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Everything posted by Tbird412
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Cancel it, I just completely wiped out the entire plugin and reinstalled from scratch (and then copy pasted my config back in) and it is working now. My bad I should have attempted the "Did you unplug it and plug it back in?" thing first
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I am having that same issue, should make an option of "-1" to be "No Limit" and just completely avoid that functionality in the plugin for those that do not wish to have any global limits. I am in the same boat, just trying to limit some of the pictures, farmplots, and industrial spam as Facepunch keeps releasing more and more garbage for players to spam all over. Not looking to limit anything else
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Testing out the prefab groups and it seems to be counting any group. I have a group called Signs and it contains all the signs and picture frames. As you can see in the background I tested that group first. The limit is set to 4. Then I have one called Planters and it has all the planter types and is also set to 4. As you can see in this picture I have not placed a single thing other than the 4 picture frames and a TC and it is saying I reached my limit on planters ... "Priority": 10, "Limits Global": { "Limit Total": 2000, "Limits Entities": { "assets/prefabs/deployable/ceiling light/ceilinglight.deployed.prefab": 2, "assets/prefabs/deployable/furnace.large/furnace.large.prefab": 4, "assets/prefabs/deployable/furnace/furnace.prefab": 8, "assets/prefabs/deployable/oil refinery/refinery_small_deployed.prefab": 2, "assets/prefabs/deployable/search light/searchlight.deployed.prefab": 2, "assets/prefabs/deployable/water catcher/water_catcher_large.prefab": 2, "assets/prefabs/deployable/water catcher/water_catcher_small.prefab": 4, "assets/prefabs/deployable/windmill/electric.windmill.small.prefab": 1, "Planters": 4, "Signs": 4 } }, "Limits Building": { "Limit Total": 1000, "Limits Entities": { "assets/prefabs/deployable/ceiling light/ceilinglight.deployed.prefab": 4, "assets/prefabs/deployable/playerioents/lights/simplelight.prefab": 2, "assets/prefabs/deployable/rug/rug.bear.deployed.prefab": 2, "assets/prefabs/deployable/rug/rug.deployed.prefab": 2, "Planters": 8, "Signs": 12 } } { "Group name": "Signs", "Group Entities list": [ "assets/prefabs/deployable/signs/sign.hanging.banner.large.prefab", "assets/prefabs/deployable/signs/sign.hanging.ornate.prefab", "assets/prefabs/deployable/signs/sign.hanging.prefab", "assets/prefabs/deployable/signs/sign.huge.wood.prefab", "assets/prefabs/deployable/signs/sign.large.wood.prefab", "assets/prefabs/deployable/signs/sign.medium.wood.prefab", "assets/prefabs/deployable/signs/sign.small.wood.prefab", "assets/prefabs/deployable/signs/sign.pictureframe.landscape.prefab", "assets/prefabs/deployable/signs/sign.pictureframe.portrait.prefab", "assets/prefabs/deployable/signs/sign.pictureframe.tall.prefab", "assets/prefabs/deployable/signs/sign.pictureframe.xl.prefab", "assets/prefabs/deployable/signs/sign.pictureframe.xxl.prefab", "assets/prefabs/deployable/signs/sign.pole.banner.large.prefab", "assets/prefabs/deployable/signs/sign.post.double.prefab", "assets/prefabs/deployable/signs/sign.post.single.prefab", "assets/prefabs/deployable/signs/sign.post.town.prefab" ] }, { "Group name": "Planters", "Group Entities list": [ "assets/prefabs/deployable/planter_bottle/planter_bottle.prefab", "assets/prefabs/deployable/planters/planter.large.deployed.prefab", "assets/prefabs/deployable/planters/planter.small.deployed.prefab", "assets/prefabs/deployable/planters/small_planter.prefab", "assets/prefabs/misc/decor_dlc/minecart planter/minecart.planter.deployed.prefab", "assets/prefabs/misc/decor_dlc/rail road planter/railroadplanter.prefab", "assets/prefabs/misc/decor_dlc/bath tub planter/bathtub.planter.deployed.prefab" ] }
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- 194 comments
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- #stacks
- #rust stacks
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Suggestion - Player's own Gun, with bells.
Tbird412 replied to The Friendly Chap's Support Request in Support
Would love to see this -
Imagine that, I listed out a detailed list of major issues. I get jumped on by Steen and his wife MikeHawke. Rather than them admitting those things WERE indeed issues they just insulted me, called me lazy and stupid, and were all around unprofessional .... and now ALL of those items I listed were in this patch as "fixed". Imagine that .... imagine that ....
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I have a completely custom panel set up (looks great by the way, absolutely love this plugin) but how can I get the corners of my panels rounded? I see it in templates so I know it has to be possible
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I have noticed all the kits in our UI are showing 1 less than they should. Kits I have 2 available are showing 1. Kits that are only claimable once, are showing 0. And kits I have already claimed (so should be zero remaining) are showing -1 Basically the math is all off by 1. Any way to fix this? Example below is a once per day supply signal kit. I claimed it last night, it is still on cooldown for me. But is showing -1 left when it should show zero left.
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Confirmed, this plugin just completely wiped all our servers and broke the sav files (messed up vanilla monuments even) So first PVE customers get held hostage behind a paywall (yes he deserves to be paid for his work, but you all do realize BotSpawn brings people to his site here, and he gets thousands in commissions off the sales of all the stuff here). Then after holding PVE servers hostage behind a paywall, the new version is far inferior from an admin standpoint. No commands, all set up has to be done through a GUI which is lengthy to navigate and disables mouse movement (rotating your view) making setting spawn points a pain. Then a massive bug is discovered that completely nukes your server and not even a mass ping or email to customers warning them. We spent 4 hours this morning trying to figure out why our servers wiped only to hear through the grapevine it was BotReSpawn Great work. And great testing. Strange to me how you had a massive helping hand in developing and testing BotSpawn 2.0 back in the day and had NO problems there. I know for a fact
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Running Speed Boost: Is this percentage? Old way 0.1 would be a 10% boost. Now what would be a 10% boost? Or is it a static speed integer now? A group of 7 custom bots, half of them are randomly not spawning. They are in valid positions with stationary set to true and use custom spawn points set to true. There are no "no navmesh detected" errors present. When a bot dies, with a 5 min respawn timer, a new bot instantly spawned right where he was. The inventory and belt do not have different drop controls. If you select "drop belt" it drops the entire inventory and the belt. The reason this is important is sometimes you want the bot to drop it's inventory (so you can put specific things in that inventory and not drop scientist loot) but not drop their gun and other belt items Respawn timers are now in minutes? The gui also needs corresponding chat or (even better console) commands. It is very counter intiuitive to use for basic things like creating custom spawn positions. When the UI is open you cannot move your character (mouse control left or right). This makes it extremely difficult to precisely position bots. And you have to click through multiple pages of menus to get to this button. Then close it down to turn, then do it all again. The old BotSpawn you could have a hotkey set to the chat command and just move, click, move, click, to set up your spawns. When trying to show spawns (for example to try to problem solve why some bots are not spawning like noted above) you have to click through FIVE screens of the UI to get them to show up. The old way had a simple chat command to do this (which I could bind to a key). And the old botspawn you could configure how long they show. Clicking through 5 pages of a UI only to have 10 seconds of seeing my spawns is a bit cumbersome. Is everything in minutes now instead of seconds Honestly I am out of time and will type more up later. Just spent 9 hours configuring a plugin that works half as good as the previous one (which I helped you delvelop but I am sure you forgot that by now) and cost $40 more. Would give anything to go back. Will type more later.
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