I’m currently using your plugin and encountering an issue with Navmesh behavior.Not An Issue

Occasionally, the console shows "Starting Monument Navmesh Build" during the game session. I want to avoid any Navmesh recalculation while players are online to prevent minor lag spikes.
Is there a way to force the plugin (or the server) to complete all monument pathfinding strictly during the server startup phase? I have nav_wait true enabled, but it seems some monument grids are still generated later.

The plugin doesn't explicitly do any monument path finding or nav mesh generation. The closest thing it does is try to place NPCs on the mav mesh, but only if you have made it do that via the addons you are using. Are you using the plugin to spawn combat/mobile NPCs?

No. After installing the plugin, the console displays the error message, and this happens not only at server startup.

Starting Navmesh Source Collecting
Navmesh Source Collecting took 0.00 seconds
Starting Dungeon Navmesh Build with 1596 sources
Monument Navmesh Build took 2.43 seconds
Starting Navmesh Source Collecting
Navmesh Source Collecting took 0.00 seconds
Starting Dungeon Navmesh Build with 1596 sources
45%
45%
Monument Navmesh Build took 0.49 seconds
Monument Navmesh Build took 0.49 seconds
Destroying 3293 old entities
Destroying 3293 old entities
done.
done.

How certain are you that Monument Addons causes monument navmesh messages to be logged, and what evidence supports that hypothesis? For example, does the above text appear every time you reload the plugin?

I looked at the Rust code that prints the above report, and I traced all possible functions that can trigger it, and I don't see any obvious way that the plugin could trigger it.

Have you tried disabling all Monument Addons profiles (to disable all addons) to see if it still happens then? You should be able to systematically determine whether it's caused by specific addons.

I didn't disable the profiles, can they cause problems?
I didn't disable anything, but I tried to adjust the timings through the config.


Merged post

ENABLED THESE PROFILES

  • mainstall BarnAirwolf -- Adds an Air Wolf vendor to Large Barn and Ranch.
  • mainstall FishingVillageAirwolf -- Adds an Air Wolf vendor to Large Fishing Village and to one of the small Fishing Villages.
  • mainstall MonumentLifts -- Adds car lifts to gas station and supermarket (same as the MonumentLifts plugin).
  • mainstall OilRigSharks -- Adds one shark to small rig and two sharks to lage rig.
  • mainstall OutpostAirwolf -- Adds an Air Wolf vendor to Outpost, with some ladders to allow access.
  • mainstall SafeZoneRecyclers -- Adds a recycler to Fishing Villages, Large Barn, and Ranch (different locations than MonumentsRecycler for compatibility).

I'm 99% certain the behavior you are seeing is not caused by this plugin, so I think you are looking in the wrong place.

We can certainly have a more in-depth discussion about it if you have evidence that this plugin causes the issue, but you haven't provided any such evidence, and my research into the Rust code strongly suggests this plugin isn't capable of causing the issue.

I checked again, this is not your plugin.
monsterwolf
I checked again, this is not your plugin.

I get huge performance issues when this occurs, do you know what plugin is causing this?