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CaptainNebulous

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Everything posted by CaptainNebulous

  1. Hey man. Figured I'd let you that electric furnaces do the same thing on my server when using this plugin. After reading his bug report I went to check with a new electric furnace and it does it to me too.
  2. CaptainNebulous

    Sputnik

    So after some testing I've concluded this plugin won't populate the elite crates with space cards if you are using Alpha Loot. I understand that's a different site so I don't really expect a fix. Just thought I'd let you know.
  3. Something I've noticed, unless I have overlooked it.... is the Lighthouse hasn't gotten much love from the plugin community. I'd love to see a cool event made involving this monument. What say you?
  4. I'm new to messing around with mySQL (I've been using SQL Lite for years) and was wondering.... does this need more than 1 SQL database? I get a free one with my host. But I was thinking by the looks of the config it might need 3?
  5. Honestly this is the best functioning furnace splitter. I've tried em all. Wish I could go back and add this to my review.
    An excellent plugin with some cool customization for the meteors and it works without flaw. Only thing I'd add is config to force meteor spawn locations to avoid roads, monuments, water, trees, etc if we want to.
  6. CaptainNebulous

    Sputnik

    Will this still add the space card to the loot table even though I have a timed command to load a loot table using AlphaLoot after server start?
  7. Would love to see these two events added to the Magic Panel
  8. No worries. This is definitely one of the most tedious things to contend with in regards to configuring a plugin.
  9. I understand your frustration mate. My personal crash course on UI positioning a couple of years ago was a rough learning curve. However, this is pretty much how UI needs to be done in plugin form. The plugin makes it about as simple as it can be while still having all its individual parts. As far as I know there really isn't a way to just make a click-and-drag or in-game method of customizing the UI in a way that one might consider more ideal. One thing to know is for positions, x y and z all begin at 0 and end at 1.0. 0 is completely on one side of the screen and 1.0 is completely on the other. Anchoring I never got too much into but padding is essentially the same concept as indentation away from the edge. So far I left all that stuff default in this plugin and simply redid and formatted the text parts. I'd suggest getting used to that first and then toying around with the locations of the elements and whatnot. Best way to test a lot of this stuff is to see the difference between a setting of 0.0 and 0.5 and 1.0. Throwing in a 0.75 or 0.25 is good to test too.
  10. Was just wondering what the game's default despawn timers are for the different types of crates
  11. My mistake. I must have skipped over that 10 times lol. Thanks!
  12. Suggestion : Add a command to open the welcome menu post-login, in the event that we want to simply use the welcome panel as a universal info panel.
  13. If it's possible I'd like a plugin or mod that enables horses to jump using space bar. Not sure if it's even possible.
  14. I don't believe any of those controls spawn behaviors for the whole map, do they? I am looking to modify the game's default spawn behaviors for all nodes, crates, barrels, trees, etc etc. I already am good on loot and gather modifiers. For example I like to have more forests spawning, and then I make certain trees spawn more within those forest groups to make for thicker forests. I like to double the amount of stone and metal ore spawns and then using cluster dithering in the plugin to make sure they don't cluster right on top of eachother. I like to be able to get the animals to spawn further apart from one another. I increase low tier barrels and crates both in monuments and out. Etc etc. I prefer plugin method over map editor because using the plugin still allows the map generator to provide randomized results using the custom spawn control settings. So in a backwards sense you are modifying how the map is going to turn out beyond simply picking a seed that you want.... but more random than creating your own. Not to mention.... it's just easier XD I don't have the need to make custom maps I just want more control over how the generated maps come out. Which is exactly what a comprehensive spawn controller allows you to do... provided you realize what everything is doing and are good at visualizing what changes will do. Unfortunately, over the course of the last 8 to 12 months the Rust community has lost access to a updated properly working version of such a plugin (as far as I know)... as updates broke it and as I said I'm feeling less confident in it getting updated at all. So I'm looking for an alternative.
  15. I've been looking for a full spawn modifier that modifies the vanilla game's spawning amounts and behaviors on all farmable resources in the game (all loot nodes, trees, ore, crates, boxes, etc) that spawn/respawn naturally. There used to be a plugin called "SpawnControl" that did this on another premium site but they don't seem very keen on updating it, and it is currently broken. So I come here to request a similar plugin, hopefully that will be kept updated.

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