Rust
MOON LEGS May 16, 2024 @ 6:30pm
What's the deal with packet flood kick?
My Brother and I have a server running on LAN. It's pretty fast and all and the load times are fine with the experimental settings turned OFF. When we join the server at the same time eventually during "spawning world/30k" it might boot me from the server (being the other computer). The console reads reason: packet flooding. This happened during the server auto config session where the player tick I believe is set to 10. We had it slighty higher before hand and during my time inside the game and crafting inside the inventory, I would be kicked for packet flooding again except it would tell me that it was player tick. Does anyone have a better idea of whats going on here? I would like to solve the issue of concurrent server player loading as mentioned first. We have some spare utilization but the ram usually sits around 14GB used by RUST itself on the clients machine (not the host). Is this ram usage normal? Are there any plans to reduce its intake? This is a network with a box and wired on ip4. It is more than capable of handling the load.
< >
Showing 1-5 of 5 comments
RustyNutz May 16, 2024 @ 8:49pm 
do you run a lot of plugins on your server?
MOON LEGS May 17, 2024 @ 7:21am 
Originally posted by Sewer Squirrel:
do you run a lot of plugins on your server?
She's as vanilla as it gets.
OPX Sanji May 17, 2024 @ 12:40pm 
Originally posted by MOON LEGS:
Originally posted by Sewer Squirrel:
do you run a lot of plugins on your server?
She's as vanilla as it gets.
When it comes to the RAM usage, YES that's pretty normal
i rum 16G of ram and a GTX-4060, and it still uses alot of my RAM on a constant basis, 13+G, changing settings can help alleviate that part.
If you want i can run you through some basic troubleshooting, I am a professional techy after-all lol.
Last edited by OPX Sanji; May 17, 2024 @ 12:41pm
Druid Jun 25, 2024 @ 12:49pm 
Hello
I have had a public RUST server for a long time, to which many players have connected.

I run many plugins with no apparent problems.

But since the last RUST update (I think that's where the problem lies), all my players including me, have problems with "Packet flooding player tick".

The server remains the same as before the update. That is no plugins have been added or the configuration changed...

I'm starting to get tired of doing tests. I still think the problem is FacePunch and its latest update.

Today searching the net I found these configuration lines and will test if they work today.

Greetings to all.



Hola,

Tengo un servidor RUST publico desde hace mucho tiempo, en el que se han conectado muchos jugadores.

Ejecuto muchos complementos sin problemas aparentes.

Pero desde la ultima actualización de RUST (creo que ahí reside el problema), todos mis jugadores, incluso yo, tenemos problemas con "Packet flooding player tick"

El server sigue siendo el mismo que antes del update. O sea, no se han añadido complementos ni se ha cambiado la configuración...

Ya empiezo a estar cansado de hacer pruebas. Sigo pensando que el problema es FacePunch y su ultimo update.

Hoy, indagando en la red, he encontrado estas lineas de configuración y probaré si funcionan hoy.

Saludos a todos.

----//---

server.maxpacketspersecond_tick "2000"

server.maxpacketspersecond "2500"

server.maxpacketspersecond_command "500"

server.maxpacketspersecond_world "2"

server.maxpacketspersecond_rpc "600"
Druid Jun 25, 2024 @ 12:50pm 
Originally posted by MOON LEGS:
My Brother and I have a server running on LAN. It's pretty fast and all and the load times are fine with the experimental settings turned OFF. When we join the server at the same time eventually during "spawning world/30k" it might boot me from the server (being the other computer). The console reads reason: packet flooding. This happened during the server auto config session where the player tick I believe is set to 10. We had it slighty higher before hand and during my time inside the game and crafting inside the inventory, I would be kicked for packet flooding again except it would tell me that it was player tick. Does anyone have a better idea of whats going on here? I would like to solve the issue of concurrent server player loading as mentioned first. We have some spare utilization but the ram usually sits around 14GB used by RUST itself on the clients machine (not the host). Is this ram usage normal? Are there any plans to reduce its intake? This is a network with a box and wired on ip4. It is more than capable of handling the load.
_

If you have found a solution apart from what I have indicated please comment.

Greetings
< >
Showing 1-5 of 5 comments
Per page: 1530 50

Date Posted: May 16, 2024 @ 6:30pm
Posts: 5