The random error I get and have been getting since this Rust update is:
NullReferenceException: Object reference not set to an instance of an object
This error happens even without Oxide loaded. I get the error when the server runs after the last weekly update, and both the Nov 6th, and 7th updates. I always boot the server vanilla once after SteamCMD updates it.
Also Rust seems to have other issues with it being more laggy. I reduced the lag by putting out all my campfires and replacing them with ceiling lights in my base, also turned off campfires in nightlantern plugin. However the campfires were fine before the update.
Another problem with this update is it says I haven't logged on my server for 4 days.
Screenshot here:
Steam Community :: Screenshot :: Rust isn't tracking my server logons properly after the last weekly update and even after the 2 updates after the update.
None of these issues seem to have anything to do with Oxide, but mainly line 4 on the change log is not an oxide problem.
Of course it may be something like when I run oxide, paste a few buildings that could have an invalid item, then Rust updates, the bases are still there even if Oxide is not loaded.
The only way to fully verify is to have a wiped server, then see if the error shows up.
Another thing that is screwed up is the urban camo AK skin. It prints on the lens of the holo sight.
When you first put the holo on it looks fine, but once you switch to that slot, the skin pattern covers the glass of the holo.
Not sure if the random error is related to skin issues, since skins are also present with or without Oxide loaded.
Random NullReferenceException in Rust console
Discussion in 'Rust Discussion' started by Mr.SnivelUMPagus™, Nov 8, 2016.
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Wulf Community Admin
Check your RustDedicated_Data/output_log.txt for the full error.
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NullReferenceException: Object reference not set to an instance of an object
at ServerMgr+<UpdateInventoryFromSchema>c__Iterator1E.MoveNext () [0x00000] in <filename unknown>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 -
Wulf Community Admin
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K. It seems to be a NULL error, LOL, it doesn't seem to effect anything. I wonder if it has to do with creating skins though. I created 1 skin. I was hoping I could actually use the skin, but it appears the workshop is only for submitting skins for sale. I don't want to sell. I just want a chestplate with my clan logo to use for me and my clan only. Every time I edit the skin, my client does a small update that I see in steam. The skin is also not in my steam inventory, so my server should know nothing about it.
I didn't do anything other than design the skin and publish it, but I'm wondering if the UpdateInventoryFromSchema has anything to do with this new workshop feature, and if only the people that created a skin get the error. -
yep, same error no matter what.. I delete everything and just install Vanilla and same thing. Oxide mod same thing..
I posted it in Reddit for them to see but I guess it don't matter..
What I do see from it? Lower FPS on the server side.. normally 3000 fps on a 2000-3000 size map.. Now after the 400MB update on Monday. 500-600 fps.. Always right after the new spawnpopulations calculate
Initializing 33 conditional models
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Platform assembly: C:\Server\rustds\RustDedicated_Data\Managed\System.Data.dll (this message is harmless)
NullReferenceException: Object reference not set to an instance of an object
at ServerMgr+<UpdateInventoryFromSchema>c__Iterator1E.MoveNext () [0x00000] in <filename unknown>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0
(Filename: Line: -1)
Connected to Steam -
Interesting.. I changed the map size to 1000 and now no error and I am getting 9000 fps... Notice no "initializing XX condition models"
Initializing 10 stability supports
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Connected to Steam -
It's gotta be something like that, where they removed or added something but did it incorrectly.
So what is different between 4000 and 1000 size maps? -
I think you are exactly correct with the caves.. I am sure it has something to do with that..
Difference between 4000 and 1000 is exactly what you have stated.. Caves most likely not on the map and all or some Rad towns..
But I think it's more towards the caves. Hopefully today they add them back.. Just so this error goes away..
At least I see a huge fps difference and that could be the reason for all the "studder" everyone is saying they are having , or lag so to speak..
I also noticed the light houses out in the middle of the ocean. I was like WTH and reported it via F7. Kind of funny, I was thinking "why would anyone swim this far to get to the light house" lol -
i have the same error on barren map and procedural map.
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Map Gallery | PlayRust HQ - Rust News, Server List, Map Generator & Map Gallery
This is the one I generated that didn't create an error.. So maybe it's a Rad town... Or even the light houses..
RustUpdates on Twitter
Edit: After update NRE gone on a 4000 size map. FPS 4390 with no one on of course.Last edited by a moderator: Nov 10, 2016