Game mode: Online private Type of issue: Bug Server type: PvE Region: Europe
At map location G9 - very high in the air, there are npcs floating in the air. This would be around H: -1.011 Y:-1.611 (if I got it right). This started showing on the server before a fresh wipe. Also there were instances where elevators would go invisible and if you managed to get on them you would end up in this exact spot. We tried to kill them, but it seems they are protected by an invisble box/shield - even when we built stairs so we could get up to them, arrows bounced off and also orbs (most visible when we tried throwing grease orbs on them). They seem to exist on a different plan Now I thought it had something to do with the server database being old, but I just noticed that there are also npcs at the same location and same matter even after a fresh wipe. Also interesting to note is that from the ground it looks like one npc - but when we got close there appeared to be several npcs overlapping each other. These are human npcs.
I noticed this on the fresh server today, server has been running for about one week. I have not seen it before as I was careful moving into the area at low level.
Hi, and thanks for a quick reply - yes - sorry should of course have mentioned that there are mods on, they are;
Pippi
Fashionist
Emberlight 2.0.5
Savage steel
Glass constructions and more
GCam down to 60
BuNCE (a small mod for adding some flags and items to the server)
Exile Architect
Less building restrictions overlaps edition - No NPC Camps
RP Aesthetics (RA)
But I am very certain this started happening pre-mods, we only been running with mods since Dec. 2018.
Odds are itās the mods though. Just because a particular mod didnāt act up in the past is no guarantee it wonāt start doing so in the future - the game client itself has seen quite a lot of updates since Dec 2018 after all. Of course most mods update accordingly, but still. Running an out-of-date mod for even a short time can create all sorts of shenanigans on the server. Though granted I have no basis to know if that is the case for you specifically.
Itās more like a general guidelineā¦ if you see some weird shā¦t that is unique to you, and you use modsā¦ the mods did it 99 out of 100 times.
Since itās a modded server, have any players other than the Admin(s) been allowed the ability to fly?
And is there any building happening behind the green walls in any way.
My server has:
Pippi
Emberlight 2.0.5
Savage steel
Glass constructions and more
Less building restrictions overlaps edition - No NPC Camps
ā¦and several more mods and weāve not had flying people. Ever. Check the chatrooms for the other mods and see whether thereās any reference there. Also check whether any of the other mods have any effect on movement and npc spawning.
within G9 is the spot with UE Engine coordinates 0:0.
Everything then gets an invalid placement somehow, gets teleported to the 0:0 coordinates, wich are next to the Northern Aqueduct.
Probably itās LBPR since it allows for overlapping objects and Thralls, wich can lead to invalid placement informations regarding the games enginge on server restarts.
Though this was a thing for vanilla some time ago.
When you have a Thrall disappear nowhere to be found, checking 0:0 was always a good bet.
Thanks for the input! Again I am very certain it all started before the mods got on the server, but not 100 % (now even less). Only admins been allowed to fly, and no building beyond the green wall - that I have ever seen at least. It was due to my memory of it being mentioned a long time ago that weird stuff happened in this area I thought Iād post this here, to see if anybody else had the same problem. So chances are that it really is the mods that causes it then. The invalid placement teleport theory is very interesting. I shall check the LBPR specially to see if this is a more common issue. Thanks again for your input, this is highly appreciated!
Interesting. I just wiped & restarted on my private server. I noticed that arrows were bouncing off the sleeping shaleback near my new base - until I engaged with a melee weapon. Then, arrows worked as advertised. Common denominator: Pippi. Now, Josh just updated Pippi, so Iāll check after work. We should annoy Josh in the Pippi Discord if necessary.
News to me. Iām aware of the socket overlap situation caused by the last major patch and LBPROE (and have a PDF describing it on the workshop page), but items or Thralls being considered invalid on server restart? Never heard of it.
Stability yes, if the object is the same blueprint and mesh and are overlapped on the the same socket. As I mentioned, I have this outlined on my PDF explaining this for my LBPROE mod. And only became a problem after the most recent patch. Otherwise, no. You can have objects āoccupying the same spaceā all the time, placeables and buildings. Itās been that way since I first made LBPR over a year ago, with the only major change directly impacting this being in the most recent patch.
If that isnāt the case, feel free to send me a repeatable test case and server logs showing how itās happening and how LBPR is the direct cause.
I do remember way, way back in 2018, I had a base near there that I would sometimes run through some path and get teleported high up (and die of course). I originally thought it was an Admin-created joke warp as we did have an Admin with a twisted sense of humour. Since I have not spent a lot of time in that G9 zone I hadnāt thought of it.
I do know that a Purge point is/was around there based on a FunCom demo of the Purge where hordes of Rocknose spawned around there @Ignasi
If this warp it is still there then only FunCom can say whether itās intentional or a bug. As it is not a game-breaker and more an inconvenience, or that keeps you on your toes, I am not sure whether anyone will bother with itā¦
Weāre aware of this fallback location for a placement brush going wrong (or, really, anything that goes wrong as joyously hinted in this recent article) and itās on our teamās list of to-do things.
Itās usually not a very active spot in vanilla games, but mods have a higher tendency of having stuff being sent to that location. Still, weāre aware of it and as Joel pointed out, thereās no treasure in that spot either.
Yeah, and on my server, it adds a āspecial excitementā to gameplay. Of course they blame me - mainly because I told them I may have put a couple of those magic portals about - which I have put down (using a popular mod we all know and love). In some of my magic portals there is treasure/terrible creature at the end. When I track the exact coordinates of this portal I think I will put something there in case.
I will forever be grateful for my participation in this thread, as it led to me reading about Joel Bylos exploring the stretchy dick road, and being sad of the lack of treasure at the end. You canāt make this stuff up.
Would try load the DB in singleplayer to see, then same without mods.
Also not sure, exactly about your location, XD. I see H, so mostly this say me āhi, again around the breachā maybe. The breach, or nearby is 0.0 point map, so not first troubles there, ever without mods.
But i would try different test in singleplayer with the DB, there are lot chances that a mod may cause this oddites, or help with.