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  2. Have some players reporting when the upgrade c4 it disappears without giving the upgraded ones.
  3. Wild Shadow

    add icon

    Changed Status from Work in Progress to Fixed
  4. walkinrey

    Performance

    Then reinitialization should help in this case, it respawns bots every 900 seconds (bots are being saved so no progress will be lost)
  5. Junk Rat Rust

    Performance

    Hi it seem to be when the plugin has been running for a while, the server generally runs 60-70 fps but with the plugin loaded it drops to 20-30. i have changed the ticks and got rid of the stashes and boxes reinitialization if now enabled for them all too
  6. Today
  7. walkinrey

    Performance

    Also how many players are online on average, and what is the average FPS?
  8. walkinrey

    Performance

    Hi, did you make any changes to the config (beside of bot's amount)? You can try to edit next settings: "Brain timer tick" and "Controls timer tick" - increasing from 0.01 to 0.1 and more will help, but may affect how bot will behave "Enable periodic bot reinitialization?" - can help in long-term by respawning bots after a while Also, does the FPS drop happen immediately after loading the plugin and never recover? Or does it drop significantly after a certain period of time (for example a couple of hours)?
  9. walkinrey

    Roaming NPCs

    Please post support requests in case of any problems instead of writing in a discussion, don't forget to attach config and some logs as well. About performance - we have some options in config that you can try to edit to get more FPS. "Brain timer tick" and "Controls timer tick" - increasing from 0.01 to 0.1 and more will help, but may affect how bot will behave "Enable periodic bot reinitialization?" - can help in long-term by respawning bots after a while We are currently preparing a large update with custom navigation, we'll make some checks before releasing how it'll affect performance as well too.
  10. walkinrey

    Roaming NPCs

    It respawns bot after a while if they are not in combat and not visible by other players to free up some RAM and improve performance
  11. walkinrey

    Roaming NPCs

    assets/prefabs/deployable/woodenbox/woodbox_deployed.prefab "Another container prefab (you can leave it empty)": "assets/prefabs/deployable/large wood storage/skins/abyss_dlc_large_wood_box/abyss_dlc_storage_vertical/abyss_barrel_vertical.prefab" It will ignore "Use small box" setting if you have container prefab set Post a support request with your config we will figure it out
  12. maxalt

    About title

    Thank you for this amazing plugin! Does the lang/en/AdminWarn.json file in this plugin support rich text? I’d love it if rich text like this could be applied: <size=5> test </size> I use Japanese, but when I edit the lang file, any text that overflows doesn’t get displayed.
  13. Thanks for your help, what does the periodic initialization actually do?, does it effect how the bots behave?
  14. ninco90

    2 codelocks on TC

    I think what might be happening is that the other plugin is adding it twice. It's probably because you're setting up a regular TC (default skin) that you have active in BetterTC to replace it with the Retro Skin (for example). What's happening is that the other plugin adds the codelock to the default TC, but BetterTC quickly removes that TC and replaces it with the Retro Skin's TC, and then the other plugin adds it again. This is what I imagine is happening. I haven't purchased the other plugin, so I can't test it, but if you invite me to your server, we can try it.
  15. ninco90

    Anchor stuck.

    I was asking to find out if the problem was with the anchor, which, even though it appears raised, might be internally active. Things I might check: - Are all the sails and engines running in the same direction? Perhaps the engines are reversed, and the engines and sails are counteracting each other. Or better yet, is this something that always happens on all ships or only occasionally on some? I haven't seen any related complaints, and no one has complained to me on my server (although this might not be a good point since I don't think many people use the ships). However, as with any plugin, the best approach is to eliminate possibilities, that is, try different options until you get to the root of the problem. That's why I'm asking if it happens on all ships or just this one or a few. If I can access the server, send me the IP address, teleport me, and I'll take a look at the ship in question.
  16. Mevent

    Console error

    Changed Status from Pending to Work in Progress Changed Fixed In to Next Version
  17. { "Enabled": true, "DisplayName": "Spawn Attack Helicopter", "Description": "Spawn Attack Helicopter", "Item name (That will be used to spawn the entity. Default grenade.flashbang)": "grenade.flashbang", "Spawn PrefabName": "assets/content/vehicles/attackhelicopter/attackhelicopter.entity.prefab", "SkinID": 3366893095, "Item can be stacked? FALSE, the entity will be respawned in the same condition it was in when picked. TRUE, the entity will always be respawned as new. Default: FALSE": false, "Spawn Cooldown (seconds)": 0, "Usage Cooldown. Cooldown for reuse (seconds) (0 no cooldown)": 0, "Entity Category Type. Default Rust": "Rust", "Align the entity with the player's direction. Default false": false, "Reverse the player's direction for entity generation. Default false": false, "Force persistence. Set to TRUE if the spawned entity disappears after a server restart. Default false": false, "Can Pick Up Entity. Default false": true, "Spawn Position Offset": { "Right": 0.0, "Forward": 0.0, "Up": 0.0 }, "Spawn Rotation Offset": { "X": 0.0, "Y": 0.0, "Z": 0.0 }, "Custom Radius Check": 0.0, "Execute Player Commands": [], "Execute Player Commands As Admin": false, "Execute Server Commands": [], "Allow spawning entity only where you have Building Privilege. (Default: False)": false, "Requires Building Privilege or zones without TC to Spawn Entity. (Default: TRUE)": true, "Minimum spawn distance from any Tool Cupboard (TC). [0 = Disabled] (Default: 0)": 0, "Allow Spawn in Monuments. (Default: FALSE)": false, "Disable Spawn in Monuments and Monuments radius. (Default: FALSE)": false, "Disable Spawn On Road/Rails. (Default: FALSE)": false, "Minimum spawn distance from Road/Rails. (Default: 0)": 0, "Spawn Only Outside": true, "Dont Spawn In Water": true, "Requires Water": false, "Minimum Water Depth": 0.0, "No Damage": false, "No Damage - Allow Decay Damage": false, "Unlimited Fuel": false, "Fuel Amount": 0 }
  18. this configuration is old, use this one: { "Enabled": true, "DisplayName": "Spawn Home 1", "Description": "Spawn Home 1", "Item name (That will be used to spawn the entity. Default grenade.flashbang)": "grenade.flashbang", "Spawn PrefabName": "", "SkinID": 3419609271, "Item can be stacked? FALSE, the entity will be respawned in the same condition it was in when picked. TRUE, the entity will always be respawned as new. Default: FALSE": true, "Spawn Cooldown (seconds)": 0, "Usage Cooldown. Cooldown for reuse (seconds) (0 no cooldown)": 0, "Entity Category Type. Default Rust": "Custom", "Align the entity with the player's direction. Default false": false, "Reverse the player's direction for entity generation. Default false": false, "Force persistence. Set to TRUE if the spawned entity disappears after a server restart. Default false": false, "Can Pick Up Entity. Default false": false, "Spawn Position Offset": { "Right": 0.0, "Forward": 0.0, "Up": 0.0 }, "Spawn Rotation Offset": { "X": 0.0, "Y": 0.0, "Z": 0.0 }, "Custom Radius Check": 0.0, "Execute Player Commands": [ "chat.say \"/paste Easy-1 auth true autoheight true position %%spawnCoordinateX%%,%%spawnCoordinateY%%,%%spawnCoordinateZ%%\"" ], "Execute Player Commands As Admin": true, "Execute Server Commands": [], "Allow spawning entity only where you have Building Privilege. (Default: False)": false, "Requires Building Privilege or zones without TC to Spawn Entity. (Default: TRUE)": true, "Minimum spawn distance from any Tool Cupboard (TC). [0 = Disabled] (Default: 0)": 100, "Allow Spawn in Monuments. (Default: FALSE)": false, "Disable Spawn in Monuments and Monuments radius. (Default: FALSE)": false, "Disable Spawn On Road/Rails. (Default: FALSE)": true, "Minimum spawn distance from Road/Rails. (Default: 0)": 20, "Spawn Only Outside": true, "Dont Spawn In Water": true, "Requires Water": false, "Minimum Water Depth": 0.0, "No Damage": false, "No Damage - Allow Decay Damage": false },
  19. Scalbox

    Вопрос

    "Use Clan/Team. If TRUE allows placing Industrial Storage Adaptor or Automatize Farm on clan/team member entities"
  20. Scalbox

    Вопрос

    this option is already present to allow the clan to interact with your entities
  21. Changed Status from Pending to Closed
  22. Would it be possible to get a Map Marker for this event? It currently only has a shop icon. On my server I like for 100% of events to all have matching Map Markers in size, opacity and color. Maybe its possible to add some sort of Map Marker settings to your plugin config? I really love your event plugin and thank you for maybe considering my request Maybe something like this "Event marker transparency(0-1)": 0.5, "Event marker radius": 0.5, "Event marker color.R(0-1)": 0.804, "Event marker color.G(0-1)": 0.275, "Event marker color.B(0-1)": 0.196,
  23. I'm guessing it is some sort of conflict with StackModifier plugin then. Thanks for the info
  24. Die Grabsteine auf das wars. der rest funktioniert nicht leider.
  25. Hey, my plugin doesn't modify item stacks or amounts. It just calls move method, same as player tries to move items. If there's an issue, it must be in stacking plugin.
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