Diesel 42o updated NoDecay with a new update entry:
1.0.17

NoDecay
Scales or disables decay of items, and deployables.
Total Downloads: 25,101 - First Release: Jun 25, 2015 - Last Update: Jul 13, 2018
- 5/5, 54 likes
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May be a stupid question, but is there any difference between using this plugin and using decay.upkeep false
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I have everything bar Thatch set to 0.1. Or if you do just want decay off then use the upkeep as false.
I personally prefer No decay mod, because it's there and working everytime your server reboots. Where if you have a hosted server, sometime's you can't add these to the start.bat file etc. -
Thanks for all your work Diesel 42o. you rock man!
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Hi:
After the update today I am seeing this in the console. Since it instructs me to notify you I am passing this on. Thank you for making a great tool, I hope the following helps.
(22:03:08) | [NoDecay] Unsupported decaying entity detected: wall.window.bars.metal --- please notify author
(22:03:08) | [NoDecay] Unsupported decaying entity detected: wall.window.bars.wood --- please notify author
(22:03:10) | [NoDecay] Unsupported decaying entity detected: shutter.wood.a --- please notify author
(22:03:11) | [NoDecay] Unsupported decaying entity detected: wall.frame.shopfront.metal --- please notify author -
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Hello is there a way to add no decay to reinforced windows?
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(14:42:30) | [NoDecay] Unsupported decaying entity detected: wall.frame.netting --- please notify author
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high quality metal foundations continue to rot
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I am going to ask a really stupid question because it sort of has been answered in fragments but I was hoping to get a more consolidated answer.
Can someone tell me how the mods NoDecay and StartProtection interact with the new decay model and the best practice on how to implement them together?? -
on my server, i have decay on deployables set to 0. due to the accelerated decay rust has now, i believe that this plugin caused huge fps drops to players inside certain bases with a ton of deployables (like 60 fps immediately outside, 3 fps inside). when i got rid of the deployables the lag went away. i can't tonight but i might test on high entity count base base to confirm.. maybe set twig + 0 decay on twig and see how fps does..
im not sure what the workaround to this would be. maybe don't use 0 decay. maybe there is a more cpu friendly way to top HP back up.
will be back when i know more, cheers.
edit: i take all this back. im still having issues despite disabling the plugin. just leaving this in case anybody else has been having this issue.Last edited by a moderator: Dec 17, 2017 -
Is there a way to stop the decay of weapons?
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Code:
00:36 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 11.312 ms to execute. 00:37 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 12.177 ms to execute. 00:40 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 11.918 ms to execute. 00:40 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 16.613 ms to execute. 00:41 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 30.213 ms to execute. 00:41 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 20.425 ms to execute. 00:42 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 10.168 ms to execute. 00:42 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 47.749 ms to execute. 00:42 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 18.523 ms to execute. 00:42 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 54.917 ms to execute. 00:45 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 17.123 ms to execute. 00:45 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 61.921 ms to execute. 00:47 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 22.91 ms to execute. 00:48 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 110.734 ms to execute. 00:48 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 52.17 ms to execute. 00:48 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 10.976 ms to execute. 00:49 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 12.84 ms to execute. 00:49 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 54.516 ms to execute. 00:49 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 13.39 ms to execute. 00:49 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 15.47 ms to execute. 00:55 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 10.353 ms to execute. 00:55 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 16.977 ms to execute. 00:55 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 65.479 ms to execute. 00:55 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 20.083 ms to execute. 00:56 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 44.399 ms to execute. 00:56 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 16.154 ms to execute. 00:57 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 16.593 ms to execute. 00:57 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 10.368 ms to execute. 00:57 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 11.333 ms to execute. 00:57 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 13.083 ms to execute. 00:57 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 12.281 ms to execute. 00:58 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 25.123 ms to execute. 00:59 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 12.769 ms to execute. 00:59 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 15.634 ms to execute. 01:00 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 25.401 ms to execute. 01:00 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 41.118 ms to execute. 01:03 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 12.733 ms to execute. 01:04 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 33.627 ms to execute. 01:04 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 33.837 ms to execute. 01:04 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 13.347 ms to execute. 01:04 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 13.809 ms to execute. 01:09 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 12.496 ms to execute. 01:09 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 12.676 ms to execute. 01:09 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 29.675 ms to execute. 01:15 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 44.932 ms to execute. 01:15 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 23.94 ms to execute. 01:15 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 117.591 ms to execute. 01:15 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 104.062 ms to execute. 01:15 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 41.832 ms to execute. 01:15 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 23.937 ms to execute. 01:16 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 18.014 ms to execute. 01:16 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 16.459 ms to execute. 01:16 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 26.515 ms to execute. 01:19 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 10.443 ms to execute. 01:19 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 33.222 ms to execute. 01:19 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 15.893 ms to execute. 01:20 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 14.365 ms to execute. 01:20 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 79.387 ms to execute. 01:20 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 14.617 ms to execute. 01:20 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 21.089 ms to execute.
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"outputToRcon": set to false false