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Thank you you gonna make a lot of players happy with this again thank you
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kekq changed their profile photo
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Please contact me on Discord http://discordapp.com/users/721754788387094599
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- 71 comments
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- #stacks
- #chest stacks
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BigDave started following Announcements
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BigDave joined the community
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After I loaded your plugin I see everything double in my console
Khan replied to SlayersRust's Support Report in Support
If you have certain plugins they mess with the default logging system and will cause that when mine is loaded. I recommend reviewing the docs for any plugins that are known to cause this bug. A server restart without it installed should resolve the issue, if it doesn't then msg me in discord / -
Changed Status from Fixed to Work in Progress
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@Klaxxon Hi. PveMode does not control this behavior. This plugin is designed for other purposes. MonumentOwner controls the ownership of locked crates. However, the behavior you described is logical because the monument (zone) actually owns all the items and controls who can use them. 1. You can try using another plugin that controls the ownership of locked crates, but I believe this will cause conflicts between the plugin and MonumentOwner. 2. You can improve the MonumentOwner plugin's settings to prevent the player from losing ownership of the monument too quickly, giving them more time to wait for the crate to unlock.
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Brostrodamus started following Kits only apply after plugin reload
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Steenamaroo started following Kits only apply after plugin reload
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Hi, I wanted to report an issue I’ve been running into with NPCKits. First off, the plugin works great overall and does exactly what I was hoping for in most cases. The problem is with how kits are being applied to scientists after the initial plugin load. I’ve assigned all scientists a specific kit, and it works correctly after I reload the plugin. At that point, the scientists wear the custom kit as expected. However, when I go to a monument that I haven’t recently been near yet, like Train Yard, the scientists there are still wearing their default attire instead of the assigned kit. The only way I’ve found to make the kits apply properly is to manually reload the plugin, which then updates them again. It seems like scientists that spawn or become active later are not being checked consistently by the plugin, or the game’s default NPC loadout behavior is overriding the kit assignment until the plugin is reloaded. Would it be possible to add one of the following? > A proximity-based check that re-applies NPCKits when a player comes within range of NPCs > A spawn hook or recurring validation check for newly spawned / newly activated scientists > Some kind of override so the plugin always takes priority over the game’s default scientist clothing/loadout behavior Basically, I’m hoping for a way to ensure that all scientists always use their assigned NPCKits without needing a manual plugin reload. Thanks again for the plugin and all the work you’ve put into it.
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Fruster started following Support rewards and translation
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possible to add support or Serverrewards, economic, skilltree and for translate message...
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so set it to 10min and see what happens ...
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My moderator found where so many resources spawn on the ship — it turned out to be in a crate on the ship. But I suspect a plugin like LootMultiplier — it didn’t have the prefab codelockedhackablecrate_ghostship configured, so it might have bugged because of that, or maybe due to duplicates, but the numbers were really huge.
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21_Snipers joined the community
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Changed Status from Pending to Fixed Changed Fixed In to 1.3.2
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It's usually in the top right corner, but I'm now moving my plugins to the note in the middle. Thanks for your help and for your great plugins, I just bought Cargo Plane Crash
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- 89 comments
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- #rust
- #rust plugin
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How do you want it to be?
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Changed Status from Pending to Closed
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After I loaded your plugin I see everything double in my console
SlayersRust replied to SlayersRust's Support Report in Support
Even after unloading your plugin I'm now stuck with double console and log entries XD Any way to fix this? -
Okay, I'll think about it some more. Thanks for the suggestion for improvement. If you have any questions, you can let me know in a pm
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After I loaded your plugin I see everything double in my console
SlayersRust posted A Support Report in Support
Before and when I loaded your plugin I got this. Scientist[544] was killed by Sénior Beans[76561199497816435] at (-2365.15, 36.17, -2302.36) HeliGuard[880] was killed by Bones[76561198124285466] at (1721.66, 16.07, 260.36) o.reload ConsoleSpamCleaner [CSharp] Started Oxide.Compiler v successfully ConsoleSpamCleaner was compiled successfully in 1334ms [Console Spam Cleaner] Automatically Harmony patched 'BaseNavigator.PlaceOnNavMesh_Patch1' method. (BaseNavigator_PlaceOnNavMesh) [Console Spam Cleaner] Automatically Harmony patched 'BaseEntity.OnInvalidPosition_Patch1' method. (BaseEntity_OnInvalidPosition) [Console Spam Cleaner] Automatically Harmony patched 'BaseNavigator.ValidateNextPosition_Patch1' method. (BaseNavigator_ValidateNextPosition) [Console Spam Cleaner] Automatically Harmony patched 'BaseNetworkable.SendNetworkGroupChange_Patch1' method. (BaseNetworkable_SendNetworkGroupChange) Loaded plugin Console Spam Cleaner v2.0.5 by Khan Loaded plugin Console Spam Cleaner v2.0.5 by Khan After your plugin was loaded my console now sends every single message twice Bones[76561198124285466] has spawned Bones[76561198124285466] has spawned Scientist[79] was killed by Sénior Beans[76561199497816435] at (-2366.68, 36.17, -2299.18) Scientist[79] was killed by Sénior Beans[76561199497816435] at (-2366.68, 36.17, -2299.18) TrainYard Sniper[991] was killed by WarPaint[76561198157285328] at (-515.86, 85.61, 302.11) TrainYard Sniper[991] was killed by WarPaint[76561198157285328] at (-515.86, 85.61, 302.11) -
This is an Oxide command parsing issue. Try surrounding the name in double quotes, e.g. "Some Name". Alternatively, try checking by SteamID instead of name.
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I think I see in the code why this is happening...I'll see if I can figure out a fix. Edit: Yes, in the special case that team/clan checking is disabled, ORP was failing to check the TC auth list. This has been fixed in version 1.3.2.
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ah i see thank you.
