-
Posts
60 -
Joined
-
Last visited
Content Type
Profiles
Downloads
Forums
Store
Support
DOWNLOADS EXTRA
Services
Everything posted by Nova
-
I decreased the amount of zombies 4000 to 1000 and I installed the plugin while people were online and it kicked everyone out. When people rejoined it caused lag and so I uninstalled it again. Is there anything that could be done to improve the performance? My server FPS ranges from 26 to 50 with it mostly in the higher ranges. Is there a way to increase CPU usage for Rust to make your mod perform better or is there something you can do to decrease the resource requirements? Never had any issue with any other plugins causing performance issues like this.
-
I am running a zombie server with an emphasis on realism and simulation aspects. There is a mod called Persistent Corpses that will allow a person to make bodies never despawn or to despawn corpses by console command. There is also a plugin called FasterCorpsesDespawn that makes corpses of players with nothing (or specified items to ignore) despawn quickly. I have found this second plugin does not seem to currently work. What I am attempting to do is combine the functionality of both of these in order to make it so that corpses with loot stay in the game world until looted and that looted corpses despawn. This would create a gameplay situation in which someone could be walking through the Metro tunnels and come across an old body and for the experience to be worthwhile because of what it may contain. The issue with the current usage of strictly having the corpses not despawn is that it lowers system performance with no benefit and for those who suicide as a form of travel their bodies can pile up in an area. I want finding a player body to be like finding a rare crate, something that is actually worth interacting with and to remove the performance loss of having a million naked corpses on the beach. This should be fairly easy to implement as the code for all of it seems to already exist. except for some reason the second plugin does not currently work as far as I have seen, as to whether one or the other overrides the other I don't know.
-
Landlord is a plugin that lets you stake areas of land and get a bonus on resources per tile you own using a buildable flag asset that seemingly no one actually owns. Imperium is an entire system based around your idea but it is old and unsupported with very little documentation that is accurate about how it works. It lets you claim a headquarters, claim land with cupboards to increase the amount of resources you gain in that region while letting you tax people who harvest on your land. It has a built in clan system that that ties into its land ownership system which ties into the war system. You can designate the cost of land ownership and the cost of upkeep. The map for it is a big mess, not only was the grid not to scale but it was missing a ton of POIs and so the map was covered in error text. I also had to take a picture and import a picture of my map and supply a logo for another section. Overall it was cumbersome and it became frustrating trying to explain to people how it all worked.
-
I enabled Async mode. I will see if that changes anything. For the record I am using ZombieHorde plugin with 4000 zombies on the map. Sounds like a lot but it does not impact performance because they only proc when you are within range and they respawn every hour so you only encounter a few dozen at most at a time. But that is the heaviest plugin I am using currently. CPU is at 25. Memory is at 55. I also have about 100 other plugins running and could send a list if it becomes useful. Everything has been pretty smooth until now.
-
Thanks for the quick response. I don't know how common tanks are in the game, I just know that they are in the map that I am using but it would make sense that they would have tech trash because of onboard computer systems and whatnot. That could be the case with any destroyed airplane or helicopter assets too. Police cars could also have tech trash as they also have onboard computer systems. Some containers that appear to contain rock could yield rock, the pile of hay could have something like hemp, although I dont think that makes sense, and maybe things like pallets of wood and other such wooden things could yield small bits of wood. As someone who comes from playing a lot of 7 Days to Die where literally everything is harvestable, this mod is awesome at helping to bridge the gap between them and enhance the simulation aspect that I am trying to provide on my server. Anyway, the red gas canister should probably have lowgrade or crude oil, the barrels could have anything like raw fish or berries or something that makes sense. The small taped up boxes look like something that would be used by a company attempting to ship office supplies so maybe something of that nature (telephones, paper products). Here are some other pictures from the same area of the same map. Tank could have tech trash Broken heli could have tech trash and metal frags These barrels could have oil, etc Canisters could have oxygen tanks Some small container of some kind, not sure what it is Pile of beancan grenades inside satchel charges, could have 1 beancan or some components for beancan The last two are piles, which I assume are assets in the game, one could have scrap and one could have stone