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SlayersRust

Posted

15 minutes ago, killswitchzero said:

This line here you can change  "Meteor Radiation Chance (0-100)": 100.0," @SlayersRust

Perfect! Excited to look into adding this plugin to my 10 servers 🙂

SlayersRust

Posted

Is there any way to have Instant Barrel Plugin be disabled on the Barrel Meteors?

ThePitereq

Posted

On 8/4/2024 at 4:39 AM, SlayersRust said:

Is it possible to make the meteorites have NO Radiation and also NO damage to bases or players?

just set radiation to 0, meteors in v2 doesnt do building and player damage.

feldspar333

Posted

The settings are a bit opaque.  This is what I've gleaned from some testing (on stone meteors):

Big meteors have 500 HP (independent of size?) Actually I don't know what damage has to do with anything.  Rockets set at 50 damage and a .5 multiplier take 5 hits to destroy a meteor, the same number of hits it takes C-4 set at 100 damage and a multiplier of 1.0.

The resource multiplier (by explosive type) is multiplied by the normal value of a resource node (1500 in the case of stone) and the size of the meteor.

So, if timed explosives are set at 100 damage and a multiplier of 1, on a 10x meteor, will produce 15,000 stone per hit (bug notwithstanding), and be destroyed in 5 hits, netting 75,000 stone.

Turning of yield scaling removes that multiplier from the equation.  The question is, what is the darn equation? Is it posted somewhere and I didn't see it?

So confusing.  Clear as mud.

Please right it out the algebraic equation so that balanced results can be specified.  Reverse engineering this thing is a PITA.

ThePitereq

Posted

On 8/27/2024 at 5:26 AM, feldspar333 said:

The settings are a bit opaque.  This is what I've gleaned from some testing (on stone meteors):

Big meteors have 500 HP (independent of size?) Actually I don't know what damage has to do with anything.  Rockets set at 50 damage and a .5 multiplier take 5 hits to destroy a meteor, the same number of hits it takes C-4 set at 100 damage and a multiplier of 1.0.

The resource multiplier (by explosive type) is multiplied by the normal value of a resource node (1500 in the case of stone) and the size of the meteor.

So, if timed explosives are set at 100 damage and a multiplier of 1, on a 10x meteor, will produce 15,000 stone per hit (bug notwithstanding), and be destroyed in 5 hits, netting 75,000 stone.

Turning of yield scaling removes that multiplier from the equation.  The question is, what is the darn equation? Is it posted somewhere and I didn't see it?

So confusing.  Clear as mud.

Please right it out the algebraic equation so that balanced results can be specified.  Reverse engineering this thing is a PITA.

there should be no big calculations there, its cust multiplication and dividing, maybe i've missed something, i'll take a look

feldspar333

Posted

This may be true, but it's not obvious to me at least.

Ms = meteor size
Rm = Resource Multiplier
Dd = Damage Dealt per hit
Rbase = base resources per hit (unknown)
Mbhp = Meteor base hit points (unknown)
Trm = total resources mined from single node

With the yield vs. size multiplier disabled, I would expect the equation to look something like:
Trm = ((Mbhp * Ms) / Dd) * Rbase * Rm

If this is correct, then the total resources mined is proportional to the Resource Multiplier divided by the Damage Dealt per hit:

Trm = (Rm / Dd) * (Mbhp * Ms) * Rbase

Which would be kinda strange, and would make balancing various tools/explosives more convoluted.

This is not what I find when I test things out.  The number of hits to destroy a meteor does not seem to be based on the damage dealt.  I just tested it.  I've set timed explosives at 100 damage and Rm = 1.0, and rockets at 50 damage and Rm = 0.5.  It takes 10 C4 to destroy a meteor or two rockets.  When I set the rocket damage to 25, it takes four rockets.

Perhaps the damage dealt is a percentage of the meteor's total health?  If that's the case the equation becomes:

Trm = (100 / Dd) * Rbase * Rm = (Rm / Dd) * 100 * Rbase

It may be that it's not clear to me how hits against meteors are accounted for.

Thanks,
David

0g.Ghost.7373

Posted

I just installed and get this

Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: -1372625422
Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: -1372625422
Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: -1372625422

Big toilets and ores do not take damage or give items when using timed, rocket, or explosive ammo..

Also 

"Destroy Meteors Underwater": true, 

Yet it doesn't remove them.

0g.Ghost.7373

Posted

Anyone get this to work with Server Hud By AhigaO?

DeutscherRitterPlatz

Posted

1 hour ago, 0g.Ghost.7373 said:

Anyone get this to work with Server Hud By AhigaO?

If AhigaO hasn't added it to his plugin, it won't work. You need to contact AhigaO to see if he supports this plugin.

0g.Ghost.7373

Posted

19 hours ago, DeutscherRitterPlatz said:

If AhigaO hasn't added it to his plugin, it won't work. You need to contact AhigaO to see if he supports this plugin.

It claims it can have any added. Just need the hooks. I trued all the ones on the Description page of this one. Never lights up.

ChristopherS

Posted (edited)

I'm finally moving to the 2.0 version because the 1.3.7 version finally stopped working. I'm stumped with the config at the explosive section for big meteors.

It says on the description page

"Explosive Config
The key value - shortname of the damage entity, it's not an item shortname, it's an 3D model that's visible in-game. For explosive ammo use ammo.rifle.explosive."

Does that mean all I need to do is add "explosive.timed.deployed, rocket_hv, explosive.satchel" etc, or would it be like the last config where you can add how much damage it does along with the resource multiplier. 

I only ask because it would be quite silly that using a C4 would offer the same output as using a beancan. 

EDIT: Scrolling down the config I can see other sections that are filled with the resource multiplier and damage. Got myself confused there for a moment. Usually when working on a config, I start at the top and work my way down. I should have hopped down a few sections to answer this one haha!

Edited by ChristopherS
  • Like 1
0g.Ghost.7373

Posted

27 minutes ago, ChristopherS said:

I'm finally moving to the 2.0 version because the 1.3.7 version finally stopped working. I'm stumped with the config at the explosive section for big meteors.

It says on the description page

"Explosive Config
The key value - shortname of the damage entity, it's not an item shortname, it's an 3D model that's visible in-game. For explosive ammo use ammo.rifle.explosive."

Does that mean all I need to do is add "explosive.timed.deployed, rocket_hv, explosive.satchel" etc, or would it be like the last config where you can add how much damage it does along with the resource multiplier. 

I only ask because it would be quite silly that using a C4 would offer the same output as using a beancan. 

EDIT: Scrolling down the config I can see other sections that are filled with the resource multiplier and damage. Got myself confused there for a moment. Usually when working on a config, I start at the top and work my way down. I should have hopped down a few sections to answer this one haha!

I still cant get explosives to destroy a big barrel or toilet.... lol

ChristopherS

Posted

30 minutes ago, 0g.Ghost.7373 said:

I still cant get explosives to destroy a big barrel or toilet.... lol

There's so much different with this config than the 1.3.7 version I was still running (from last year), I don't think I'll set this up to have shooting toilets just yet haha! 
 

0g.Ghost.7373

Posted

21 minutes ago, ChristopherS said:

There's so much different with this config than the 1.3.7 version I was still running (from last year), I don't think I'll set this up to have shooting toilets just yet haha! 
 

I wanted BIG toilets dropping all over.... LMAO
 

ChristopherS

Posted (edited)

1 hour ago, 0g.Ghost.7373 said:

I still cant get explosives to destroy a big barrel or toilet.... lol

Honestly, I can't get explosives to work on meteors right now. Only explosive ammo gives resources.

And the resource output is INSANE!

I have large sulphur set to give 100 sulphur per hit. 1 shot with explosive ammo equals??? 2600 sulphur.

Edited by ChristopherS
ChristopherS

Posted (edited)

19 minutes ago, ChristopherS said:

Honestly, I can't get explosives to work on meteors right now. Only explosive ammo gives resources.

And the resource output is INSANE!

I have large sulphur set to give 100 sulphur per hit. 1 shot with explosive ammo equals??? 2600 sulphur.

The multiplier for explosive ammo is only at 1 too!

        "Explosive Config (key value is explosive prefab shortname, see website for more info)": {
		"explosive.timed.deployed": {
		"Damage Dealt": 60,
		"Resource Multiplier": 9
		},
		"ammo.rocket.basic": {
		"Damage Dealt": 40,
		"Resource Multiplier": 6
		},
		"rocket_hv": {
		"Damage Dealt": 30,
		"Resource Multiplier": 5
		},
		"ammo.rifle.explosive": {
		"Damage Dealt": 10,
		"Resource Multiplier": 1
		},
		"explosive.satchel": {
		"Damage Dealt": 30,
		"Resource Multiplier": 2
		},
		"grenade.f1": {
		"Damage Dealt": 15,
		"Resource Multiplier": 1
		},
		"grenade.beancan": {
		"Damage Dealt": 10,
		"Resource Multiplier": 1
		}
	},

Do we know if I've done this explosive stuff right? Only explosive ammo works, and 1 shot is set to have a multiplier of 1. To get 2658 sulphur from 1 shot, when the config is set to give 100 seems wrong somehow.

Edited by ChristopherS
ThePitereq

Posted

38 minutes ago, ChristopherS said:
        "Explosive Config (key value is explosive prefab shortname, see website for more info)": {
		"explosive.timed.deployed": {
		"Damage Dealt": 60,
		"Resource Multiplier": 9
		},
		"ammo.rocket.basic": {
		"Damage Dealt": 40,
		"Resource Multiplier": 6
		},
		"rocket_hv": {
		"Damage Dealt": 30,
		"Resource Multiplier": 5
		},
		"ammo.rifle.explosive": {
		"Damage Dealt": 10,
		"Resource Multiplier": 1
		},
		"explosive.satchel": {
		"Damage Dealt": 30,
		"Resource Multiplier": 2
		},
		"grenade.f1": {
		"Damage Dealt": 15,
		"Resource Multiplier": 1
		},
		"grenade.beancan": {
		"Damage Dealt": 10,
		"Resource Multiplier": 1
		}
	},

Do we know if I've done this explosive stuff right? Only explosive ammo works, and 1 shot is set to have a multiplier of 1. To get 2658 sulphur from 1 shot, when the config is set to give 100 seems wrong somehow.

the resource multiplier in the explosive config means how big multiplier should be set on the output per hit, so you can make that better explosives have bigger yeld and less resources in lost during damaging. in default config it is done that both explosive.timed and rocket yield the same amount of resources, but you need more rockets to fully destroy a rock.

CoreSnap

Posted (edited)

is there a reason that satchels don't work? I've used the config from above, adding it in myself, multiple iterations of all the different satchel item and prefab names... nothing works. It'll still destroy the node, but will not award me any resources. 

I'm on carbon if that helps. Everything else with this plugin works perfectly except the ability to add additional explosives. I was able to add in HV rockets (using rocket_hv, not ammo.rocket.hv, btw) and those worked.

Thanks for the support!


Edit - also adjusted the explosives criteria within the cs file, loaded just fine with no errors and still didn't work.

Edited by CoreSnap
ThePitereq

Posted

On 1/11/2025 at 8:14 AM, CoreSnap said:

is there a reason that satchels don't work? I've used the config from above, adding it in myself, multiple iterations of all the different satchel item and prefab names... nothing works. It'll still destroy the node, but will not award me any resources. 

I'm on carbon if that helps. Everything else with this plugin works perfectly except the ability to add additional explosives. I was able to add in HV rockets (using rocket_hv, not ammo.rocket.hv, btw) and those worked.

Thanks for the support!


Edit - also adjusted the explosives criteria within the cs file, loaded just fine with no errors and still didn't work.

Try setting the name from console `spawn` command. It should work, if not hit me up i'll try to find the correct name.

CoreSnap

Posted (edited)

6 hours ago, ThePitereq said:

Try setting the name from console `spawn` command. It should work, if not hit me up i'll try to find the correct name.

OK, that was it! I was just using "explosive.satchel"............. It's 'explosive.satched.DEPLOYED'..... lol didn't know about the spawned action of the explosion effect itself is what mattered. Awesome, thank you for that insight! 

 

Edit (side note) -- is there a reason that beancans and grenades don't work? Does the explosion effect technically have to be linked to the entity 'sticking' to or exploding on the surface of the node? Or am I still doing something wrong? 

Thank you!

Edited by CoreSnap
TuToFire5

Posted

Hallo someone know how to fix this ? plugin normally working but every time when meteors start falling it spam me this 

 

Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5.

If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "assets/prefabs/visualization/sphere.prefab/assets/bundled/prefabs/autospawn/resource/ores/metal-ore.prefab", Mesh asset path "" Mesh name "ore_node_stage_1_COL"

BenDer

Posted (edited)

As far as I understand, we can use settings that take into account server ratings and settings that do not take into account server ratings. We can also separately configure large meteorites, and it was in the settings of large meteorites that I found a problem, because for some reason the rockets here do not work correctly.
For example, if I disabled the ratings, the damage to the stone was 500, I made two C4 break it, 10 sacheles, 186 explosive ammo, but for some reason the rockets work according to a scheme that is not clear to me.
They break one stone of the same size 7, with 2-3-4-5-6 rockets and there are no repetitions (and I had to exclude rockets from the list of tools for mining huge meteorites.

Edited by BenDer
BenDer

Posted

It would be great if there were separate rates for large stones and separate rates for small stones because, for example, my rates depend on skills and setting up a large stone is simply unrealistic because someone who doesn't have pumped skills has 1X Rate and giving them the opportunity to be in the black when exploding would mean that someone who has 3X rate gets too much.

 

ThePitereq

Posted

On 1/22/2025 at 7:41 PM, TuToFire5 said:

Hallo someone know how to fix this ? plugin normally working but every time when meteors start falling it spam me this 

 

Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5.

If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "assets/prefabs/visualization/sphere.prefab/assets/bundled/prefabs/autospawn/resource/ores/metal-ore.prefab", Mesh asset path "" Mesh name "ore_node_stage_1_COL"

hey, somehow missed this message, sorry.

There is no option to disable these Unity messages rather than making meteors non-scaled, so they are always 1.0 in scale, there is no other way of removing that, its just an message on console that doesnt change anything.

  • Like 1
ThePitereq

Posted

On 1/23/2025 at 8:25 PM, BenDer said:

As far as I understand, we can use settings that take into account server ratings and settings that do not take into account server ratings. We can also separately configure large meteorites, and it was in the settings of large meteorites that I found a problem, because for some reason the rockets here do not work correctly.
For example, if I disabled the ratings, the damage to the stone was 500, I made two C4 break it, 10 sacheles, 186 explosive ammo, but for some reason the rockets work according to a scheme that is not clear to me.
They break one stone of the same size 7, with 2-3-4-5-6 rockets and there are no repetitions (and I had to exclude rockets from the list of tools for mining huge meteorites.

Hm, didn't had an issue like that. So you mean each meteor takes different amount of rockets to destroy? If you can please contact me through my discord server by creating a ticket or create ticket here so i can follow your issue. Thanks in advance! 🙂

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