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Dears, maybe this is a stupid question, but I wonder whether it is the game itself, another random plugin (like e.g. BoxLooters) or Raidable Bases which is causing this console spam: [BoxLooters] Saved Boxlooters data ... more lines before ... Entity is NULL but is still in saveList - not destroyed properly? m249.entity Entity is NULL but is still in saveList - not destroyed properly? ak47u.entity Entity is NULL but is still in saveList - not destroyed properly? ak47u.entity ... more lines after ... Saved 99,591 ents, cache(0.32), write(0.07), disk(0.06). Saving complete My observation is, that it must be somehow related to Raidable Bases. I am running 2 PvE servers where one has the Raidable Bases plugin, the other one not. Both servers use the BoxLooters plugin. Only on my server with the Raidable Bases plugin I see this kind of console spam. This console spam appears to be triggered every time BoxLooters saves. A while ago nivex added the "/rb savefix" feature which appears to solve relieve the issue, but sadly does not solve the underlying problem since only a few minutes later the same console spam shows again. Hence the savefix appears to be cosmetics to reduce the noise in the console. Is there already any insight, or are we still treating symptoms without knowing the root cause? Thanks in advance for sharing your thoughts, and to nivex for this great plugin. Update 2024-10-21: I received a warning from Codefling for nothing - seems like somebody didn't like the comment above.
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miniMe_rust changed their profile photo
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miniMe_rust started following World Modifier , Circular Network Distance and Any Map Vendor
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Honestly I don't get what you're trying to achieve here. In my eyes you can use the plugin on your PvE server and don't use it on PvP, but I don't see your point where permissions would make any sense. You probably meant to ask for some configuration to set, so that in PvP players can more easy take over a monument, like configure what happens when a player kills the current owner of a monument. Since you didn't get a response yet, I assume I'm not the only one having problems with understanding your use case. It might make sense to elaborate a bit, or make a ticket in the author's Discord.
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Hi @golgolakk, this looks like a good idea - even though I'd rather lean towards the way rustmaps.com handles map sizes on their URLs. Use of comma as a size/seed separator might have side effects - rustmaps is using an underscore _ to separate. Since this plugin overrides whichever seed you may have set in your server config, it should also be able to override which ever world size you have configured. However, I can't speak for the developer, but I think that's a good idea. Would be great to have that as a feature.
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You can disable map markers by editing the config files for each zone in oxide/data/MM_Data/MonumentOwner (subfolders Events or Monuments). Look for this section in the *.json files and change according to whether you want markers to be shown or not: "Display settings": { "Enable the display of the radius of the zone on the map": true, "Enable the display of the zone marker on the map": true, "The position of the marker relative to the position of the monument": "(0, 0, 0)", "The text that will be displayed in the marker": "Owner:" },
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Highly recommended purchase! I run 3 servers in total, 2 of which are PvE, and needed a solution to handle which player can claim and loot which monument at which time. Problem here - you get new players trickle in who don't care or don't read or understand server rules, and then just loot whatever entertains them. A constant source of frustration for your fellow server residents and a bad situation for the server owner / admin, who has to enforce server rules. First started with the "Monument Lock" plugin, also available here on Codefling. Loved it, but eventually got errors with it and had to learn that there was no help or (timely) reaction from the plugin author. Can't blame the author, that plugin is free and you can't expect more than best effort. I moved on and found "Monument Owner" which was the "one size fits all" solution for my needs. Configurable cooldown, lootables are really protected, clear zones and map markers with info on the in-game map, adjustable zone sizes and so much more. Players love it! In contrast to other plugins I bought here on Codefling I found @jtedal to be a very active author, even though we had a bumpy start. jtedal not only rewrote the entire plugin which led to the 1.5.x series of updates, he also reacted extremely fast to bug reports and pushed updates and improvements. This is far above the usual standard you get elsewhere and adds to what I call outstanding user experience. So, what makes this plugin stand out? highly configurable monument zones. Config files are mostly self-explanatory wide range of possibilities to lock a monument to a player. I like it simple and want my players to easily claim a monument, but you can make it as challenging as you want, like set a higher score to reach, or let players fulfill tasks e.g. open a security door with a card possibility to set (or disable) cooldowns, so that not a single player blocks a monument all the time and others get a chance you can enable or disable zones as you like - maybe disable monuments like Excavator, and have that handled with another plugin Monument Owner plays nicely together with both, TruePVE and SimplePVE active plugin developer who listens to users Final thoughts: In a perfect world there exists no such things as software bugs. However, reality is a beast, and plugins sit on top of the code Facepunch puts into Rust, known for ... debatable quality, and changes in the game can (and will) break plugins partially or entirely. Let alone there can be bugs in the plugin which need to be addressed. If you encounter any bugs it is key not to wait for a miracle to happen, or to think "somebody else will report it". While that may be true, you can actively help find a timely and good response on any bugs. Thanks to jtedal I learned that a short video clip depicting the error holds much more value than a text of any length, as a video can speak for itself. The solution - an update with the bugfix - came almost instantaneously which deeply impressed me. Highly recommended purchase! Thanks again for a great plugin and all the hard work. Love your plugin!
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Ownership stuck on players after update
miniMe_rust replied to miniMe_rust's Support Request in Support
Hi @jtedal, I was able to reproduce - started with Excavator, became owner. Continued to Train Yard and hacked a crate, became owner. I headed on to Water Treatment and became owner. Went back to Train Yard, wasn't able to get ownership. Went on to Water Treatment, wasn't able to get ownership. Went on to Excavator, wasn't able to get ownership. That is also what players on my main server told me - monuments eventually fail the player to become owner, regardless of whether they hack a crate or stick around. The blue overlay with the score shows, but points remain 0 - I've attached screenshots from Train Yard and Excavator where you can see that points remain 0. Nothing overly interesting in the logs - I think the problem comes when you return to a monument where you already have been. [BoxLooters] Saved Boxlooters data Saved 65,321 ents, cache(0.09), write(0.03), disk(0.03). Saving complete 185.136.69.80:58380/76561197972574740/miniMe has auth level 2 185.136.69.80:58380/76561197972574740/miniMe joined [windows/76561197972574740] miniMe[76561197972574740] has spawned boneReference is null on Skeleton.Wolf 7461695[7461695] was killed by miniMe[76561197972574740] at (-894.45, 21.09, 724.55) [BoxLooters] Saved Boxlooters data Saved 65,270 ents, cache(0.08), write(0.04), disk(0.03). Saving complete 2394403[2394403] was killed by miniMe[76561197972574740] at (-896.92, 19.17, 724.68) FormatException: Index (zero based) must be greater than or equal to zero and less than the size of the argument list. 5383786[5383786] was killed by miniMe[76561197972574740] at (737.97, 29.71, 258.07) 9281350[9281350] was killed by miniMe[76561197972574740] at (735.18, 32.71, 252.77) [BoxLooters] Saved Boxlooters data Saved 65,275 ents, cache(0.13), write(0.03), disk(0.03). Saving complete FormatException: Index (zero based) must be greater than or equal to zero and less than the size of the argument list. Invalid Position: chicken.corpse[5813901] (1011.45, -501.07, 906.59) (destroying) [BoxLooters] Saved Boxlooters data Saved 65,336 ents, cache(0.08), write(0.04), disk(0.03). Saving complete 185.136.69.80:58380/76561197972574740/miniMe disconnecting: disconnect [event] assets/prefabs/npc/cargo plane/cargo_plane.prefab Checking for new Steam Item Definitions.. -
Ownership stuck on players after update
miniMe_rust replied to miniMe_rust's Support Request in Support
It becomes more and more evident: My initial problem is solved - ownership is no longer stuck on players. That's great! BUT There are more problems I found in testing. If this requires a new bug report I'm fine with this support ticket to be closed and can open a new ticket for the new problems. Let me know. Details: Cargo: When Cargo reached harbors, per default config the harbor zone is deleted. But it is not restored when Cargo departs, which results in Harbors no longer having monument zones(!) Large(r) monuments like Excavator or Water Treatment often fail for players to gain ownership, even though players receive points per second and only need 60 points to become owner. Small(er) monuments seem to work fine. I have not seen a single case where gaining or removing ownership didn't work. "Hacking the crate" should give 60 points, but doesn't do anything. Players don't become owner. As already stated in my previous post, players not gaining ownership appears randomly and seems to cause this error message to show in the console: FormatException: Index (zero based) must be greater than or equal to zero and less than the size of the argument list. Other than that there are no error messages in the log I can find or relate to Monument Owner. As of now, gaining ownership is not working reliably. I'm hoping that @jtedal will be able to fix it in subsequent updates, and I will be happy to test more when updated. For now I will stay on version 1.5.8 even though it is not working reliably. That is, because I don't see any harmful problems, and the plugin is working for the most part at least for mid-size and small monuments. -
Ownership stuck on players after update
miniMe_rust replied to miniMe_rust's Support Request in Support
-- deleted -- I had some issues with updating the plugin from 1.4.1 to 1.5.8 on my main server - chat announcements were crippled (only showed the language keys but not the respective texts from the language file) and there were errors in the logs. Long story short, all it needed was a server restart. Unloading and reloading plugins did not solve the issue. Now, after a server restart, chat announcements do work fine just like on my 2nd / test server. Maybe this info can help other users. I found a new issue - probably you will confirm that Discord webhooks are not yet triggered (?) Setup Discord on both my servers, but nothing coming in from Monument Owner. Occasionally it seem to happen that players do not receive ownership of a monument, even though they should have enough points. 60 points needed, hacking a crate gives 60 points, timer per second gives 1 point. After several minutes still not owner of that monument. It seems to be related to the appearance of this error in the logs: FormatException: Index (zero based) must be greater than or equal to zero and less than the size of the argument list. Could this be related to the recent forced update (6-July Facepunch forced update)? -
Ownership stuck on players after update
miniMe_rust replied to miniMe_rust's Support Request in Support
Hi @jtedal, ouff I wasn't aware that 2 monuments are set to "box" by default - Launchsite and Stone Quarry. I was convinced everything is spherical since I never changed those defaults. Hence it never occurred to me to check /modrawedges to see the actual outer edges of monument zones. The values for "Size" you suggested for Launchsite appear to work fine - thanks for that. Since the plugin appears to work so far on my 2nd server and I don't see any errors in the console, I will now transfer plugin and config to my main server. This will intensify tests, and for sure my players will tell me if something doesn't look right. I hope they like the changes just like I do. Thanks again for your quick responses and for a great plugin. Please expect a bit more feedback in a couple of days. -
Ownership stuck on players after update
miniMe_rust replied to miniMe_rust's Support Request in Support
Hi @jtedal, I've upgraded several times 1.5.5 > 1.5.6 > 1.5.7 > 1.5.8 and every time restarted my test (ouch). Monument ownership assignment and release appears to work fine overall. However, I believe your default monument zones config is a bit off. Especially at very large monuments like Excavator or Launchsite you have to get really close to the monument center, before the options to gain ownership show up. I believe that has to do with the monument Radius and Size which appear to be conflicting. I understand that the Size is 100 in each direction x,y,z but the Radius is 300. This is from Launchsite config in version 1.5.8: "Zone shape settings": { "Type (0 - Sphere, 1 - Box)": 1, "Size": "(100, 100, 100)", "Radius": 300.0, "Zone dimmer (0 - remove the dimmer)": 0, "Use colored spheres to display the status of the monument (Green - free; Red - Busy)": false }, While the size of the monument circle on the map appears to be just fine, you have to go like 2/3 of the distance towards the map marker / center, before the ownership options show and you can become owner. Shouldn't the Size be considerably larger? Something in between 150-300 (not sure how to interpret Size here - is it really x,y,z?). -
Ownership stuck on players after update
miniMe_rust replied to miniMe_rust's Support Request in Support
Hi @jtedal, 1) I didn't need to touch the LangKeys, instead I disabled points for collectables, crates, etc. - for now this seems to work for me. I'm going to test it a few hours and come back with feedback. Update 2024-07-06 - upgraded the Monument Owner plugin to version 1.5.7 - still looks good so far. No errors in logs, ownership correctly assigned and removed. Testing further. -
Ownership stuck on players after update
miniMe_rust replied to miniMe_rust's Support Request in Support
Hi @jtedal, I've just installed your new update 1.5.6 and found that - at first glance - ownership seems to get assigned and removed as expected. I need to test more and also refine configuration of zones, before I can give a more conclusive feedback. Things that caught my eye (positive and negative): (+) Ownership gains and losses are now properly announced in global chat again. (+) Map markers are updated properly and show owner and time, or "Nobody" (-) Now I get additional text on what I can do to get points - ond monument ownership. This is definitely too much output, and easily makes global chat unusable for the respective player.. As of now, I restored most of my initial config (no visible sphere, points needed = 60, cooldown = 1 sec, guests can use recycler). This seems to work so far, but after 30 minutes I clearly need to test more before I can say anything. On a bottom line I think there should be a distinction between relevant information (points needed: 60, you have: 25) and redundant information (you can get points for this, this and this). The latter is only relevant the first or second time you see it, then it becomes more and more redundant. Such text should be compressed, maybe by giving the server owner an option to have verbose output, compressed output or no output of such information text. Maybe there could even be a chat command the player can enter to see what to do in order to earn the needed points. This way your info text could be 1 line "enter command /mopoints to see points you can earn in this monument" or something along those lines. Thanks again for a great plugin. I'm looking forwards to spending a few hours on my 2nd server with testing and tweaking the configuration. Hoping that I don't need to downgrade again. -
Hi @kasvoton, would it be possible to add support for "Travelling Vendors"? In July-2024 update notes (rust.facepunch.com/news/road-renegades) it says that the "Travelling Vendor" spawns if there is a ring road present on the map, which should be the case on maps >= 4000. However, most of us use your excellent Harmony plugin to enrich our maps with surface train rails, even though map size would be too small. It would be awesome if you could update (or make another paid plugin) so that we also get a ring road. server.worldsize server.worldsize: "3750" travellingvendor.startevent Can't spawn Travelling Vendor: No roads available to spawn on. Failed to spawn Travelling Vendor. I wonder if we can trick the "Travelling Vendor" to spawn if we manage to get a ring road. Thanks in advance for looking.
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