Fougerite Official

Fougerite Official 1.9.972

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You updated the setting to the player's health?When issuing health is reflected in the Hood only when receiving damage
Whoops, sorry I forgot.

Here is an Alternative for that:

C#:
var currenthp = Player.Health;
var thehpiwant = 75f;
var calc = thehpiwant - currenthp;
Player.PlayerClient.controllable.takeDamage.Heal(Player.PlayerClient.controllable, calc);
 
is it possible to run all plugins on another thread and let the server run on its own thread? Would that solve any plugin lag issues?
 
Hello DreTax !
I have very big problem with Fougerite 1.4.5 !
Autosave does not work anymore ! I restarted the Server today and i was wondering why i had rollback about 24 hours ! All stuff that players build today ist gone! When i do save.all i get this message "Error: save.all - Exception has been thrown by the target of an invocation." Please help dude, i loose many players !

GreetZ
 
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Hello DreTax !
I have very big problem with Fougerite 1.4.5 !
Autosave does not work anymore ! I restarted the Server today and i was wondering why i had rollback about 24 hours ! All stuff that players build today ist gone! When i do save.all i get this message "Error: save.all - Exception has been thrown by the target of an invocation." Please help dude, i loose many players !

GreetZ

Hey DreTax!
I copy and paste the prepatched dll's again, now the Autosave function and save.all seems to work. but now I have new Problem after 1-2 hours. The server stops working and give me a "oops Server is crashed" error or sometimes the play couldn't craft or close/open doors without any error message. What can I do??? Thx
 
There should be a folder with the crash log.

Send the part starting from:

========== OUTPUTING STACK TRACE ==================

until

========== END OF STACKTRACE ===========

or sometimes the play couldn't craft or close/open doors without any error message.

As far as I know this is a problem of rust itself. Same as when teleporting stops to work. Only a restart can help.

I can really recommend to restart the rust server regularly.
 
There should be a folder with the crash log.

Send the part starting from:

========== OUTPUTING STACK TRACE ==================

until

========== END OF STACKTRACE ===========



As far as I know this is a problem of rust itself. Same as when teleporting stops to work. Only a restart can help.

I can really recommend to restart the rust server regularly.
Hey Dude!
I never had such issues with Fougerite 1.4.3 . And the crashfolder is empty, i wondering by myself. There I no only one crashlog!
 
Hey Dude!
I never had such issues with Fougerite 1.4.3! Can I Downgrade to 1.4.3? And all crashlogs Folder are empty,i wondering by myself. I have 3 crashfolder but inside is nothing :-(
And if the server crashed after 6-8 hours that is OK for me, but it crashed sometimes after 10 mins, sometimes after 30 mins, and that is annoying for the players. All happens since Fougerite 1.4.4 - 1.4.5! i am really despair of it.
 
Anything in the Log files under /Save/Logs?

Ok Dude you was right !
I looked into my old rust folder.
Here is the log file:

(0x013633B0) (rust_server): (filename not available): Behaviour::Transfer<StreamedBinaryWrite<0> > + 0x27f90
(0x014B248E) (rust_server): (filename not available): Behaviour::Transfer<StreamedBinaryWrite<0> > + 0x17706e
(0x0F546588) (Mono JIT code): (filename not available): (wrapper managed-to-native) UnityEngine.Object:FindObjectsOfType (System.Type) + 0x28 (0F546560 0F5465AC) [03F84E70 - Unity Root Domain] + 0x0
(0x20B802FC) (Mono JIT code): (filename not available): ServerSaveManager:Get (bool) + 0x14 (20B802E8 20B8040E) [03F84E70 - Unity Root Domain] + 0x0
(0x5B1B948A) (Mono JIT code): (filename not available): Fougerite.Hooks:SaveAll (string) + 0x392 (5B1B90F8 5B1B9F01) [03F84E70 - Unity Root Domain] + 0x0
(0x5B1B90ED) (Mono JIT code): (filename not available): Fougerite.Hooks/<>c__DisplayClass160_0:<ServerSaved>b__0 () + 0x15 (5B1B90D8 5B1B90F2) [03F84E70 - Unity Root Domain] + 0x0
(0x0456F659) (Mono JIT code): (filename not available): (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) + 0x41 (0456F618 0456F6AD) [03F84E70 - Unity Root Domain] + 0x0
(0x100F0376) (mono): (filename not available): mono_set_defaults + 0x22cb
(0x1005D78C) (mono): (filename not available): mono_runtime_invoke + 0x51
(0x1005DBA8) (mono): (filename not available): mono_runtime_delegate_invoke + 0x44
(0x1007DA95) (mono): (filename not available): mono_thread_interruption_request_flag + 0x440
(0x1010B4D6) (mono): (filename not available): mono_unity_thread_clear_domain_fields + 0x3a4b
(0x76553677) (kernel32): (filename not available): BaseThreadInitThunk + 0x12
(0x77CD9D42) (ntdll): (filename not available): RtlInitializeExceptionChain + 0x63
(0x77CD9D15) (ntdll): (filename not available): RtlInitializeExceptionChain + 0x36
 
I myself let a 1.4.5 Test Server run for some hours and so far had no problems with autosaves or crashes.

I see that your server probably crashed as you executed /saveall manually?

I will let my test server run longer and let see what happens.
 
Added Threading to Server's AutoSave to @PearlJ 's request. The server will not show the message of the saved objects, It will be in the log files, but there won't be a 3 seconds lagg atleast on large servers

With 1.4.5 I still see the "Saved xxxx objects" messages in the console.