Guns not able to fire after being placed in backpack
Goldie

there isnt really a way of doing this except for deleting dozens of plugins and then waiting for a few days and then check again which will take weeks or months and during that time the plugins arent working so the server doesnt gain anything by doing this.

It could really be any plugin

Brokenitemscleaner removes thousands of useless entities everyday. It does not break any of the guns that are inside boxes, coffins, lockers or inventories. However it does break all guns that are in backpacks at the moment it runs.

Backpacks is still working as it should with no problems regarding "broken" items (?), All weapons are working as they should, it is something in the way you have your server set up that is giving you all the problems,          I have never been able to reproduce the errors you post and there is not one person who has as many problems ! as the previous poster advised go through your plugins and settings to find the problem plugin and maybe post a list of plugins you have , type "plugins" in rcon and copy paste the result to see which plugins are causing problems,

5b7d22c4ef71f.jpg pookins

Backpacks is still working as it should with no problems regarding "broken" items (?), All weapons are working as they should, it is something in the way you have your server set up that is giving you all the problems,          I have never been able to reproduce the errors you post and there is not one person who has as many problems ! as the previous poster advised go through your plugins and settings to find the problem plugin and maybe post a list of plugins you have , type "plugins" in rcon and copy paste the result to see which plugins are causing problems,

Im sorry I dont understand. If you use brokenitemscleaner your guns in backpacks dont break?

5f1792699e67b.jpg WhiteThunder
It shouldn't take weeks or months if you are testing methodically. You can write a plugin to monitor the "useless entities" more closely, and you can try disabling more suspect plugins first. You can also test on a local server with identical plugins and configuration to see if you can reproduce the increase in "useless entities" through normal means, such as spawning, dying, creating items, opening backpack, using containers, turrets etc. No guarantee that you will be able to reproduce the increase on a test server by yourself, but if you can, it would make identifying the root cause way easier as you don't have to worry about interfering with the gameplay experience of other players.

"just write a plugin" to fix it is not really a solution for 99.9% of people. And how would you even know you coudl do the same on an empty test server? Afterall players create the broken items. Or rust itself. It might not even be a plugin or a plugin is only a small part of it or the plugin only does it when there are alot of players and nothing happens when there are no players. You get about 5000 broken items every day. If you run a test server then nothing happens and you maybe get 100 a day. So i'm not sure how this would be solved within "hours"

Goldie

"just write a plugin" to fix it is not really a solution for 99.9% of people. And how would you even know you coudl do the same on an empty test server? Afterall players create the broken items. Or rust itself. It might not even be a plugin or a plugin is only a small part of it or the plugin only does it when there are alot of players and nothing happens when there are no players. You get about 5000 broken items every day. If you run a test server then nothing happens and you maybe get 100 a day. So i'm not sure how this would be solved within "hours"

These questions appear to be posed like they have no answer. These can all be answered with some research and testing. Every problem I have had with plugins I have solved through persistence, resourcefulness and creative problem solving. I would do the same here, and I could certainly do it on a local test server given your server/plugin stack. For example, I could write a plugin to simulate high load of player interactions, and use more precise monitoring to notice entity leaks well before 5000. We can also look at the game source code to help determine if and how the game is leaking entities.

I'm not saying you have to code the plugins to help debug this yourself, as there are many developers around here who could potentially help. However, so far you haven't asked for help debugging the broken items. You have simply assumed that it's impossible and have instead asked developers to change the Backpacks plugin. The fact remains, this isn't a problem with the Backpacks plugin, so no sensible person is going to do that.

I suggest you move forward by trying to debug the broken items issue as best you can, and ask for help when you need it instead of assuming it's impossible. The results of an investigation of this sort can help determine whether there is a legitimate need for the cleaner plugin (and how to improve it), as well as to educate the developer community on pitfalls of item handling so they can build more robust plugins that don't have these sorts of issues.
5f1792699e67b.jpg WhiteThunder
These questions appear to be posed like they have no answer. These can all be answered with some research and testing. Every problem I have had with plugins I have solved through persistence, resourcefulness and creative problem solving. I would do the same here, and I could certainly do it on a local test server given your server/plugin stack. For example, I could write a plugin to simulate high load of player interactions, and use more precise monitoring to notice entity leaks well before 5000. We can also look at the game source code to help determine if and how the game is leaking entities.

I'm not saying you have to code the plugins to help debug this yourself, as there are many developers around here who could potentially help. However, so far you haven't asked for help debugging the broken items. You have simply assumed that it's impossible and have instead asked developers to change the Backpacks plugin. The fact remains, this isn't a problem with the Backpacks plugin, so no sensible person is going to do that.

I suggest you move forward by trying to debug the broken items issue as best you can, and ask for help when you need it instead of assuming it's impossible. The results of an investigation of this sort can help determine whether there is a legitimate need for the cleaner plugin (and how to improve it), as well as to educate the developer community on pitfalls of item handling so they can build more robust plugins that don't have these sorts of issues.

Are you sure all these entities are from plugins? Couldn't they be from Rust itself too? I've ran performancemontor a few times but they just say there are alot of "planners" whatver they are.

In the past there was a huge issue with attachments inside the kits plugin but this has been fixed ever since. But i've always had a few hundred or a few thousand broken items for as long as I can remember. If I would stop using brokenitemscleaner I would have 30k entities extra at the end of the wipe so I definately need the plugin and so far I haven't experienced any problems with it except for it breaking guns inside backpacks.

I can't be sure they are all from plugins, but it would be good for us to find out. I recall reading somewhere that the game may have been leaking held entities at some point, and it was either fixed or debunked. @Misticos was the last maintainer of one of the cleaner plugins on uMod and may know more.

If the cleaner plugin is indeed necessary, it would be the ideal place to address the backpack related issue by updating it to be more selective about the entities it deletes.
5f1792699e67b.jpg WhiteThunder
I can't be sure they are all from plugins, but it would be good for us to find out. I recall reading somewhere that the game may have been leaking held entities at some point, and it was either fixed or debunked. @Misticos was the last maintainer of one of the cleaner plugins on uMod and may know more.

If the cleaner plugin is indeed necessary, it would be the ideal place to address the backpack related issue by updating it to be more selective about the entities it deletes.

I already did, but brokenitemscleaner says the issue is with backpacks and backpacks says the issue is with brokenitemscleaner.

And from my view brokenitemscleaner is right. Because you can simply test it:

- Put a gun in a box, run brokenitemscleaner and take the gun out. It still works.
- Put a gun in a backpack, run brokenitemscleaner and take the gun out. It doesn't work.

Broken items cleaner is objectively at fault because it is the one deleting entities. There's no debate there. The only exception would be if it turns out the Backpacks plugin is the one leaking entities and that's the reason broken items cleaner is deleting them. It is also common for Orange to blame other people's plugins so you may want to take that lightly (though he could be right in many cases).
Goldie

I already did, but brokenitemscleaner says the issue is with backpacks and backpacks says the issue is with brokenitemscleaner.

And from my view brokenitemscleaner is right. Because you can simply test it:

- Put a gun in a box, run brokenitemscleaner and take the gun out. It still works.
- Put a gun in a backpack, run brokenitemscleaner and take the gun out. It doesn't work.

i have never used brokenitemscleaner but have run backpacks since it first came out, and i have no problems with it with weapons, You have always complained about the amount of entities you have and have picked one plugin or another to blame for it, no one as yet has encountered so many problems with plugins and i have never been able to replicate the problem(s)  even though (out of curiousity) i have tried, I start each wipe with 30k entities and end with about 280K , all my plugins work (even those i am waiting for a fix for) and all weapons work in or out of backpacks, please post the error with backpacks where it shows where the error is and a list of your plugins as it might help someone find a solution, i am running 79 plugins without any error messages.

5f1792699e67b.jpg WhiteThunder
Broken items cleaner is objectively at fault because it is the one deleting entities. There's no debate there. The only exception would be if it turns out the Backpacks plugin is the one leaking entities and that's the reason broken items cleaner is deleting them. It is also common for Orange to blame other people's plugins so you may want to take that lightly (though he could be right in many cases).

But brokenitemscleaner does not break weapons in boxes, only in backpacks. So the plugin is actually working with normal rust, just not with backpacks. So i'm not sure if you could say that that plugin is at fault.

5b7d22c4ef71f.jpg pookins

i have never used brokenitemscleaner but have run backpacks since it first came out, and i have no problems with it with weapons, You have always complained about the amount of entities you have and have picked one plugin or another to blame for it, no one as yet has encountered so many problems with plugins and i have never been able to replicate the problem(s)  even though (out of curiousity) i have tried, I start each wipe with 30k entities and end with about 280K , all my plugins work (even those i am waiting for a fix for) and all weapons work in or out of backpacks, please post the error with backpacks where it shows where the error is and a list of your plugins as it might help someone find a solution, i am running 79 plugins without any error messages.

And how many of those entities are unacounted for (planners) ? Also 280k seems insanely high, I top out at about 150 if i'm having an extremly busy week. How many gather rate and slots do you run or do you have like no decay and wipe once per month?

Goldie

But brokenitemscleaner does not break weapons in boxes, only in backpacks. So the plugin is actually working with normal rust, just not with backpacks. So i'm not sure if you could say that that plugin is at fault.

And how many of those entities are unacounted for (planners) ? Also 280k seems insanely high, I top out at about 150 if i'm having an extremly busy week. How many gather rate and slots do you run or do you have like no decay and wipe once per month?

I am only running 50 slots, i use zlevels remastered and stack resources/gunpowder at 600k, most of the stacks are high 1k-20k, I wipe once per month with the game update. The 200k entity used to where you started to have problems but i have gone up to 380k with no problems. I have between 420 (day) - 480 (night) bots running around the map, I have no idea what you mean by unaccounted entities ? , I do use no decay for metal and hq and everything seems to be running along smoothly.
here is a list of my plugins (no conflicts so far)

(18:23:22) | Listing 79 plugins:
01 "AdminHammer" (1.12.0) by mvrb (0.00s) - AdminHammer.cs
02 "Air Fuel" (0.1.1) by WhiteDragon (0.07s) - AirFuel.cs
03 "Auto Doors" (3.2.3) by Wulf/lukespragg/Arainrr (0.15s) - AutoDoors.cs
04 "Automatic Authorization" (1.2.2) by k1lly0u/Arainrr (0.29s) - AutomaticAuthorization.cs
05 "Backpacks" (3.2.1) by LaserHydra (0.53s) - Backpacks.cs
06 "Better Chat" (5.2.5) by LaserHydra (0.00s) - BetterChat.cs
07 "BetterChatFilter" (1.2.2) by Kinesis (0.00s) - BetterChatFilter.cs
08 "BetterChatIgnore" (1.0.3) by MisterPixie (0.00s) - BetterChatIgnore.cs
09 "BetterLoot" (3.0.1) by Default (4.73s) - BetterLoot.cs
10 "Better Turret Aim" (1.0.0) by WhiteThunder (0.07s) - BetterTurretAim.cs
11 "BotSpawn" (2.1.1) by Steenamaroo (157.18s) - BotSpawn.cs
12 "Bradley Guards" (1.0.9) by Krungh Crow (0.05s) - BradleyGuards.cs
13 "Building Grades" (0.5.1) by Default (0.00s) - BuildingGrades.cs
14 "CapsNoCaps" (2.0.0) by LaserHydra (0.00s) - CapsNoCaps.cs
15 "Modular Car Code Locks" (1.2.0) by WhiteThunder (0.09s) - CarCodeLocks.cs
16 "Car Spawn Settings" (1.0.2) by WhiteThunder (0.07s) - CarSpawnSettings.cs
17 "Modular Car Turrets" (1.0.1) by WhiteThunder (0.09s) - CarTurrets.cs
18 "CCTV Utilities" (1.5.1) by GrumpyGordon (0.06s) - CCTVUtilities.cs
19 "Connection DB" (1.0.4) by Iv Misticos (0.17s) - ConnectionDB.cs
20 "ConnectMessages" (1.1.9) by Spicy (0.01s) - ConnectMessages.cs
21 "Player corpse duration modifier" (2.0.4) by Mughisi (0.55s) - CorpseDuration.cs
22 "Craft Queue Saver" (1.1.4) by Jake_Rich (0.00s) - CraftQueueSaver.cs
23 "CupboardRange" (1.0.0) by DEUSNEXUS (0.00s) - CupboardRange.cs
24 "CustomLoot" (1.0.7) by Steenamaroo (1.95s) - CustomLoot.cs
25 "Dangerous Treasures" (2.1.4) by nivex (26.27s) - DangerousTreasures.cs
26 "Death Notes" (6.3.5) by LaserHydra (0.16s) - DeathNotes.cs
27 "Electric Generator Tweaker" (1.0.0) by FastBurst (0.50s) - ElectricGeneratorTweaker.cs
28 "Electro Lock" (1.1.1) by RFC1920 (0.17s) - ElectroLock.cs
29 "FancyDrop" (2.9.2) by FastBurst (0.60s) - FancyDrop.cs
30 "Foundation Limit" (1.4.1) by noname (0.00s) - FoundationLimit.cs
31 "Friends" (3.1.1) by Wulf (0.00s) - Friends.cs
32 "Give" (3.0.2) by Wulf/lukespragg (0.00s) - Give.cs
33 "Godmode" (4.2.8) by Wulf/lukespragg/Arainrr (0.32s) - Godmode.cs
34 "HeliControl" (1.4.0) by Shady (0.96s) - HeliControl.cs
35 "HelpText" (2.0.51) by Calytic (0.00s) - HelpText.cs
36 "Image Library" (2.0.55) by Absolut & K1lly0u (0.07s) - ImageLibrary.cs
37 "Inbound" (0.5.1) by Substrata (0.21s) - Inbound.cs
38 "InfoPanel" (1.0.1) by Default (2.74s) - InfoPanel.cs
39 "Kits" (3.3.1) by Reneb (0.40s) - Kits.cs
40 "Lighthouse Beacon" (1.0.2) by S0N_0F_BISCUIT (0.14s) - LighthouseBeacon.cs
41 "Metabolism" (1.0.0) by Orange (0.00s) - Metabolism.cs
42 "Monument Radiation" (0.2.57) by k1lly0u (0.78s) - MonumentRadiation.cs
43 "Movable CCTV" (1.0.7) by Bazz3l (0.14s) - MovableCCTV.cs
44 "Mushroom Effects" (1.1.0) by supreme (0.01s) - MushroomEffects.cs
45 "My Mini Copter" (0.3.1) by RFC1920 (0.16s) - MyMiniCopter.cs
46 "No Build On Road" (1.0.4) by supreme (0.00s) - NoBuildOnRoad.cs
47 "No Coil Drain" (1.0.3) by Lincoln/Orange (0.19s) - NoCoilDrain.cs
48 "NoDecay" (1.0.55) by RFC1920 (31.93s) - NoDecay.cs
49 "NoFuelRequirements" (1.3.8) by k1lly0u (0.01s) - NoFuelRequirements.cs
50 "No Give Notices" (0.3.0) by Wulf (0.00s) - NoGiveNotices.cs
51 "No Sash" (1.0.2) by Wulf (0.01s) - NoSash.cs
52 "No Suicide" (0.1.5) by Wulf/lukespragg (0.00s) - NoSuicide.cs
53 "PlayerRankings" (3.0.2) by Ankawi (0.03s) - PlayerRankings.cs
54 "Plugin Update Notifications" (1.0.7) by Whispers88 (0.01s) - PluginUpdateNotifications.cs
55 "PrivateMessages" (1.1.11) by MisterPixie (0.00s) - PrivateMessages.cs
56 "Proximity Alert" (0.2.4) by k1lly0u (0.04s) - ProximityAlert.cs
57 "QuickSmelt" (4.0.5) by Wulf/Jake-Rich (0.01s) - QuickSmelt.cs
58 "RainOfFire" (0.2.52) by emu / k1lly0u (0.35s) - RainOfFire.cs
59 "Recycle" (3.0.4) by 5Dev24 (0.50s) - Recycle.cs
60 "RemoveDefaultRadiation" (0.1.0) by k1lly0u (0.15s) - RemoveDefaultRadiation.cs
61 "Remover Tool" (4.3.19) by Reneb/Fuji/Arainrr (0.02s) - RemoverTool.cs
62 "RTeleportation" (1.0.88) by RFC1920 (0.39s) - RTeleportation.cs
63 "Rules GUI" (1.5.3) by PaiN (0.01s) - RulesGUI.cs
64 "SaveAlerter" (1.0.0) by PsychoTea (0.00s) - SaveAlerter.cs
65 "SecurityLights" (1.1.6) by S0N_0F_BISCUIT (0.38s) - SecurityLights.cs
66 "Skins" (2.1.2) by Iv Misticos (0.25s) - Skins.cs
67 "SkipNightVote" (0.1.4) by k1lly0u (0.03s) - SkipNightVote.cs
68 "Spawn Modular Car" (4.0.1) by WhiteThunder (0.03s) - SpawnModularCar.cs
69 "Stack Fuel Generator" (1.0.1) by ninco90 (0.24s) - StackFuelGenerator.cs
70 "Stack Size Controller" (2.0.3) by Canopy Sheep (0.13s) - StackSizeController.cs
71 "Steam Checks" (3.0.5) by austinv900 (0.02s) - SteamChecks.cs
72 "TargetPractice" (0.2.2) by k1lly0u (0.07s) - TargetPractice.cs
73 "TheButton" (1.0.5) by MikeHawke (0.03s) - TheButton.cs
74 "Turret Config" (2.0.12) by Calytic (10.90s) - TurretConfig.cs
75 "UpdatesChecker" (1.0.5) by Steenamaroo (0.01s) - UpdatesChecker.cs
76 "WelcomeMessages" (1.0.5) by Ankawi (0.01s) - WelcomeMessages.cs
77 "Where's My Corpse" (0.6.2) by Fuji/LeoCurtss (0.00s) - WheresMyCorpse.cs
78 "ZLevelsRemastered" (2.9.22) by Default (0.74s) - ZLevelsRemastered.cs
And of course RustIO which is not listed (extension)
Not sure if there is issue with guns on my server but there is issue with high number unowned entities, using brokenitemscleaner  at the moment and no luck, still have

"birch_tiny_temp": {
"Total": 2085,
"Owned": 0,
"Unowned": 2085

"flashlight.entity": {
"Total": 1910,
"Owned": 0,
"Unowned": 1910

"planner": {
"Total": 1774,
"Owned": 0,
"Unowned": 1774

"ak47u.entity": {
"Total": 2701,
"Owned": 0,
"Unowned": 2701

and many more which after 3 days from wipe add to 55k unowned entities :(

i make the backpacks/bank unload during cleanup routine then no issue and its loading back in after cleanup with messages.
the cleanup plugins can kick players if the entity count is too high .

sorry for replying this old convo...might be usefull to know

VVGIn2mXjGSSOrZ.png krunghcrow

i make the backpacks/bank unload during cleanup routine then no issue and its loading back in after cleanup with messages.
the cleanup plugins can kick players if the entity count is too high .

sorry for replying this old convo...might be usefull to know

Oh that might be a smart fix. So you do o.unload Backpacks, then do brokenitemscleaner.run and then do o.reload Backpacks?

Didnt know this would be a possible fix but it sounds great, do I have to put a delay between it also?

im not sure about the kicking players though what do you mean with that?

High entity count cleanup can cause playerkicks.
'Playertick kicks'
A plugin like this is great on low pop servers or a testserver.
O.load pluginname

Best to ask the pluginmaker
To add the unload and load + chat notifications
Since that has to be done before and after its cleanup routine 

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