All Activity
- Past hour
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Cobalt started following Nomad Rush
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So this is why I find the way this works to be strange. I am still on the same preset and I set all parameters to -1 and this reset the conditions now to normal. I ahve now adjusted only a few parameters, same as I was adjusting before, but now it looks as I would expect. I simply adjusted: "Atmosphere contrast": 2.5, "Atmosphere brightness": 0.35, "Override cloud config": 5 { "Name": "NewPreset", "Duration [seconds]": 14400, "Transition time [seconds]": 60, "Chance [0 - 100%]": 15, "Wind": -1.0, "Rain": -1.0, "Thunder": -1.0, "Rainbow": -1.0, "Ocean": -1.0, "Atmosphere rayleigh": -1.0, "Atmosphere mie": -1.0, "Atmosphere contrast": 2.5, "Atmosphere directionality": -1.0, "Atmosphere fogginess": -1.0, "Atmosphere brightness": 0.35, "Clouds size": -1.0, "Clouds opacity": -1.0, "Clouds coverage": -1.0, "Clouds sharpness": -1.0, "Clouds coloring": -1.0, "Clouds attenuation": -1.0, "Clouds saturation": -1.0, "Clouds scattering": -1.0, "Clouds brightness": -1.0, "Atmosphere night brightness": -1.0, "Atmosphere night contrast": -1.0, "Night light brightness": -1.0, "Night light distance": -1.0, "Ambient light multiplier": 0.1, "Directional light multiplier": 0.1, "Reflection multiplier": -1.0, "Sun mesh brightness multiplier": 1.15, "Moon mesh brightness multiplier": -1.0, "Fog multiplier": -1.0, "Biome fog distance curve": -1.0, "Biome fog ambient saturation multiplier": -1.0, "Atmosphere fog height falloff": -1.0, "Atmosphere fog ramp start distance": -1.0, "Atmosphere fog ramp end distance": -1.0, "Volume clouds sky occlusion": -1.0, "Volume clouds atmospheric haze": -1.0, "Volume clouds sun color scale": -1.0, "Volume clouds mooon color scale": -1.0, "Override cloud config": 5 },
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Changed Status from Pending to Not a Bug Changed Fixed In from Not set to 4.0.10
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Hello, since the old BP fragments have been removed from the game, the plugin can no longer find them. This does not interfere with its functionality. The old logs will be removed later. These are harmless logs and have nothing to do with the newly added BP Books or similar items. The new items are properly supported.
- Yesterday
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There is already an auto-repair option; you just click it, and it begins repairing the damaged entities.
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More testing. In this example I would expect the ambient light to be very low as I have set it to basically nothing and setup the sky to be very dark however the actual view is bright still with no way to seemingly lower this. I have other presets that do appear very low but this seems to be a combination of some settings preventing this and may be one of them being "out of bounds" with its value or something because I find after adjusting a few things, nothing I adjust makes any sense as to what it changes, often nothing until everything gets weird and I ahve to delete the preset again and start over { "Name": "NewPreset", "Duration [seconds]": 14400, "Transition time [seconds]": 60, "Chance [0 - 100%]": 15, "Wind": 50.0, "Rain": -1.0, "Thunder": -1.0, "Rainbow": -1.0, "Ocean": -1.0, "Atmosphere rayleigh": 2.25, "Atmosphere mie": 1.2, "Atmosphere contrast": 0.35, "Atmosphere directionality": 0.14, "Atmosphere fogginess": 0.11, "Atmosphere brightness": 0.25, "Clouds size": -1.0, "Clouds opacity": -1.0, "Clouds coverage": -1.0, "Clouds sharpness": -1.0, "Clouds coloring": -1.0, "Clouds attenuation": -1.0, "Clouds saturation": -1.0, "Clouds scattering": -1.0, "Clouds brightness": -1.0, "Atmosphere night brightness": -1.0, "Atmosphere night contrast": -1.0, "Night light brightness": 0.02, "Night light distance": 6.5, "Ambient light multiplier": 0.2, "Directional light multiplier": 0.1, "Reflection multiplier": 2.15, "Sun mesh brightness multiplier": 0.0, "Moon mesh brightness multiplier": 0.0, "Fog multiplier": -1.0, "Biome fog distance curve": -1.0, "Biome fog ambient saturation multiplier": -1.0, "Atmosphere fog height falloff": 0.013, "Atmosphere fog ramp start distance": 0.0004, "Atmosphere fog ramp end distance": 0.4619, "Volume clouds sky occlusion": -1.0, "Volume clouds atmospheric haze": -1.0, "Volume clouds sun color scale": 0.0, "Volume clouds mooon color scale": 0.262, "Override cloud config": 5 },
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jestermgee started following Still issues with adjustments
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tofurahie started following Still issues with adjustments
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Thanks for the latest changes. Still some issues tho. Often when I try and create a preset it will look ok for me but for instance, dark clouds and the ambient lighting is too bright so I try lower ambient light and sun brightness and it appears to be fine, however if people join the server or I start to move it slowly turns into the below view This is the preset data that causes this result: { "Name": "NewPreset", "Duration [seconds]": 14400, "Transition time [seconds]": 60, "Chance [0 - 100%]": 15, "Wind": 50.0, "Rain": -1.0, "Thunder": -1.0, "Rainbow": -1.0, "Ocean": -1.0, "Atmosphere rayleigh": 4.85, "Atmosphere mie": 0.9, "Atmosphere contrast": 4.1, "Atmosphere directionality": 0.14, "Atmosphere fogginess": 0.52, "Atmosphere brightness": 1.15, "Clouds size": 1.0, "Clouds opacity": 0.0, "Clouds coverage": 0.0, "Clouds sharpness": -1.0, "Clouds coloring": -1.0, "Clouds attenuation": -1.0, "Clouds saturation": -1.0, "Clouds scattering": -1.0, "Clouds brightness": -1.0, "Atmosphere night brightness": -1.0, "Atmosphere night contrast": -1.0, "Night light brightness": 0.024, "Night light distance": 9.5, "Ambient light multiplier": 0.9, "Directional light multiplier": 0.3, "Reflection multiplier": 4.85, "Sun mesh brightness multiplier": 0.65, "Moon mesh brightness multiplier": 1.2, "Fog multiplier": 3.5, "Biome fog distance curve": 1.65, "Biome fog ambient saturation multiplier": 1.4, "Atmosphere fog height falloff": 0.013, "Atmosphere fog ramp start distance": 0.0004, "Atmosphere fog ramp end distance": 0.4619, "Volume clouds sky occlusion": -1.0, "Volume clouds atmospheric haze": -1.0, "Volume clouds sun color scale": 0.144, "Volume clouds mooon color scale": 0.262, "Override cloud config": 5 }, I often adjust things still and they appear to make no difference or will appear to be fine until I move and then everything goes out of whack
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kamo started following 地下鉄に行くとサーバーから切断
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Ionut Shiro started following 地下鉄に行くとサーバーから切断
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Enforcing (violation of 200) at (1057.83, -53.99, -699.89) Enforcing (violation of 200) at (1053.90, -53.98, -438.52) このエラーでサーバーから切断される
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you can change “Player helicopter lock-on time (seconds)” in its config or /scorpion under combat settings currently is 8 seconds change it to 1 and try “Missile cooldown per attacker (seconds)” to like 10 you want to not go 2 low with this cause if they flair you want tiime inbetween to the next shots are not blocked by the flairs. if he cant see them he will not target them so if they fly behind coverage all the way to him he will not see them so lowering the time will make him fire 1 seconds after he first sees them.
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Ragna started following Announcements
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Ragna joined the community
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Awesome thank you
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Changed Status from Pending to Work in Progress Changed Fixed In from Not set to Next Version
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Hi! Thank you for feedback! Yes, my bad, I missed do layer selection. It will be implemented in next update
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Forbidden Lands Rust started following Buttons
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Buttons do not overlap wwhen you have your inventory open can be misleading to players and not beeing able to press it or find it wwould like for it to be shown see screenshot button is right side of backpack button right on top of skilltree xp bar wwould like it to show like the backpack button overlapping and clean visibility
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Changed Status from Pending to Closed
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Changed Status from Pending to Feature Request
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fanat started following Announcements
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fanat joined the community
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Hello. Are you suggesting that we add a feature to display only the fish you've actually caught on the fishing record screen? Fish Finder is designed to only activate when you are sitting in the driver's seat of the boat. It will not activate if you are simply standing in the boat or sitting in the passenger seat.
- 53 comments
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Could we add "High-Velocity" (HV) rounds via damage multiplier adjustments? While standard and explosive rounds become harder to land at greater distances, we intend to increase their damage; conversely, we plan to set the damage for high-velocity rounds at a lower value.
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Hey, the dealer only sells keys, there's no way to sell them back. That panel lists the keys he sells and how many of each you already have, the title just reads confusingly. You can change any text, including that title and the store line, in the lang files: - Oxide: oxide/lang/de/CaseBattles.json (and en, es, ru, pt for the others) - Carbon: carbon/lang/de/CaseBattles.json - The panel title is DealerStock, the store line is OnbT1GetSub. Edit the value and reload the plugin.
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Hey, fusion doesn't roll any differently from drops. The fused relic is one rarity higher, so its values use that rarity's Roll value multiplier. Also, most of the built-in Legendary and Mythic relics have Unique (fixed max rolls, announced) turned on, and those always get max values no matter where they come from. Turn that off on a relic (admin editor or templates.json) if you want its values to be random. Drop sources do decide what fusion gives: - Fusion only picks relics that have an Any drop source, or a source written as Fuse (you can add one). - Remove Any from a relic and it won't come out of fusion, as long as at least one other relic of that rarity still qualifies. If none qualify, fusion picks from every enabled relic of that rarity. - To block a relic completely, turn off Enabled or set its Weight to 0. That also stops it from dropping.
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KelsoPsy changed their profile photo
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Players encountering this for the first time are able to defeat it using an attack helicopter and high-speed rockets while remaining virtually unscathed. I have set the target acquisition/counterattack range for the missiles to 300m, and for the helicopter, to 500m. However, even when a helicopter flies at low altitude—well within 200m—the system only deflects a single shot and fails to launch a homing counter-attack. Are there any altitude restrictions? Does it function similarly to a SAM site?
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Bierwiese.Community joined the community
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fdsadfsadsads joined the community
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POTE changed their profile photo
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snwxy joined the community
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no conflits i found the problem and wwas able to fix it but just to chicken coop i can send it to you
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JJXX changed their profile photo
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I got it working in the end but some instructions would have saved me hours of headaches
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WipeRecap joined the community
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No matter what I do I keep getting this error code: Image failed to download! Error: HTTP/1.1 404 Not Found - Image Name: warmode_YSuvX1U_0 - Image URL: https://cdn.jsdelivr.net/gh/mr01sam/[email protected]/YSuvX1U.png But I use imgur and even tried Dropbox and it still comes out the same.
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Hmmm, I created 2 tickets and they don't seem to be listed. Strange. Anyway, this flashing issue I cannot sewnd the config as I deleted the preset and have created others now. I note that the adjustments are a little "buggy" in that some do not seem to work at all (like any of the sliders affecting night time as noghts even with the moon are black ground) and some don't appear to work when you adjust them but will apply when you exit the editor and start to move. This is what has created me so many initial issues. I have also had cases where adjusting some parameters to test would seemingly cause it to stop working completely, no adjustments seem to work until you exit and re-enter the editor.
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Hey there, I just did some testing and double checking on my server and you are correct that it is showing them under the "/ati status" command and the plugin is also controlling the interference per the configured amount of turrets in the config file. I tried 4 different setups in the game and all three operated correctly and followed the config file: All industrial turrets All regular turrets 1/2 regular and 1/2 industrial turrets All differently skinned regular turrets I guess my confusion came from the chat message not showing up when selecting the industiral turrets vs normal turrets, like in the screenshots below. The chat message is what threw me off and made me think it wasn't working properly with the Industrial Turrets. I should have done some more in depth testing initially. Sorry about that, I'm usually better about it but have been busier than usual lately. Other than the chat message not showing up only with the industiral turrets, my testing also shows that the plugin is working properly with all the turrets types and with skinned turrets.
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createdBoxStorage.SetFlagLocal(StackedFlag, true); createdBoxStorage.Spawn(); createdBoxStorage.OwnerID = _player.userID; createdBoxStorage.skinID = sourceItem.skin; createdBoxStorage.AttachToBuilding(boxStorage.buildingID); change to createdBoxStorage.OwnerID = _player.userID; createdBoxStorage.skinID = sourceItem.skin; createdBoxStorage.SetFlagLocal(StackedFlag, true); createdBoxStorage.Spawn(); createdBoxStorage.AttachToBuilding(boxStorage.buildingID);