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Everything posted by Rynki
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Yeah, I knew how it worked, sometimes just explaining things back and forth helps with troubleshooting I’m happy to test a debug version if you send it my way
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If a monument is not available for bots to spawn at, should the profile be white (false) or green (true)? I have a bot set to spawn at Sewer Branch. There is no Sewer Branch on the map BotReSpawn knows it is missing. [BotReSpawn] Parent monument Sewer Branch 0 does not exist for custom profile TwitchDrop But is still shows as green in Custom Profiles?
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Following on from what Pookins said above. I have a daily backup and restart that happens at 1am. From the logs, when the server came back up, the navmesh spam was immediate. Prior to this, I thought it was my night time mobs causing the issue, but now I'm not so sure. It has to be one of the profiles, but figuring out which one is tricky!
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Okay, stopped BotReSpawn and the spam stopped. However, upon restarting the spam does not start immediately. The plugin has been running for about 10 minutes and no errors so far.
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I have sent a logfile via PM. Hope it helps
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yeah - that was from the file. There is nothing ahead of it. I have tried a different entry to enable verbose logging, but that won't kick in till the server reboots
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I don't think it would give much away, it is just this each line. Even after 6 hours, the log file is 7MB. Unless I haven't got the correct advanced logging enabled? Failed to create agent because it is not close enough to the NavMesh Failed to create agent because it is not close enough to the NavMesh Failed to create agent because it is not close enough to the NavMesh Failed to create agent because it is not close enough to the NavMesh Failed to create agent because it is not close enough to the NavMesh Failed to create agent because it is not close enough to the NavMesh Failed to create agent because it is not close enough to the NavMesh
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and just a though, could it be some weird behaviour for missing monuments, for example, there is no Airfield on that map, so BotReSpawn should have disabled that as a possible spawn, but what if it thinks it is there?
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it is generally okay for a while, like a good couple of hours then the console spam starts. It will be interesting if you get the same performance hit over at Junkyard, my FPS will drop to about a third of normal. I do wonder if it is a scientist stuck in a junk pile. We all know Facepunch fix one thing and break 2 more
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Hi Steenamaroo, I'm noticing the same. Definitely since the last Rust update. Even with the advanced logging I just get the same error as Pookins. World Size: 3600 Server Seed: 10042025 data folder attached. Pookins, do you notice any frame rate drops at Junkyard if you have bots there? archive-2025-04-11T194749+0100.tar.gz.zip
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just tested 1.3.9 and seems fine, thanks for the quick update
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Just updated to version 1.3.8. When killing any bot they immediately disappear, no body, no loot bag. How to recreate: Kill any bot. Couldn't see any obvious setting that might be causing it, so rolled back to 1.3.7 for now
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Added per-profile Ai_Weapon_Safe. Replaces APC_Safe/Turret_Safe.
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Client and Server fix, one of the items was Server memory leak fixes (Fleck updated) Should sort lag out.
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I would assume you are using Kits plugin alongside BotReSpawn to loadout your bots. If you have a kit where a bot has a homing missile launcher, that will be your issue. It is bugged and spams the server relentlessly, this will manifest as lag. Look in your server console on your host and are you seeing a stream of NullReferenceException errors? As for stopping them fighting each other, look on the Behaviour tab of each profile for "Target other NPCs" and "Factions"
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What version are you on? Are you seeing any errors in your console (on the host, not in game) If you are running 1.3.6 and have any bots using homing missiles in their kits, disable them as that is a known issue.
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The issues started again shortly after restart. This is the line repeating in the log file. NullReferenceException at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component) at Oxide.Plugins.BotReSpawn+BotData+CustomSeekerTarget.CenterPoint () [0x0000a] in <4d6254e63ac44f72b4b42ed8fabc0bf1>:0 at SeekerTarget.TryGetPosition (UnityEngine.Vector3& result) [0x0001a] in <39b66ab153744838989f4dc1f4da0fcc>:0 at SeekerTarget.GetBestForPoint (UnityEngine.Vector3 from, UnityEngine.Vector3 forward, System.Single maxCone, System.Single maxDist, SeekerTarget+SeekerStrength minStrength) [0x0004c] in <39b66ab153744838989f4dc1f4da0fcc>:0 at LockOnLauncher.UpdateLockedEntity () [0x00091] in <39b66ab153744838989f4dc1f4da0fcc>:0 at InvokeHandlerBase`1[T].DoTick () [0x00138] in <85640ee0e62a41e4aa7221b1ec7bb5f1>:0 at InvokeHandlerBase`1[T].LateUpdate () [0x0000c] in <85640ee0e62a41e4aa7221b1ec7bb5f1>:0
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Okay, I enabled logging and restarted the server and now I am getting no errors! Not sure if that is a win or annoying! I'll check the logs in the morning.
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1.3.6 Not sure about the logging, will check
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I seem to be getting a lot of NullReferenceException errors flooding the console. Stops it I unload the plugin, and starts about 30 seconds after starting it.
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Tested 1.3.3 and all seems good, no console error and players can see where they died
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Since the November update I have noticed that when killed by a bot you don't get a death marker on the map or compass. Tested by doing the following: F1 kill - death marker Death to wildlife - death marker Death to standard roadside scientist - death marker Death to bot, default or custom - no death marker but the map is centred on your body on the death screen. I wonder if it has something to do with the map pin updates this wipe?
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Can confirm, announcement text is working fine.
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When killing (or being klilled) by a bot, the names aren't appearing. Whether that it the random name for a biome, a prefix name for a monument or a named bot. Everything is just reporting as "Scientist"