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Everything posted by nivex
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@Deadpool @Rubiks-Q-Bertthanks for reporting the issue but it has nothing to do with players going offline. the issue is an error being thrown when the base pastes. it prevents it from being removed properly. this is fixed in the next update @chuck norrisgood stuff just continue to make sure your maps support it. islands or large areas of flat land are perfect for it.
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it is a Unity bug that causes this to happen when it crashes, and it happens on Vanilla servers as well. all it takes is for one server on the machine to crash and every other one CAN crash as well. This can be caused by FindObjectsOfType being used in the code (which Raidable Bases does not use) and the corresponding error code is unity segment fault 0x01. This is often triggered when ANY server on the box restarts or a plugin unloads/reloads so it can be from any of the servers on the machine. Most often from a dev server, or a server that repeatedly reloads plugins for whatever reason. many plugins use this above code so without all of them being fixed it can be a huge problem for shared hosts glad you are hopeful. I hate these issues as much as anyone...
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Server performance is my number one priority and I will continue to fix any performance issues. It is difficult when I can't reproduce them, and when so few people have the issue. Issues like this are much easier to fix when I have access to a machine in order to reproduce the issue. It is very difficult to fix something when you don't know the cause. It is intended and by design that npcs act erratically as it makes them difficult to kill. Collider issues can be fixed by updating CopyPaste and the tier packages. Otherwise it is caused by another plugin. I did ask the author of CopyPaste to remove unity scripts from being pasted in, and provided the fix, but have thus far been ignored. A plugin is not going to cause a server-node to crash. I don't know who told you this but they're wrong and if it was your host then find a different one that doesn't feed you nonsense. I apologize for the issues you're experiencing and you can rest assured that they will be fixed when I find a fix for them
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@TwoShoesi am unable to reproduce issue with mini spamming players in 2.4.4. can anyone else confirm this is still happening? also I will not be replying to the closed thread regarding this simply because i'm asking others for more information here instead. also need step by step instructions to reproduce this. getting on a mini and flying in - nadda, getting on mini while already in - nadda
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- 634 comments
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- #rust
- #rust plugin
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guess I should have stated these issues were fixed when I released 1.1.9 on the 12th I am aware of the issues with guntraps and tesla coils not doing damage, and also with the exception being thrown from OnPlayerSleep. releasing update for this shortly @Albonationcan you provide details on what this option should do? the plugin already protects offline players so long as they haven't been offline more than the configured time @Rust AdminI've added the Allow Players To Use MLRS option in next update
- 634 comments
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- #rust
- #rust plugin
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Fixed new bases despawning shortly after plugin load Fixed issue with no containers being found due to above issue Fixed issue where loot table stacksize option would not work Fixed issue where loot could be nearly identical Fixed performance issue with buyable events Fixed bases not spawning (collider.name throwing exception) Fixed npcs taking damage from external high wall ice (SimpleBuildingBlock => ShortPrefabName) Fixed QueueNotification.NullReferenceException (check BasePlayer.IsConnected) Blocked spawning on the train_track prefab Removed support for syringes (will support native Rust in future) Added `Event Messages => Ineligible For Rewards` to specify to players why they were not rewarded Added `Npcs => Kill Underwater Npcs` (true) pending a test to confirm no issues and ill release this
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just fixed the issue with bases despawning for no reason, and fixed the issue where you'd get the message that no containers could be found this happens within 30 seconds of the plugin loading if a base pastes before that time is up both issues fixed (the first issue fixes the second as its directly related. despawn = no boxes ) also I can't remember who reported this to me RIP so I can't tag them to let them know
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you can type /rb wipe did you have a weird wipe where the plugin didn't load to start with and was loaded after it was fixed? if not then it may be bugged npcs do not move inside of bases by design. i am not sure how to make them move or if its even possible yet but i know Rust mentioned it being a possibility at some point before. vision will likely require Rust AI to be improved but ill definitely check into improving it myself when able
