All Activity
- Past hour
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Nikedemos started following Main Door Despawns And Players Can't Access Their Dimensions
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ChardaZAR started following Main Door Despawns And Players Can't Access Their Dimensions
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For some reason the main door to the pocket dimension despawns, and players lose access to the pocket dimension. Not sure why the despawn is happening. TC is full of resources, so it's not decaying. Server is PVE so players aren't destroying the doors either
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Cosmic Glow started following NPCShop , Abandoned Bases and Z NPC Shop
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redhookgaming joined the community
- Today
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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Hey! Thanks for providing the files. We hear you - keeping the support here on Codefling is completely fine. We have successfully downloaded DailyRewards configs. Our team has taken them into work and we are actively testing them on our end to find out exactly what is forcing the plugin to wipe the changes on server restart without throwing any console errors. We will dive into the code and get back to you with our findings as soon as we pinpoint the exact cause. Thanks for your patience while we investigate this!
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- 46 comments
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- #gruber
- #custom map
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(and 5 more)
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Good morning That is a very long chatgpt conversation , what damaged section ? What exactly are you trying to do and it does not work because it is confusing the whole conversation of above and chatgpt has no knowledge of how Rustedit works to guide you properly therefore the conversation of above is useless
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Thanks, this worked as a temporary workaround
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Nice, looks great. Nice work!
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ill check the images with a restart when players get sleep. You’ve been great, thanks!
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Changed Status from Pending to Fixed Changed Fixed In to 1.0.4
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Changed Status from Pending to Fixed Changed Fixed In to 1.0.6
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Changed Status from Pending to Fixed Changed Fixed In to 1.0.6
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Changed Fixed In to 1.0.6
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Changed Status from Pending to Fixed
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About the images, on my server and last version of the plugin, all images are loading ok, maybe try a server restart? And about the Success Chance Per Level this is really a good idea to implement directly in the Admin UI, and I think I can make you be able to take the upgrades to infinity but it will be an experimental option that can be activated from the admin ui, I will test some methods for these things, I will come back with them in the next update! Thanks for the idea! And for now stay at 100 levels, it is possible that the plugin will break if you go over them without modifying the other calculation formulas. You will create weapons that give a bullet and destroy entire bases :)) or... give it a try and test, I am curious what comes out! until I release the update with these things, have fun!
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Thank you very much for your prompt response to the update. It may not be something covered in what I have described here, but if possible, I would appreciate it if you could also address the fishing hotspot as well. (I apologize if this is already under consideration.)
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Hello! the images are not loading, i already did o.reload ImageLibrary and o.reload ItemUpgrade. but is not working. i think is detecting the downloads like bot ddos or something. Also, just wanted to ask, if i want to edit levels in json i have to create all levels one by one? or can i put them like this: "Success Chance Per Level (0.0 - 1.0)": { "0": 1.0, "1": 1.0, "2": 0.9, "3": 0.8, "4": 0.7, "5": 0.6, "6": 0.5, "7": 0.4, "8": 0.3, "9": 0.2, "10": 0.1, "20": 0.08, "30": 0.05, "40": 0.03, "50": 0.02 also if can i do almost infinity levels or if 100 is the plugin limite: "Level Rarity Mapping": { "1": "Common", "3": "Uncommon", "5": "Rare", "7": "Legendary", "9": "Mythic", "10": "Exotic", "20": "Ascendant", "30": "Divine", "40": "Celestial", "50": "Cosmic", "60": "Ethereal", "70": "Omnipotent", "80": "Eternal", "90": "Transcendent", "100": "Absolute" }
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Changed Status from Work in Progress to Closed
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Changed Status from Pending to Closed
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Hi. A phantom error. It doesn't affect anything, but I can't find its source.
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@Tischiplease take a look to the latest version and let me know
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I found that the event wasn't autostarting when the deep sea spawned. I reviewed the code and found that the StartEventTimer routine appears to not process correctly. If (ship != null) will always be false because the ship isn't there yet. I updated the code on my test server to be: and that appears to have fixed my issue.
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Changed Status from to Fixed Changed Fixed In to 2.2.1
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Changed Status from Pending to
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Changed Status from Pending to