Electric items not pasting properlyFixed
Somehow my large complex base doesn't fully paste. I need to revert back to any of the 3 previous versions, but even that makes a lot of deployables invisible.
syorage crates, level 3 workbenches and some other deployables.

the base is a 50mb .json with around 100k entities
In response to Snivel ():
Somehow my large complex base doesn't fully paste. I need to revert back to any of the 3 previous ve...
Do you paste it above the building border? So at the bottom of the ocean (if you are in the water) can you still place a foundation? Since outside that range there's no deployables being rendered, seems like a resource Saving measure in Rust. If not so are there any errors in the logfiles??
If you paste it in the ocean way out it will do that i had tried with mine and things were invis and would not render... also with large area copy i had to do 
/copy home r 10 witch would copy everything. it was way to big copying my city with default copy settings as would miss the top half...
and when pasting i had to do /paste s false or some things would fall to the ground. and again if i pasted out in the ocean things would be invis.. this is rust doing that not the plugin.
In response to Misstake ():
Do you paste it above the building border? So at the bottom of the ocean (if you are in the water) c...
Yes! ,I was going to try that next. it's out in the ocean, on the water with "height .8" switch.

I figured there may be out of bounds issues because the same condition was present even if I replace the deployable.

But I will still need to use the 3.XX version to initially paste it. I tried on land and the new 4.xx only pasted around a 20 meter area where the copy was taken. The older ones pasted the whole thing.

I think i paste with the older, and copy with the new version should work.
The copy was taken may-2018 with whatever was the latest at that time.
In response to Snivel ():
Yes! ,I was going to try that next. it's out in the ocean, on the water with "height .8" switch.
Hmm, I'll have to have a look at that, if you could send me the data file of that building I could easily replicate the issue I hope and I'll have a look at it later on. I tried pasting a decently large building (like 200 meters+) and that worked fine so I'll have to figure out what's causing it, maybe the extra data I added is causing some issues there
Sent file. 

Also it pasted fine with all deployables working with 3.6.8.
I'll make a copy with 4.0.2, or should I wait? I think if I did, it would paste fine? idk

Also dont paste on a server where you worry about ppl getting kicked. It freezes for 114k ms and will kick everybody.
In response to Snivel ():
Sent file. 

Also it pasted fine with all deployables working with 3.6.8.
I'll make a...
Ok so 4.0.2 copies and pastes it fine if you make the copy with 4.0.2. 

Edit: it looks like it is only doing partial pastes on other small bases as well, and undo doesn't work on the older file.

If the compatability issue is not an error, we can convert all of our structures on our end by pasting with 3.6.8, and copying with 4.0.2, but seems 4.0.2 doesn't paste 3.6.8 copies.
Is it maybe to do with the freezing while pasting? I was thinking already about changing the pasting to do one or two blocks each tick to avoid the freezing issues, that might do something
In response to Misstake ():
Is it maybe to do with the freezing while pasting? I was thinking already about changing the pasting...
I found it to be the ceiling lights.

The new ones have other variables for electricity, and of course no fuel. So far I can only remove the whole section for each light, but using npp with the multi line find and replace, how do I compensate for various rotation, coordinates and fuel amounts in the search for 100+ lights?

So far I  have to remove the whole section for each light like this, but I can't search it because of variables:

{
"flags": {
"Broken": false,
"Busy": false,
"Debugging": false,
"Disabled": false,
"Locked": false,
"On": true,
"OnFire": false,
"Open": false,
"Placeholder": false,
"Reserved1": false,
"Reserved2": false,
"Reserved3": false,
"Reserved4": false,
"Reserved5": false,
"Reserved6": false,
"Reserved7": false,
"Reserved8": false
},
"items": [
{
"amount": 15,
"condition": "0",
"id": 28178745,
"position": 0,
"skinid": 0
}
],
"pos": {
"x": "-0.63696",
"y": "6.421005",
"z": "5.675234"
},
"prefabname": "assets/prefabs/deployable/ceiling light/ceilinglight.deployed.prefab",
"rot": {
"x": "-2.589762E-07",
"y": "6.044918",
"z": "1.423081E-07"
},
"skinid": 0
},

EDIT:
Replacing the Item section with this works but still cand search multiple lights with varying amounts of fuel.

Replace this:
"items": [
{
"amount": 15,
"condition": "0",
"id": 28178745,
"position": 0,
"skinid": 0
}
],

With this:

  "IOEntity": {
"inputs": [
{
"connectedID": 0,
"connectedToSlot": 0,
"niceName": "Power In",
"type": 0
}
],
"oldID": 11855782,
"outputs": [
{
"connectedID": 0,
"connectedToSlot": 0,
"linePoints": [],
"niceName": "Passthrough",
"type": 0
}
]
},

So really, this is a compatibility issue and NOT an error.
I suggest if you can make an exception is the only thing to do. If not, we need to paste with 3.6.8 and basically repair with 4.0.2. The base I sent you has 713 ceiling lights, so no way I'm fixing that with npp.
So don't change anything unless you can make an exception.
Oh yeah you're right, I never really tested any compatibility completely forgot about that (in my enthousiasm on getting the pasting for electricity working). They changed Ceiling lights (from lights to an electrical component) so that can explain it really well, I think making an exception and converting and generating the needed data (possibly just as simple as converting a prefab name) that might fix it.
I'm back home now so I'll have a look at it right away.

Merged post

Ohh, so it's the low grade fuel causing it, ah makes sense. I'll have a look if I can simply exclude ceilings lights' inventory
Seems strings of lights don't quite end in the same light, and the passthrough shows as empty. Then it will sho up randomly later.
In response to Snivel ():
Seems strings of lights don't quite end in the same light, and the passthrough shows as empty. Then...
Yeah I noticed, there's something finicky happening with the spawning or something in Rust. Seems like as soon as a tick goes by CopyPaste is unable to add the needed data but I have to wait for the copy to be over before I can add the IOEntities, odd.

Merged post

Think I finally figured this one out, I'll update it right away, had to do quite a specific order of initializing all the outputs wires etc. to get it working.

I'm quickly gonna remove some debug things and then I'll update the plugin.

Merged post

Updated the plugin, should fix the issues.
Like codelocks always stay green while pasting, but after it's done somehow the server gets fed the info about the lock, like the whitelist for the lock.

So Somehow all the stuff gets pasted, then gets the info. 
In response to Snivel ():
Like codelocks always stay green while pasting, but after it's done somehow the server gets fed the...
I think that's mostly because of updating if all the entities (network updates and stability updates all work with queues) and they just get filled up because if all the new entities, the non locking pasting should make this less bad (I noticed doors going open almost as soon as the pasting started).
For now I only delayed the applying of stability (to fix random things collapsing I disabled stability during the paste and then reenabled it) and the ioEntities (because I need the new ID's which I get after creating the entities)
last update caused problems with pasting power cables..... are getting out of place

NeO
Locked automatically