring info. Yes, I did that. You can see it printed in the chat on the screen shot I posted previously. All as you said it should be.
  4. Here is my config for you to see if it helps? RaidableBases.json
  5. "I suggest trying both new options and leaving the delay time alone" < This So yeah, I tried them as you suggested, leaving the delay time alone, but the issue is still there. Part of the bases is now being left behind when de-spawned, not just SAM sites. Before I just had SAM sites not de-spawning on occasion, now parts of the base too so seems worse. What should I change in the settings to see if we can improve this? Thanks.
  6. @nivex so after some time running the new version now, I have been having more issues than before the update. I am now having reports and finding large portions of bases not de-spawned, not just SAM sites. Below if an example of what I am seeing now, before it was just SAM sites. FYI I have also still seen floating SAM left over after de-spawn as before. I left the settings default as you suggested. What would you suggest trying next to see if I can improve this? Thanks.
  7. Personally I think it's good to have some variation between the bases in each category. makes it more interesting and realistic than knowing exactly 4 C4 or 8 rockets for every base in a category. Every player doesn't make their bases in such a way, so it makes it more realistic. Sometimes bases are easier to raid so make better profit, other times they wont, I like that. Definitely not garbage and well worth the money to get set up and running in my opinion.
  8. Logged on today after a restart and now it is working! I looked at it last night because players reported it to me, I tested it myself and sure enough it wasn't working for bear and boar. But today it's working just fine and awarding properly. Sorry for the report, it seems it must have been some issue my end.
  9. As title, flesh gather reward for bear.corpse and boar.corpse does not seem to work. It does work for the other animals though. Both the above are in the config with points allocated.
  10. New versions now running with settings you recommend. I will let you know how it goes after they have been running a while. Thanks for looking at this and the awesome work on the plugins.
  11. I checked and it is up to date. Version 4.2-2
  12. I also have libgdiplus installed, I will verify it’s up to date when I get home from work later.
  13. Sending faster? I changed the ""Delay Between Entity Death While Despawning Base" from the default 0.002 to 0.005, so in fact slowing it down. I am using a Linux (Ubuntu Server 18.04 LTS 64bit) with an Intel I7 6700K @ 4.0GHz and 64GB 2133MHz DDR4. I only run one other low pop instance from the same box. I have 2 cores pinned for each server instance and allocated 14GB RAM each. The bit that might let me down is this server has HDD instead of SSD which my other has. Would that affect it?
  14. I am having a similar issue on my server, but it only seems to be affecting SAM sites. I had player reports of several floating SAM which have been left over when the raid bases they were attached to despawned. They are still active and shoot down players who pass them. I unloaded/reloaded the plugin and they are not destroyed until server restart. I have changed the despawn time from 0.002 to 0.005 to see if that helps, 0.02 means bases take a long time to despawn, although reading above it seems it might not help?
  15. Private message sent with download link for the requested. Thanks.
  16. Sure, I’m at work now. When I get home later ill save it all into a zip file and upload it to one of my servers for you to download and send you the link in a private message. I’m not using a custom map, just a proc gen with manually selected seed. I’ll send that too.
  17. As far as I can tell no, there are not underground NPCs where they are. The screenshots I posted above don't show any below them. The aggro range I have set for 30 and deaggro set at 40. In config I have set: "NPCs_Attack_BotSpawn": false, "HTNs_Attack_BotSpawn": false, "BotSpawn_Attacks_NPCs": false, So they shouldn't interact with other NPC right?
  18. When I have witnessed them, they were walking without no obvious purpose. I have not seen them attack anything other than players, nor be attacked by other scientists, animals, etc. They seem to often end up in the same places, like the picture above of the Dome bots, they always end up in the position shown in the picture above. Thanks for taking the time to look at it.
  19. Here again today, these NPC you see to the right, moving towards Launch site are from the Mining Outpost you see to the left of the screen. I have radius: 30, roam: 20, so they are a long way out from where they should be. I watched some spawn at Oxums earlier, and without any interaction they started moving out away from the garage more than the 20m roam I had set. I also have it set in the config so they do not attack or be killed by other NPC/scientists. On plugin first load they seem to be ok, but once left a time they seem to migrate. The only other plugins I have which spawn/control NPC bots is Raidable Bases. Would it help if I sent you my configs in PM to see if its my error somewhere?
  20. Oh, perhaps. I am using the Raidable Bases plugin, so that spawns randomly all over the map and spawns its own NPC around the bases. I guess a base could spawn near. Would the BotSpawn NPC react with others?
  21. FYI: For large monuments like Airfield, Water, Launch, Harbour etc I had - radius: 100, roam: 40 Dome, Junkyard - radius: 40, roam: 30 Oxums, Mining Outpost, Supermarket - raidus: 30, roam: 20 Would you say that was incorrect?
  22. Following your advice using the bots.count command, I noticed the bots were all accounted for. Looking deeper I found this to be the issue, they are in fact there, but they are a long way from their intended monuments. These NPC were supposed to be in Junk Yard, Water Treatment, Dome and Oxums for example. I am going to go back through the config and make sure I have the roaming and spawn radius etc set correctly. My guess is I have it set too high:
  23. I'm pretty sure they are not dead NPC on timers. Thanks for the tip, I will keep an eye on it and see what happens.
  24. Hi, thanks for the reply. I have same number set for day and night. Respawn timer is set to 300 seconds.
  25. I am finding that sometimes bots are either not spawning, or spawning less than set in the config at monuments, usually Mining Outpost, Oxums and Supermarket. Sometimes at Dome too. There are no errors in console and when I reload the plugin they spawn again correctly.
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