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- Past hour
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Let me know what's wrong. I had a problem and sent the wrong version in the last update, so it should be fixed in this latest one. At least I tested it and it didn't give me any more than it should.
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my exact point. having a plugin (written by AI) that "removes" things, I personally wouldn't trust. Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0 The above is something I ran into on my server. It (the error) was caused by a faulty prefab, ( I manually traced it down). Once the prefab was removed the error ceased to exist. just masking it with a console filter wouldn't stop the server from using resources to spam the notification over and over. Having a plugin just random delete "what it thinks" it should be is even a bit more concerning. its like "oh I am bleeding, if i dont look at it, ill be just fine".
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Didn't had a chance to try 1.5.8 yet
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Yes, this video is from latest version that you released after June 18th
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Version 1.0.0
2 downloads
de_nuke A simple lightweight prefab (~501 pieces). This map is heavily inspired by the 2018 version of CSGO's de_nuke, which featured a 1v1 warmup arena before competitive matches began. The layout closely follows the original design while being adapted for this project. If you encounter any issues, have suggestions for improvements, or would like to see a full de_nuke map recreation, please let me know in the discussion section. Your feedback is greatly appreciated and helps improve future updates. Please, enjoy. What is Included? x1 de_nuke 1v1 Warmup Arena prefab, inspired by the late-2018 CSGO warmup arena. Planned (Long-Term) Full-size de_nuke recreation (TBD) Disclaimer This product does not include any official CSGO/CS2 assets, textures, models, sounds, or images. All included content is independently created and only inspired by the original map layout. Description updated 6/26/2026$11.66 -
Excellent. No hurry.
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I updated the plugin to change something, so try this version. But from my tests, there are no problems with the plugin.
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Thanks for reporting. Are you on carbon or oxide?
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Hi, I've done several tests and the plugin has no issues. The cooldown after respawn works flawlessly, and the same goes for the unlock time after place. I can send you a video demonstration that everything works flawlessly.
- Today
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Changed Status from Pending to Not a Bug
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Hello, the plugin works very well. Don't forget to disconnect and reconnect to see the logo in-game after making changes; if you're still having trouble, send me a direct message on Discord
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Absolutely the best anti cheat and moderation tool on the market you can get. Fantastic support, quick answers and priotize you whenver something is urgent. Can recommend! The only anti-cheat worth buying tbh This tool is easily the best anti-cheat and moderation tool out there right now. The program works great, but the support is honestly the best part. They reply fast and if something breaks or is urgent, they jump on it right away. You won't be left hanging when your server is in need of assistance. 10/10 can recommend.
- 2 comments
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- 1
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- #anticheat
- #moderation
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Changed Status from Pending to Fixed Changed Fixed In to 1.0.5
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Added in v1.0.5
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Added in v1.0.5
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Hardrock1988 changed their profile photo
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@Goodwin This hook is tied directly to the method that is responsible for send various types of economics, and as far as I understand, the only condition under which this hook will not work is not to issue any economics at all, as in my example below, I specifically left the Economics plugin, but specified all the values for obtaining economics 0.0. "Economy setting (total values will be added up and rewarded at the end of the event)": { "Which economy plugins do you want to use? (Economics, Server Rewards, IQEconomic)": [ "Economics" ], "The minimum value that a player must collect to get points for the economy": 0.0, "Looting of crates": { "bradley_crate": 0.0, "heli_crate": 0.0 }, "Killing an NPC": 0.0, "Hacking a locked crate": 0.0, "Recycling car in a shredder": 0.0, "Recycling truck in a shredder": 0.0, "List of commands that are executed in the console at the end of the event ({steamid} - the player who collected the highest number of points)": [] },
- 49 comments
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- #broken cars
- #cargoplane
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z19stk started following Announcements
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z19stk joined the community
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Here is the config file -- I tested this with the NPCs from the Dam & Oil platform Monuments. As of right now, I have their loot turned off, or set to false. So you will have to turn it back on in order to see their loot when killed. DynamicMonuments(TEST-CF).json
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The plugin you wrote about (Console Filter) is just a filter, I don't want to offend the developer of this plugin in any way, but it's just a filter, and it can only mask the problem. And in BadConsoleFilter, as you said, there is a function to delete an NPC that is not on NavMesh and creates a flood either in the log file or in the console, and I do not understand why you assume that deleting it is just masks it. The plugin does find and remove such NPCs, and spam disappeared, there are some nuances that I have passed on to the developer and he will probably fix them later. Anyway, it's a free plugin.. If you have any example with the functionality of removing similar NPCs, please share it. In any case, new NavMesh will be completed soon, and these problems probably won't be there.. This is also just my opinion, without any negative
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Hi! First of all, thank you very much for this plugin. All the recent updates are great. For context, I'm using NpcSpawn integrated to my plugin to allow players to recruit bots to fight by their side. The thing is, since the recent changes on NpcSpawn, I'm unable to allow players to damage their own allied bots because of this logic you implemented inside the OnEntityTakeDamage hook if (victimNpc.CanTargetEntity(attacker)) { if (info.isHeadshot && victimNpc.Config.InstantDeathIfHitHead && attacker is BasePlayer basePlayer && basePlayer.IsPlayer()) info.damageTypes.ScaleAll(victimNpc.health / info.damageTypes.Total()); else { info.damageTypes.ScaleAll(info.boneArea switch { HitArea.Head => victimNpc.Config.HeadDamageScale, HitArea.Chest or HitArea.Stomach or HitArea.Arm or HitArea.Hand => victimNpc.Config.BodyDamageScale, HitArea.Foot or HitArea.Leg => victimNpc.Config.LegDamageScale, _ => 1f }); if (attacker is CustomScientistNpc attackerNpc && IsCustomScientist(attackerNpc)) info.damageTypes.ScaleAll(attackerNpc.Config.NpcDamageScale); victimNpc.SetKnown(attacker); victimNpc.TrySendTargetGroup(attacker); } return null; } else { if (attacker is BasePlayer player && player.IsPlayer() && (player.limitNetworking || player.isInvisible)) return null; return true; } The problem is, I want the allied bots to not be able to target their allied players, but the players must be able to damage their own bots even though the bots can't target them back. (so players can kill their own bots if they get stuck somewhere or even accidentaly during fights). But with this condition if (victimNpc.CanTargetEntity(attacker)) you implemented this seems to be impossible now. Is there a possibility that you can add another config inside NpcConfig like: bool CanBeDamagedByAnySources false by default but if true, ignore this condition here and allow any damages from any sources (return null in the hook)?
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R0gerR0ger started following Bad Console Filter
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https://umod.org/plugins/console-filter (by Mr Blue) WHY would I want to even entertain AI based code when the same type of plugin is already out there done by a well respected programmer. "... the plugin will intelligently track down the stuck entity and eliminate it ("Kill") to protect your server's performance." this can cause problems. IF there is an entity causing a navmesh, just deleting the entity doesnt fix the issue it only masks it Like anything else, this is just an opinion . . .
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the only other thing i can think of is if i build a base that has metal building blocks with the shipping container skin on them and they are all set to the same color . when i load the base back in each block will be a random color . also if i build say a stone wall with a skin on it then upgrade it the symmetrical walls will turn into twig
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- 283 comments
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- #industrial storage adaptor
- #expand storage adaptor
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(and 44 more)
Tagged with:
- #industrial storage adaptor
- #expand storage adaptor
- #farming automation
- #dung composer
- #horse dung collector
- #splitter
- #composter split
- #auto split
- #chicken coop
- #hitch & trough
- #beehive
- #furnace
- #drop box
- #planter box
- #small generator
- #composter
- #mixing table
- #cooking workbench
- #recycler
- #auto turret
- #sam site
- #flame turret
- #shotgun trap
- #snow machine
- #chicken coop auto pet
- #chicken coop sunlight
- #beehive customization
- #beehive growth rate
- #beehive production speed
- #beehive production multiplier
- #beehive xp increase
- #eggs production speed
- #industrial conveyor customization
- #industrial customization
- #planter box automatic seeding
- #planter box automatic harvest
- #special seeds
- #seeds
- #eggs auto hatching
- #instant grow
- #custom genetics
- #fertilize plant
- #gene
- #genetic
- #mining quarry
- #pump jack
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The problem is that the symmetry is store just in memory and lost on plugins reload / server restarts :)). But I am working on a fix for this, hopefully in a few days I will patch this out. Let me know if you find anything else that feels strange / wrong.