A lot of Unity debug output showingBug
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/9baDhN6D​
https://pastebin.com/9baDhN6D
Where exactly are you seeing this output?
Everything pops up in Output for this moment, a vase of 759 mb!.. 
I wanted to send it to you, but I can not do it much better, I sent out the snippets, which pops up in the logs
Merged post

You have here the pieces from Output for inspection

https://pastebin.com/jEYPKBnc
Merged post

 
LoadBalancerGuaranteed:Update()
LoadBalancerGuaranteed:RunFrame()
EntityStats:SlowUpdate(Single)
EntityStats:Think(Single)
StandardEntityFluidEffect:Think(Single)
StandardEntityFluidEffect:ApplyFluidDerivatives(Single)
StandardEntityFluidEffect:PublishEvent(EntityEventGroup, EntityEffectSourceData)
EntityStats:HandleEvent(EntityEventData, EntityEffectSourceData)
EntityEffectFluid:Apply(EntityStats, EntityEffectSourceData, EHitboxItem, Single)
Oxide.Core.Interface:CallHook(String, Object, Object, 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.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:IOnEntityEffect(EntityStats, IEntityFluidEffect, EntityEffectSourceData)
Oxide.Core.Interface:CallHook(String, Object, 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.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)
C
Me have mega spam output .. 

 
LoadBalancerGuaranteed:Update()
LoadBalancerGuaranteed:RunFrame()
EntityStats:SlowUpdate(Single)
EntityStats:Think(Single)
StandardEntityFluidEffect:Think(Single)
StandardEntityFluidEffect:ApplyFluidDerivatives(Single)
StandardEntityFluidEffect:PublishEvent(EntityEventGroup, EntityEffectSourceData)
EntityStats:HandleEvent(EntityEventData, EntityEffectSourceData)
EntityEffectFluid:Apply(EntityStats, EntityEffectSourceData, EHitboxItem, Single)
Oxide.Core.Interface:CallHook(String, Object, Object, 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.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:IOnEntityEffect(EntityStats, IEntityFluidEffect, EntityEffectSourceData)
Oxide.Core.Interface:CallHook(String, Object, 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.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)
C​