Hi, first of all, awesome plugin! Now, I'm sure I'm doing something wrong or I missed something, but ever since the last wipe the performance is horrible. I have updated RB, CopyPaste and ZoneManager. At first everything seems fine but after an hour or so server.fps = 5, which get's resolved if RB gets unloaded.
Performance IssueSolved
hi, that's a strange issue. I am not sure. that's something you would have to figure out, or give a lot more information on. I've taken a look at the changes, and there's nothing that stands out other than drones and that shouldn't be an issue either unless caused intentionally by a player. if there were significant issues related to the update then it should be constant. I see no looping behavior other than drones, and most changes are guards, others are not called frequently enough to cause an issue.
Update summary (thanks ChatGPT):
RBE debug (grid): debug-only; no runtime impact.
Extra wounded checks for NPCs + userID fixes: logic-only; not performance-sensitive.
Drone behavior (Eject Mounts in profiles, Drones, RFExplosives): only risky if a drone/explosive gets stuck and jitters/bounces. You can spot this during events;
/radarnow includes drones in the CCTV filter.Sleeping bag fixes: benign (also called by CopyPaste and base game).
Rust update fixes: net positive for performance.
Lights (Turn Lights On At Night): minimal guards to avoid prior bugs (e.g., ovens that are smelting switching off). Not performance-heavy.
Re-ordered scarecrow > scientist loot: simple swap; no performance impact.
Moved biome check to profiles (ran when finding spawn positions): could cause minor overhead during placement only. Already fixed for next update by caching on load.
Prevent empty Rust backpacks from dropping: simple inventory-count check.
Ensure “block outside damage” applies to players only: userID check.
batteringramheaddamage fix: class-level fix; not performance related.Prevent deployables from dropping a corpse on death: spawnDeployableCorpseOnDeath set to false in CreateSpawnCallback, net positive on performance.
Fix Remove Paid Content command: bool check,
prefabsin CheckFilesForPaidContent.Add support for krieg containers: string-only addition to IsBox and DlcReplacements, no performance impact.
Replace pool in LoadTable with
RemoveAll: called once on plugin load. it was spaghetti before.
Working theory
If this is tied to the update, the most likely cause is an entity stuck in a loop (most plausibly drones/explosives during events). Drones are not enabled by default, and were added in the last update to Eject Mounts in the profiles ( oxide/data/RaidableBases/Profiles ) along with RFExplosives.
Quick checks to isolate
During the issue or prior, run
/radarand watch for drones/explosives (or anything else) that jitter or remain stationary while repeatedly colliding. Again, this should not happen unless caused intentionally by another player. Drones are intentionally flung into the air to prevent such issues.Temporarily disable drone options in the profiles to see if the issue vanishes.
Capture a brief server profile/trace while the issue occurs and note entity counts and active AI.
Share server logs in DM only; I will look for repeating exceptions or spammy hooks. Anything can be relevant, so it's best to not assume otherwise.
Thanks for the reply, I just PM'd you with server logs and additional info
Merged post
Update for anyone reading this in the future:
Thanks to nivex's help, the issue could be found and fixed; it was a bad base from copypaste.
The issue is resolved, thank you very much nivex!!!🙏
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