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Sixx

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Everything posted by Sixx

  1. Whoo everyone. A question about the prefabs/monuments. How do I recognize which buildings are to be used for the current game version? Well, a building that is 2 years old might cause problems, but how far back in time can I go. Unfortunately, there isn't always something there. I don't want to put any new items on the map and then it doesn't work again.. I already had. Thank you, Sixx
  2. Nobody an idea do some test. if i create an new (empty, online sand) map with RustEdit i got the same errors.
  3. Hey Guys, back in 2022 and another problem - probably with my map I didn't want to start a new post - hope that's ok. After I had massive problems with the map I created about a year ago, which was fixed with your help, I was able to play Rust for quite a while. Then at some point I stopped. Logged out and played other things. Only performed the Rust updates Now I wanted to continue again. Rust Server Update and Qxide Update performed. Server started. Assets warmup is running Then he launches my own map After that comes the error and this is where it gets stuck. nothing happend anymore without my map, Rust starts fine. If I put the link to the map back into the Serverstart.bat, the above is displayed. I disabled all mods to see if that might be the reason. Nothing changes So it can only be because of the map. Now the probably totally stupid question. Can it be because of the 1 year old map? If yes, can I save them? That cost me weeks of work and nerves. thanks to you Dat Sixx
  4. So! I give up. I've been trying for almost 7 hours to find out which prefab is causing this error. Without success. I deleted everything that could be deleted. Prefabs, spawners, trees, boxes, prefabs that have slipped out of the map, etc. Always piece by piece and then the server started. The server loads but the client cannot log in. I also deleted the last plugin - Oxide.Ext.RustEdit.dll. Everything didn't work. In the end I even flew over the map and deleted everything that I could capture. The mistake remained. World Spawning always gets stuck around 32xxx What is also strange is that when the server starts, hints are displayed that I cannot understand. e.g. Calling kill - but already IsDestroyed !? vending_mapmarker [0] Calling kill - but already IsDestroyed !? vending_mapmarker [0] done. Spawning 130488 entities ID In use! COBALT1 ID In use! COBALT1 Or hints from prefabs that I deleted a long time ago. So basically there is only one option left. The map itself has to be damaged somehow so that you can no longer log on to it. Last I loaded the map, for which I opened the post here and was able to repair it, because it always works. And it still works now - just loaded and logged in. So I don't have the option to copy this map and then invest a few more hours to add a few changes and nice prefabs. And then hopefully to finally be able to go online.
  5. hmm .. the trees, ores and bushes are all in the map that I can still load, and from the beginning of editing the map. That's the map from the opening post here, how the mines were the problem. The map is still working now - it's basically my reference test map. Unfortunately, a lot is missing on the map, otherwise I would use it. if there is no other way, I have to do it anyway and then add it again piece by piece and try again and again. then it just takes another week. I throw the trees out anyway, then the loading might also go a little faster. Let's see, I'll delete several of the last prefabs to see if something changes. the error must be somewhere. or I actually caught trees that I hadn't used before. very annoying everything. i am unsure about prefabs with pink objects I thank you for your patience and your help. that helped me alot. if i still find the error, i'll post it here.
  6. normally yes. but since the probemen with the map I have deleted all plugins from the corresponding directory. it just loads the Rustedit plugin, nothing else.
  7. Möööp... wont work. The loot boxes are not the source of error. Cancels again with the message. When loading it comes to Spawning Word 37xxx / 68510 I deleted so much before. Some custom prefabs, all of my underwater labs that I thought were the cause. Now I can basically only delete everything new on prefabs over a large area to see if that changes something. Could the NPS spawners be a problem? I also re-set some of them. The annoying thing is that you can't even test it quickly, but the server loads for a long time and then the game too .. it always takes 30-40 minutes ... until it breaks off ------------------------------ 127.0.0.1:57786/76561198451755427/2302 disconnecting: Exception (cs:64094): NullReferenceException: Object reference not set to an instance of an object. InstancingContainer..ctor (System.Int32 capacity) (at <00000000000000000000000000000000>:0) System.Collections.Generic.GenericEqualityComparer`1[T].GetHashCode (T obj) (at <00000000000000000000000000000000>:0) System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) (at <00000000000000000000000000000000>:0) System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) (at <00000000000000000000000000000000>:0) ListDictionary`2[TKey,TVal].TryGetValue (TKey key, TVal& val) (at <00000000000000000000000000000000>:0) DeferredDecalSystem.GetList (DeferredDecal decal, ListDictionary`2[TKey,TVal] dict, System.Int32 pass) (at <00000000000000000000000000000000>:0) DeferredDecalSystem.RemoveDecal (DeferredDecal decal) (at <00000000000000000000000000000000>:0) DeferredDecal.OnDisable () (at <00000000000000000000000000000000>:0) MeshGroupCull.SetLOD (System.Int32 newlod) (at <00000000000000000000000000000000>:0) LODComponent.ChangeLOD () (at <00000000000000000000000000000000>:0) LODGrid.Add (ILOD component, UnityEngine.Transform transform, LODCell& cell) (at <00000000000000000000000000000000>:0) LODComponent.OnEnable () (at <00000000000000000000000000000000>:0) GameManager.CreatePrefab (System.String strPrefab, UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) (at <00000000000000000000000000000000>:0) Prefab.Spawn (UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) (at <00000000000000000000000000000000>:0) World.Spawn (System.String category, Prefab prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale) (at <00000000000000000000000000000000>:0) World.Spawn (ProtoBuf.PrefabData prefab) (at <00000000000000000000000000000000>:0) World+<Spawn>d__63.MoveNext () (at <00000000000000000000000000000000>:0) WorldSetup+<InitCoroutine>d__15.MoveNext
  8. I had the error at the very beginning when I started with custom maps. I also solved it as described. today I tried this 3 times - without success. no idea why that doesn't work. luckily i renamed the map and can now use the "neutest" again. all prefabs are there again but I just threw all of the loot boxes off the map. There are also two different ones. Some are invisible, the others are visible as normal boxes or barrels. I'm loading the server, let's see what happens I put the forests on the map at the very beginning, because I didn't know how the topology works. I only found the wiki entry or videos that explain this 2-3 weeks ago. I've already thought about removing the woods again.
  9. Hi. Oh yes, you cant check the custom prefabs.. if you mean the normal and different kind of trees. yes i place them by hand since i edit the map and it works fine. so far I have been able to load the map with it at least without errors. I've only been using the lootbox spawner for 1 or 2 days to see what it does. otherwise I only used normal loot boxes or barrels. you meand this spawner ? I have already deleted some prefabs and all underwater labs, but at the moment it is loading the server but ingame it cannot find the map. I've been trying it since 2 hours. so can not see whether my change is having an effect. have already deleted the map in the directory, restarted the server, etc. no idea what is now all of a sudden. "Disconnected world file mismatch rust" this error message means that the "File" in your Rust Maps Folder is different from what it was before. save the map now under a different name and try again ..
  10. sounds good thank you
  11. oh thanks, this would help.. but dont laugh.. i put lot of stuff in it hope link works map
  12. okay. i am in now with the yesterday-map so i have to check my newer map.. congratulation well that's going to be fun
  13. it could be so easy... i try the old map no to see if its possible to login to the world. if this works, its the newer map and i have to find the prefab thats hurt me... thanks for now
  14. Rust files are verified. no problems found. for understandig. the server can start with an entity or broken prefab. but the login to my server over the game can crash ? cause the server is running. i allways will try the "yesterday" map. i test it only with server start today, not with login into the game. see what happend. if i get this new map to run. i stop building..
  15. Fu*** not solved. after starting server i start rust to login in my server.. loading loading loading and at the end: 127.0.0.1:51151/76561198451755427/2302 has auth level 2 [Economics] Saving balances for players... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Saved 105,322 ents, cache(2.63), write(0.06), disk(0.04). (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Saving complete (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 127.0.0.1:51151/76561198451755427/2302 disconnecting: Exception (cs:64094): NullReferenceException: Object reference not set to an instance of an object. InstancingContainer..ctor (System.Int32 capacity) (at <00000000000000000000000000000000>:0) System.Collections.Generic.GenericEqualityComparer`1[T].GetHashCode (T obj) (at <00000000000000000000000000000000>:0) System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) (at <00000000000000000000000000000000>:0) System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) (at <00000000000000000000000000000000>:0) ListDictionary`2[TKey,TVal].TryGetValue (TKey key, TVal& val) (at <00000000000000000000000000000000>:0) DeferredDecalSystem.GetList (DeferredDecal decal, ListDictionary`2[TKey,TVal] dict, System.Int32 pass) (at <00000000000000000000000000000000>:0) DeferredDecalSystem.RemoveDecal (DeferredDecal decal) (at <00000000000000000000000000000000>:0) DeferredDecal.OnDisable () (at <00000000000000000000000000000000>:0) MeshGroupCull.SetLOD (System.Int32 newlod) (at <00000000000000000000000000000000>:0) LODComponent.ChangeLOD () (at <00000000000000000000000000000000>:0) LODGrid.Add (ILOD component, UnityEngine.Transform transform, LODCell& cell) (at <00000000000000000000000000000000>:0) LODComponent.OnEnable () (at <00000000000000000000000000000000>:0) GameManager.CreatePrefab (System.String strPrefab, UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) (at <00000000000000000000000000000000>:0) Prefab.Spawn (UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) (at <00000000000000000000000000000000>:0) World.Spawn (System.String category, Prefab prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale) (at <00000000000000000000000000000000>:0) World.Spawn (ProtoBuf.PrefabData prefab) (at <00000000000000000000000000000000>:0) World+<Spawn>d__63.MoveNext () (at <00000000000000000000000000000000>:0) WorldSetup+<InitCoroutine>d__15.MoveNext
  16. SOLVED !!! Stupid Sixx.. Fallback handler could not load library D:/Games/RustSinglePlayer/RustServer/RustDedicated_Data/Mono/data-0000025322A6B010.dll the error actually came about through a broken custom prefab ... sometimes we have a long line to understand. the prefab was "Fallback Base" - maybe since an update it is broken https://codefling.com/monuments/scientist-fallback-base I leave the description of the error there. maybe that will help someone else too
  17. me again an other freez loading the map... I've adjusted the map and expanded it a bit and saved it under a new name. the old map from yesterday works fine, i test it 2 hours ago. now the server hangs again. I made sure that I don't use prefabs that don't work. this probably didn't work although the log file does not contain any information about a prefab. I added a new one to the map - NPC spawner - Underwater Lab A-D and Module - Water Triger for Labs - some Loot containers and Loot spawers - various fish - 2-3 prefabs from assets / bundle / autospawn unfortunately the error doesn't really tell me anything. the solution that was offered via google did not help. Oxide.Ext.RustEdit.dll is up to date and also oxide.rust. maybe you have an idea. here times the message from the log Asset Warmup (7082/8594) Asset Warmup (7398/8594) Asset Warmup (7656/8594) Asset Warmup (7988/8594) Asset Warmup (8309/8594) Asset Warmup (8534/8594) Asset Warmup (8559/8594) Asset Warmup (8594/8594) WebSocket RCon started on 6666 (Filename: \ buildslave \ unity \ build \ Runtime / Export / Debug / Debug.bindings.h Line: 39) Loading custom map from https://www.dropbox.com/s/ftysk8kkbyi1mjt/SixxMap.map?dl=1 (Filename: \ buildslave \ unity \ build \ Runtime / Export / Debug / Debug.bindings.h Line: 39) [1.6s] Loading World (Filename: \ buildslave \ unity \ build \ Runtime / Export / Debug / Debug.bindings.h Line: 39) WARNING: Shader Unsupported: 'Hidden / Nature / Terrain / Utilities' - All passes removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? Shader 'Nature / Terrain / Diffuse': dependency 'AddPassShader' shader 'Hidden / TerrainEngine / Splatmap / Diffuse-AddPass' not found Shader 'Hidden / TerrainEngine / Splatmap / Standard-AddPass': fallback shader 'Hidden / TerrainEngine / Splatmap / Diffuse-AddPass' not found StringPool.GetString - no string for ID4110763003 (Filename: \ buildslave \ unity \ build \ Runtime / Export / Debug / Debug.bindings.h Line: 39) LoadPrefab - should start with assets / - (Filename: \ buildslave \ unity \ build \ Runtime / Export / Debug / Debug.bindings.h Line: 39) ArgumentException: Invalid path at System.IO.Path.GetDirectoryName (System.String path) [0x0000d] in <eae584ce26bc40229c1b1aa476bfa589>: 0 at Prefab..ctor (System.String name, UnityEngine.GameObject prefab, GameManager manager, PrefabAttribute + Library attribute) [0x00019] in <622100108423464eb70d44bb94c0f765>: 0 at Prefab.Load (System.UInt32 id, GameManager manager, PrefabAttribute + Library attribute) [0x00023] in <622100108423464eb70d44bb94c0f765>: 0 at World.Spawn (ProtoBuf.PrefabData prefab) [0x00000] in <622100108423464eb70d44bb94c0f765>: 0 at World + <Spawn> d__79.MoveNext () [0x000f4] in <622100108423464eb70d44bb94c0f765>: 0 at WorldSetup + <InitCoroutine> d__15.MoveNext () [0x00622] in <622100108423464eb70d44bb94c0f765>: 0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <c8dc2b468d1841099baa4dd8a110cc44>: 0 (Filename: <eae584ce26bc40229c1b1aa476bfa589> Line: 0) sorry to bother you again Thanks, Sixx Oh.. at top of the file after server config loadet i got this - maybe this is the invalid path ?? Fallback handler could not load library D:/Games/RustSinglePlayer/RustServer/RustDedicated_Data/Mono/data-0000025322A6B010.dll Fallback handler could not load library D:/Games/RustSinglePlayer/RustServer/RustDedicated_Data/Mono/data-0000025386474010.dll Fallback handler could not load library D:/Games/RustSinglePlayer/RustServer/RustDedicated_Data/Mono/data-000002532277F030.dll Fallback handler could not load library D:/Games/RustSinglePlayer/RustServer/RustDedicated_Data/Mono/data-0000025322A9D030.dll Fallback handler could not load library D:/Games/RustSinglePlayer/RustServer/RustDedicated_Data/Mono/data-0000025322C630D0.dll Fallback handler could not load library D:/Games/RustSinglePlayer/RustServer/RustDedicated_Data/Mono/data-0000025393210080.dll Server Config Loaded Running server/my_server_identity/cfg/users.cfg (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Skinnable Warmup Manifest Assets Loaded 110 skinnable objects Loading Scene Unloading 5 Unused Serialized files (Serialized files now loaded: 63) UnloadTime: 11.498900 ms Missing shader in Main Camera (TOD_Scattering) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Missing shader in Main Camera (TOD_Scattering) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Missing shader in Main Camera (TOD_Scattering) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1068 unused Assets to reduce memory usage. Loaded Objects now: 35958. Total: 134.675400 ms (FindLiveObjects: 2.898900 ms CreateObjectMapping: 3.392500 ms MarkObjects: 126.192700 ms DeleteObjects: 2.190600 ms) Loading Oxide Core v2.0.3996... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading extensions... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
  18. okay Thank you very much for helping me
  19. Done. I am online. My goodness. many thanks for your patient help. I would have probably searched forever. now remove a few small errors and then it must be good. time to play One last question. Maybe you can answer that for me too. does it make a difference whether I dissolve a prefab into its individual parts in order to adapt it or whether I leave it whole. if an object becomes what is loaded, then 50, 60 or more. or does it not matter whether together or taken apart. I don't even know how I can put something back together.
  20. oha! no more mistakes like this one. only one of the mines seems to have been broken ... now I only have a few red messages like RuntimeNavMeshBuilder: Source mesh waterpumps_COL is skipped because it does not allow read access and at the end of the loading process, heaps The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path ": \ Hillside BunBoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path ": \ Hillside BunBoxColliders does not support negative scale or size. then the server restarts ... it would have been too nice
  21. that should be better solved via RustEdit. It shouldn't actually happen that standard items cause the map not to be loaded. I just put both pumpjacks side by side. there is no difference to be seen. if it is really only possible via the correct category in the prefab list. unfortunately that did not work with deleting the punpjack. he still has the same error. I have now removed all of the mines that I have set. see what happens now. awkward and annoying. actually I just wanted to quickly adjust a different map .. now I've been building for 3 weeks and it doesn't work.
  22. damn it. now I've deleted sulfur quarry ... yes i saw that there are no buildings in the prefab category, but only parts of buildings. it seems to be under "bundled" i believe. how do I know if it is an entity if the name does not provide any direct information. Is there a way to test the map for errors before uploading and starting the server? it always takes forever until the server is loaded. sorry that I'm so annoying;)
  23. Oh crap. I hope I haven't caught any other "wrong" building types. that can be good. noob at work * lol * to make sure that I only get prefabs, should I only use buildings from the prefab tab that are shown in the prefab list? I'll delete the thing right away and see what error comes next ...
  24. Hi, thanks for the quick response. so at least I understood correctly that the error is probably with miningquerry. I found them too. I pulled them out of the RustEdit bibliotek and put a couple of loot containers there. I'm not sure if you can use all containers or boxes. I've now deleted a few. let's see what the server says now. it is always very tedious to test the map, since loading the server always takes ages. times quick test does not work. I had found another post. he helped me with at least two other messages, which probably don't contribute to the server not loading the map. but at least. I have attached the log file. i hope it works with the spoiler so that the contribution is not blown up. <SPOILER> Mono path[0] = 'D:/Games/RustSinglePlayer/RustServer/RustDedicated_Data/Managed' Mono config path = 'D:/Games/RustSinglePlayer/RustServer/MonoBleedingEdge/etc' Initialize engine version: 2019.4.22f1 (9fdda2fe27ad) [Subsystems] Discovering subsystems at path D:/Games/RustSinglePlayer/RustServer/RustDedicated_Data/UnitySubsystems GfxDevice: creating device client; threaded=0 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: NVIDIA GeForce GTX 1060 6GB (ID=0x1c03) Vendor: VRAM: 6052 MB Driver: 27.21.14.6647 Begin MonoManager ReloadAssembly - Completed reload, in 0.150 seconds D3D11 device created for Microsoft Media Foundation video decoding. Shader 'TextMeshPro/Distance Field': fallback shader 'TextMeshPro/Mobile/Distance Field' not found UnloadTime: 10.032100 ms Bootstrap Startup Loading maps/maps.bundle (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading shared/content.bundle (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading shared/content.private.bundle (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading shared/items.preload.bundle (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading shared/monuments.bundle (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading shared/skinnables.preload.bundle (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) System Name: XXXXXXXX OS: Windows 10 (10.0.18363) 64bit CPU Model: AMD FX-8370E Eight-Core Processor Cores: 8 Memory: 32667 MB GPU Model: NVIDIA GeForce GTX 1060 6GB API: Direct3D 11.0 [level 11.1] Memory: 6052 MB SM: 50 Process Memory: 656 MB Mono Collects: 36 Memory: 6 MB Manifest Metadata Loaded 20632 pooled strings 9181 prefab properties 389 effect categories 1190 entity names Command Line: "RustDedicated.exe" "-batchmode" "+server.port" "28015" "+server.levelurl" "https://www.dropbox.com/s/ch0v0jic53rc786/test3.map?dl=1" "+decay.scale" "0" "+decay.upkeep" "false" "+server.radiation" "false" "+boar.population" "3" "+chicken.population" "4" "+stag.population" "4" "+server.saveinterval" "600" "+server.maxplayers" "5" "+rcon.port" "6666" "+rcon.password" "XXXXXXXX " "+server.hostname" "XXXXXXXX" "+server.description" "XXXXXXXX" Fallback handler could not load library D:/Games/RustSinglePlayer/RustServer/RustDedicated_Data/Mono/data-000001A307E16080.dll Fallback handler could not load library D:/Games/RustSinglePlayer/RustServer/RustDedicated_Data/Mono/data-000001A2641A9020.dll Fallback handler could not load library D:/Games/RustSinglePlayer/RustServer/RustDedicated_Data/Mono/data-000001A307E06010.dll Fallback handler could not load library D:/Games/RustSinglePlayer/RustServer/RustDedicated_Data/Mono/data-000001A26430E010.dll Fallback handler could not load library D:/Games/RustSinglePlayer/RustServer/RustDedicated_Data/Mono/data-000001A2642A00A0.dll Server Config Loaded Running server/my_server_identity/cfg/users.cfg (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Skinnable Warmup Manifest Assets Loaded 110 skinnable objects Loading Scene Unloading 5 Unused Serialized files (Serialized files now loaded: 63) UnloadTime: 9.627000 ms Missing shader in Main Camera (TOD_Scattering) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Missing shader in Main Camera (TOD_Scattering) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Missing shader in Main Camera (TOD_Scattering) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1068 unused Assets to reduce memory usage. Loaded Objects now: 35958. Total: 100.279700 ms (FindLiveObjects: 2.320200 ms CreateObjectMapping: 1.779200 ms MarkObjects: 94.890600 ms DeleteObjects: 1.289400 ms) Loading Oxide Core v2.0.3996... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading extensions... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loaded extension CSharp v2.0.4044 by Oxide Team and Contributors (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loaded extension RustEdit v1.0.35 by k1lly0u (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loaded extension MySql v2.0.3760 by Oxide Team and Contributors (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loaded extension Rust v2.0.5164 by Oxide Team and Contributors (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loaded extension SQLite v2.0.3762 by Oxide Team and Contributors (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loaded extension Unity v2.0.3772 by Oxide Team and Contributors (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Latest compiler MD5: 5fbca0bf39b1c09ddf2fb3686b869242 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Local compiler MD5: 5fbca0bf39b1c09ddf2fb3686b869242 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Using Covalence provider for game 'Rust' (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading plugins... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loaded plugin RustEdit Automatic Updater v1.0.1 by Chaos (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loaded plugin RustEdit Core v1.0.1 by Chaos (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loaded plugin RustEdit Deployable Core v1.0.1 by Chaos (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loaded plugin RustEdit IO Core v1.0.1 by Chaos (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loaded plugin RustEdit Vending Core v1.0.1 by Chaos (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loaded plugin RustEdit Loot Core v1.0.1 by Chaos (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loaded plugin RustEdit Diesel Collectable Spawner v1.0.1 by Chaos (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loaded plugin RustEdit Desk Keycard Spawner v1.0.1 by Chaos (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loaded plugin RustEdit Resource Core v1.0.1 by Chaos (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loaded plugin RustEdit JunkPile Core v1.0.1 by Chaos (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loaded plugin RustEdit Spawn Core v1.0.1 by Chaos (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loaded plugin RustEdit Ocean Path v1.0.1 by Chaos (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loaded plugin RustEdit APC Core v1.0.1 by Chaos (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loaded plugin RustEdit Vehicle Core v1.0.1 by Chaos (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loaded plugin RustEdit NPC Core v1.0.1 by Chaos (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loaded plugin RustEdit Excavator Rotation Correction v1.0.1 by Chaos (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loaded plugin Rust v2.0.5164 by Oxide Team and Contributors (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loaded plugin Unity v2.0.3772 by Oxide Team and Contributors (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Asset Warmup (1/8594) Asset Warmup (365/8594) Asset Warmup (374/8594) Asset Warmup (382/8594) Asset Warmup (408/8594) Asset Warmup (411/8594) Asset Warmup (414/8594) Asset Warmup (430/8594) Asset Warmup (446/8594) Asset Warmup (487/8594) Asset Warmup (900/8594) Asset Warmup (1069/8594) Asset Warmup (1612/8594) Couldn't create a Convex Mesh from source mesh "patrol_helicopter_part02" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh. (Filename: Line: 91) Asset Warmup (2269/8594) Asset Warmup (2567/8594) Asset Warmup (3137/8594) Asset Warmup (3501/8594) Asset Warmup (3713/8594) Asset Warmup (3763/8594) Asset Warmup (3787/8594) Asset Warmup (3865/8594) Asset Warmup (4197/8594) Asset Warmup (4210/8594) Couldn't create a Convex Mesh from source mesh "Old_Boat_GM" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh. (Filename: Line: 91) Couldn't create a Convex Mesh from source mesh "ScrapHeliGibs_Part002" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh. (Filename: Line: 91) Couldn't create a Convex Mesh from source mesh "ScrapHeliGibs_Part046" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh. (Filename: Line: 91) Asset Warmup (4517/8594) Asset Warmup (5034/8594) The referenced script on this Behaviour (Game Object 'effect - FXAA') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object '<null>') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'effect - FXAA') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'effect - FXAA') is missing! (Filename: Line: 334) Asset Warmup (5384/8594) Asset Warmup (5693/8594) The referenced script on this Behaviour (Game Object 'effect - FXAA') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object '<null>') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'effect - FXAA') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'effect - FXAA') is missing! (Filename: Line: 334) Asset Warmup (6152/8594) Asset Warmup (6509/8594) Asset Warmup (6794/8594) The referenced script on this Behaviour (Game Object 'effect - FXAA') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object '<null>') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'effect - FXAA') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'effect - FXAA') is missing! (Filename: Line: 334) Asset Warmup (7079/8594) Asset Warmup (7425/8594) Asset Warmup (7749/8594) Asset Warmup (8202/8594) Asset Warmup (8534/8594) Asset Warmup (8577/8594) Asset Warmup (8594/8594) WebSocket RCon Started on 6666 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading custom map from https://www.dropbox.com/s/ch0v0jic53rc786/test3.map?dl=1 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [1.3s] Loading World (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - All passes removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? Shader 'Nature/Terrain/Diffuse': dependency 'AddPassShader' shader 'Hidden/TerrainEngine/Splatmap/Diffuse-AddPass' not found Shader 'Hidden/TerrainEngine/Splatmap/Standard-AddPass': fallback shader 'Hidden/TerrainEngine/Splatmap/Diffuse-AddPass' not found Trying to load assembly: Oxide.Ext.RustEdit.XmlSerializers, Version=1.0.1.0, Culture=neutral, PublicKeyToken=null (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Trying to load assembly: Oxide.Ext.RustEdit.XmlSerializers (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [RustEdit] - IO data loaded and ready to be processed! (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [RustEdit] - No vending data found in map file (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [RustEdit] - No loot data found in map file (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [RustEdit] - No APC path data found in map file (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Trying to load assembly: Oxide.Ext.RustEdit.XmlSerializers, Version=1.0.1.0, Culture=neutral, PublicKeyToken=null (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Trying to load assembly: Oxide.Ext.RustEdit.XmlSerializers (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [RustEdit] - Vehicle data loaded and ready to be processed! (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Trying to load assembly: Oxide.Ext.RustEdit.XmlSerializers, Version=1.0.1.0, Culture=neutral, PublicKeyToken=null (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Trying to load assembly: Oxide.Ext.RustEdit.XmlSerializers (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [RustEdit] - NPC data loaded and ready to be processed! (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadPrefab - should start with assets/ - arrow_bone (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadPrefab - should start with assets/ - arrow_bone (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadPrefab - should start with assets/ - shadow_proxy (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadPrefab - should start with assets/ - shadow_proxy (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [83.9s] Spawning World (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [2.8s] Terrain Mesh (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [0.4s] Road Meshes (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [0.6s] Wire Meshes (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [3.9s] Train Track Collation (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [8.3s] Processing World (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Trying to load assembly: Oxide.Ext.RustEdit.XmlSerializers, Version=1.0.1.0, Culture=neutral, PublicKeyToken=null (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Trying to load assembly: Oxide.Ext.RustEdit.XmlSerializers (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [RustEdit] - Loaded 4 custom ocean patrol path points (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [0.5s] Finalizing World (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 3 Unused Serialized files (Serialized files now loaded: 63) [4.9s] Cleaning Up (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 120031 unused Assets to reduce memory usage. Loaded Objects now: 2660877. Total: 1960.938700 ms (FindLiveObjects: 349.016700 ms CreateObjectMapping: 209.915800 ms MarkObjects: 1327.665700 ms DeleteObjects: 74.340000 ms) Starting Navmesh Source Collecting (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Navmesh Source Collecting took 0.29 seconds (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Starting Navmesh Build with 159318 sources (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) RuntimeNavMeshBuilder: Source mesh w_campfire_LOD3 is skipped because it does not allow read access (Filename: Line: 1060) RuntimeNavMeshBuilder: Source mesh w_campfire_LOD3 is skipped because it does not allow read access (Filename: Line: 1060) RuntimeNavMeshBuilder: Source mesh pumpkin_standalone_LOD1 is skipped because it does not allow read access (Filename: Line: 1060) RuntimeNavMeshBuilder: Source mesh pumpkin_standalone_LOD1 is skipped because it does not allow read access (Filename: Line: 1060) RuntimeNavMeshBuilder: Source mesh pumpkin_standalone_LOD1 is skipped because it does not allow read access (Filename: Line: 1060) RuntimeNavMeshBuilder: Source mesh pumpkin_standalone_LOD1 is skipped because it does not allow read access (Filename: Line: 1060) RuntimeNavMeshBuilder: Source mesh w_campfire_LOD3 is skipped because it does not allow read access (Filename: Line: 1060) RuntimeNavMeshBuilder: Source mesh w_campfire_LOD3 is skipped because it does not allow read access (Filename: Line: 1060) RuntimeNavMeshBuilder: Source mesh tunacan_walllight_LOD2 is skipped because it does not allow read access (Filename: Line: 1060) RuntimeNavMeshBuilder: Source mesh tunacan_walllight_LOD2 is skipped because it does not allow read access (Filename: Line: 1060) RuntimeNavMeshBuilder: Source mesh collider is skipped because it does not allow read access (Filename: Line: 1060) RuntimeNavMeshBuilder: Source mesh waterpumps_COL is skipped because it does not allow read access (Filename: Line: 1060) Calling UpdateNavMesh took 0.6075897 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 1% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 3% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 4% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 5% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 6% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 7% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 8% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 9% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 10% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 11% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 12% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 13% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 14% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 15% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 16% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 17% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 18% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 19% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 20% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 21% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 22% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 23% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 24% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 31% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 32% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 33% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 34% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 35% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 36% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 37% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 38% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 39% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 40% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 41% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 42% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 43% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 44% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 45% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 46% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 47% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 48% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 49% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 50% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 51% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 52% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 53% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 54% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 55% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 56% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 57% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 58% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 59% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 60% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 61% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 62% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 63% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 64% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 65% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 66% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 67% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 68% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 69% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 70% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 71% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 72% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 73% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 74% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 75% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 76% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 77% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 78% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 79% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 80% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 81% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 82% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 83% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 84% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 85% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 86% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 87% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 88% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 89% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 90% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 91% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 92% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 93% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 94% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 95% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 96% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 97% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 98% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 99% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 100% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Navmesh Build took 232.78 seconds (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Starting Navmesh Source Collecting (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Navmesh Source Collecting took 0.23 seconds (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Starting Monument Navmesh Build with 1790 sources (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) AIInformationZone performing complete refresh, please wait... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) AIInformationZone performing complete refresh, please wait... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) AIInformationZone performing complete refresh, please wait... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) AIInformationZone performing complete refresh, please wait... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) AIInformationZone performing complete refresh, please wait... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) AIInformationZone performing complete refresh, please wait... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) AIInformationZone performing complete refresh, please wait... 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(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 72% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 100% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Monument Navmesh Build took 1.91 seconds (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Starting Navmesh Source Collecting (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Navmesh Source Collecting took 0.06 seconds (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Starting Monument Navmesh Build with 704 sources (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) RuntimeNavMeshBuilder: Source mesh structure_bottom_COL is skipped because it does not allow read access (Filename: Line: 1060) AIInformationZone performing complete refresh, please wait... 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(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 100% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Monument Navmesh Build took 1.38 seconds (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Starting Navmesh Source Collecting (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Navmesh Source Collecting took 0.06 seconds (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Starting Monument Navmesh Build with 1623 sources (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) RuntimeNavMeshBuilder: Source mesh waterpumps_COL is skipped because it does not allow read access (Filename: Line: 1060) AIInformationZone performing complete refresh, please wait... 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(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) AIInformationZone performing complete refresh, please wait... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) AIInformationZone performing complete refresh, please wait... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) AIInformationZone performing complete refresh, please wait... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) AIInformationZone performing complete refresh, please wait... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) AIInformationZone performing complete refresh, please wait... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) AIInformationZone performing complete refresh, please wait... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) AIInformationZone performing complete refresh, please wait... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) AIInformationZone performing complete refresh, please wait... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) AIInformationZone performing complete refresh, please wait... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) AIInformationZone performing complete refresh, please wait... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) AIInformationZone performing complete refresh, please wait... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 100% (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Monument Navmesh Build took 0.84 seconds (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object at ResourceDepositManager.GetOrCreate (UnityEngine.Vector3 pos) [0x00005] in <622100108423464eb70d44bb94c0f765>:0 at MiningQuarry.ServerInit () [0x00021] in <622100108423464eb70d44bb94c0f765>:0 at BaseNetworkable.Spawn () [0x00035] in <622100108423464eb70d44bb94c0f765>:0 at BaseEntity.Spawn () [0x00000] in <622100108423464eb70d44bb94c0f765>:0 at BaseEntity.SpawnAsMapEntity () [0x00068] in <622100108423464eb70d44bb94c0f765>:0 at ServerMgr.SpawnMapEntities () [0x00038] in <622100108423464eb70d44bb94c0f765>:0 at ServerMgr.Initialize (System.Boolean loadSave, System.String saveFile, System.Boolean allowOutOfDateSaves, System.Boolean skipInitialSpawn) [0x0002c] in <622100108423464eb70d44bb94c0f765>:0 at Bootstrap+<StartServer>d__19.MoveNext () [0x002fb] in <622100108423464eb70d44bb94c0f765>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <c8dc2b468d1841099baa4dd8a110cc44>:0 (Filename: <622100108423464eb70d44bb94c0f765> Line: 0) </SPOILER>
  25. Ooops Admins.. i think i creat a support ticket... ohoh.. sorry for this... was not the plan.... Hello everyone. i'm not sure i'm right here. i loaded some prefabs from the site and integrated them into my map. Unfortunately, the map does not load and just gets stuck. in the log file I have the following message Monument Navmesh Build took 0.84 seconds (Filename: \ buildslave \ unity \ build \ Runtime / Export / Debug / Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object at ResourceDepositManager.GetOrCreate (UnityEngine.Vector3 pos) [0x00005] in <622100108423464eb70d44bb94c0f765>: 0 at MiningQuarry.ServerInit () [0x00021] in <622100108423464eb70d44bb94c0f765>: 0 at BaseNetworkable.Spawn () [0x00035] in <622100108423464eb70d44bb94c0f765>: 0 at BaseEntity.Spawn () [0x00000] in <622100108423464eb70d44bb94c0f765>: 0 at BaseEntity.SpawnAsMapEntity () [0x00068] in <622100108423464eb70d44bb94c0f765>: 0 at ServerMgr.SpawnMapEntities () [0x00038] in <622100108423464eb70d44bb94c0f765>: 0 at ServerMgr.Initialize (System.Boolean loadSave, System.String saveFile, System.Boolean allowOutOfDateSaves, System.Boolean skipInitialSpawn) [0x0002c] in <622100108423464eb70d44bb94c0f765>: 0 at Bootstrap + <StartServer> d__19.MoveNext () [0x002fb] in <622100108423464eb70d44bb94c0f765>: 0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <c8dc2b468d1841099baa4dd8a110cc44>: 0 (Filename: <622100108423464eb70d44bb94c0f765> Line: 0) can I use the message to see where the error is or what prefeb is causing it? In this case it is "MiningQuarry" somewhere on the map ? or do I misunderstand the log ? and can I see what is causing the error? so I could at least try to fix the map to get started. I've been creating since 3 weeks to build this map. it would be sad if I couldn't get the map going. many thanks for your help Sixx
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