Mysterious human npcs floating high in the air at G-9

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 :smiley: 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.

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Hey @Stonerox

Since you mention this is happening in a private server, are there any mods installed and running in it?

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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 itā€™s the mods though. Just because a particular mod didnā€™t act up in the past is no guarantee it wonā€™t 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 Running an out-of-date mod for even a short time can create all sorts of shenanigans on the server.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.

Itā€™s 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.

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Since itā€™s 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 weā€™ve not had flying people. Ever. Check the chatrooms for the other mods and see whether thereā€™s any reference there. Also check whether any of the other mods have any effect on movement and npc spawning.

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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 itā€™s 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.

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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 Iā€™d 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!

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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 Iā€™ll check after work. We should annoy Josh in the Pippi Discord if necessary.

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Yes it is - quite close to the aqueduct.

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News to me. Iā€™m 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.

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It can, it is by far not the only possible source of said problem.

But server restarts involve a recalculation of placeables and stability, wich can lead to errors if two objects occupy the same space.

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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 ā€œoccupying the same spaceā€ all the time, placeables and buildings. Itā€™s 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 isnā€™t the case, feel free to send me a repeatable test case and server logs showing how itā€™s happening and how LBPR is the direct cause.

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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 hadnā€™t 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 itā€™s 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€¦ :wink:

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Hey @Grymm

Weā€™re 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 itā€™s on our teamā€™s list of to-do things.
Itā€™s usually not a very active spot in vanilla games, but mods have a higher tendency of having stuff being sent to that location. Still, weā€™re aware of it and as Joel pointed out, thereā€™s no treasure in that spot either.

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Yeah, and on my server, it adds a ā€˜special 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.

Does anyone have a coordinate?

PS: Bwahahahaha re that link

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I have this same issue on my serverā€¦

TY so much for that link with the sandstorm vid, by that time tears were forming. Great story

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It wouldā€™ve been hard not to.
:upside_down_face:

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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 canā€™t make this stuff up.

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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 ā€œhi, 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.