Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
im running the occult mod as well. i think that may me the common factor.
The bugger doesn't despawn, running on my dedicated server. there's like, 3 of 'em near me at once now.
I THINK it's MP related. Hank (what we call him on my server) has dozens of copies all around the map and he just does not despawn with any reliability.
What I "think" is going on: The data may be client side. So if the player logs out, or desyncs (which is all too common with PZ anyway) SCP gets stuck and forever remains.
I've had one appear, stick around for a a couple hours IRL then vanish. Then others appear around other players and they log off the server, with SCP staying put for literally months of game time.
Only solution I have found is to un-install the mod, then re-install it regularly. Basically resetting the whole thing.
I don't see this as a serious bug until you get tons of copies of SCP filling up your living room and kitchen.
Since SCP is an OBJECT, you can add the object name to the despawn list! (in your .ini settings where "base.maggot" is listed for despawn).
Adding SCP to this list will despawn ALL COPIES OF HIM in your game when the despawn timer hits.