Hey, I still have a lot of feds after updating the oxide
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (at /home/builduser/buildslave/unity/build/Runtime/Export/Coroutines.cs:17) <HostAsync>c__Iterator6:MoveNext() Oxide.Core.Interface:CallHook(String) Oxide.Core.Interface:CallHook(String, Object[]) Oxide.Core.OxideMod:CallHook(String, Object[]) Oxide.Core.Plugins.PluginManager:CallHook(String, Object[]) Oxide.Core.Plugins.Plugin:CallHook(String, Object[]) Oxide.Core.Plugins.CSPlugin:OnCallHook(String, Object[]) Oxide.Core.Plugins.CSPlugin:InvokeMethod(HookMethod, Object[]) System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115) System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222) System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&) Oxide.Game.Hurtworld.HurtworldCore:IOnServerInitialized() Oxide.Core.Interface:CallHook(String, Object) Oxide.Core.Interface:CallHook(String, Object[]) Oxide.Core.OxideMod:CallHook(String, Object[]) Oxide.Core.Plugins.PluginManager:CallHook(String, Object[]) Oxide.Core.Plugins.Plugin:CallHook(String, Object[]) Oxide.Core.Plugins.CSPlugin:OnCallHook(String, Object[]) Oxide.Plugins.CSharpPlugin:InvokeMethod(HookMethod, Object[]) Oxide.Plugins.CSharpPlugin:PrintWarning(String, Object[]) Oxide.Core.OxideMod:LogWarning(String, Object[]) Oxide.Core.Logging.CompoundLogger:Write(LogType, String, Object[]) Oxide.Core.Logging.Logger:Write(LogType, String, Object[]) Oxide.Core.Logging.Logger:Write(LogMessage) Oxide.Core.Unity.Logging.UnityLogger:ProcessMessage(LogMessage) UnityEngine.Debug:LogWarning(Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
uLink.InternalHelper:LateUpdate() uLink.NetworkBaseLocal:Update() uLink.NetworkBaseServer:_ServerUpdate(Double) uLink.NetworkBaseServer:_ServerCheckMessages() uLink.NetworkLog:Warning(NetworkLogFlags, String, String, String, NetworkEndPoint, String, NetConnection, String) uLink.NetworkLog:<.cctor>b__1(NetworkLogFlags, Object[]) UnityEngine.Debug:LogWarning(Object, Object) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object) Server received bad message: Ignore Lidgren.Network.NetPeer receiving system type Disconnect: [Incoming Disconnect Unreliable|0] from unconnected source, endpoint: EndPoint 79.112.177.247:61910 (Null)
LoadBalancer:Update() ClassInstancePool:GetNewInstance() ClassInstancePool:GetNewInstance(Type) UnityEngine.Debug:LogWarning(Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object) Generic LoadBalancerItem pool getting very large 10240
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (at /home/builduser/buildslave/unity/build/Runtime/Export/Coroutines.cs:17) <HostAsync>c__Iterator6:MoveNext() GameManager:LoadServer(String) GameSerializer:LoadServer(String) GameSerializer:LoadCurrent(BitStream, Dictionary`2, String) ItemSerializer:ReadFullItemWithAssetGuid(BitStream) ItemSerializer:ReadItemBaseline(BitStream, Int32, Boolean) GlobalItemManager:LoadItem(ItemGeneratorAsset, Int32, ItemObject) ClassInstancePool:GetNewInstance() ClassInstancePool:GetNewInstance(Type) UnityEngine.Debug:LogWarning(Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object) Generic ItemObject pool getting very large 10240 Saved with version 0.7.0.11 Loading server state from file /clients/s40061/autosave_nullius.hwb
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (at /home/builduser/buildslave/unity/build/Runtime/Export/Coroutines.cs:17) <HostAsync>c__Iterator6:MoveNext() GameManager:InitializeLoadedObjects(Boolean) ConstructionAttachmentManager:Initialize() ConstructionAttachmentManager:LoadConstructionAttachments() ConstructionAttachmentManager:AddConstructionAttachment(IConstructionAttachment) ConstructionAttachmentManager:RegisterConstructionAttachment(IConstructionAttachment) UnityEngine.Debug:LogError(Object, Object) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
Merged post
https://pastebin.com/9baDhN6Dhttps://pastebin.com/9baDhN6D