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Everything posted by nivex
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- 634 comments
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- #rust
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- 634 comments
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- #rust
- #rust plugin
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@phlex hi, there's no option to wait between each raid until the next event. bases spawn on a schedule with Scheduled Events, or they spawn immediately with Maintained Events. A schedule could have them spawn every so often instead Increase Minutes Until Despawn After Inactive from 45 to 180 so they spawn less often. this is only so bases rotate, so it's not necessary to be so low. enable Wait To Start Despawn Timer When Base Takes Damage From Player so they don't begin the despawn timer until attacked
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@norikazu And I've stated what it could be. I understand you wanting to improve performance, but that's an impossible task given most plugins aren't written with performance in mind. The only real solution is to delete the plugins that you do not need, and then optimize from there. I'm well aware that RB is very heavy on hook times and memory usage already. I know which methods take the most time, and which use the most memory as I use profiling too. I constantly strive to improve performance. SafelyKill is not an issue. Every plugin must implement similar, there is no other way. I will spread the load out to try and help you, but it's not going to fix your problem.
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@norikazu it is most certainly not limited to you. many server owners push the limits of their server beyond what it is capable of. the majority of modded servers use way too many plugins most plugins are not optimized for performance, or have very little performance in mind servers have excessive entity counts from not using plugins which reduce the entity count, or not using entity limits to slow its impact many servers experience degradation from not being restarted frequently enough because the owner incorrectly relies on FPS, memory usage and CPU usage need I go on? you've raised issues, I've stated it is not caused by the plugin, and you continue to push blame. it is not the plugins fault when the glass is overfilled. 7950X3D is not going to experience the issues as you've described them under normal conditions. it is a server issue.
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@norikazu hi, async would cause server crashes from cross threading. it is not necessary either. spawn and despawn limits exist for load balancing and they work. 5800X3D handles a spawn and despawn limit of 500 where the FPS never dips below 50. it is a server issue if a 7950X3D cannot handle a despawn limit of 1.
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@Dead Nasty hi, TC is included in the boxes option. that's why it breaks. ill make the loot spawn on the ground instead. there is an issue with rocky cliffsides but that is fixed in next update otherwise, anything spawned on normal terrain should have its height increased so it can't clip { "Option": "height", "Value": "1.0" }
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I can finally see when not using admintime! A+ /settime 1 { "Max Night Brightness": 5.0, "Night Contrast (Lower = brighter, Default = 1.5f)": 1.0, "Update Transition Rate Seconds (Time taken between transition updates)": 0.2, "Update Amount (Amount to update by to reach target brightness)": 0.05, "Night Delay (Delay till transition after sunset in seconds)": 1.0, "Inverted Nights Mode (Makes nights very bright)": false, "Inverted Nights Sky Darkness (lower is darker)": 0.01, "Inverted Nights Environment Darkness (1 Dark, 0 Bright)": 0.9, "Inverted Nights Start Position 0-100 (increases the starting pos of the bright moon)": 0, "Use Night Light (Adds night vision to immediate proximity)": true, "Nightlight Brightness (Adds a night light around the player)": 0.1, "Nightlight Distance (Modifies the throw of the night light)": 7.0 }
- 19 comments
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- #brightnights
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