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CaptainNebulous

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Everything posted by CaptainNebulous

  1. Was just wondering what the game's default despawn timers are for the different types of crates
  2. My mistake. I must have skipped over that 10 times lol. Thanks!
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. Figured it all out. Sorry to bother ya
  8. Actually in the process of testing that right now. I'm just using StackModifier from uMods. However, I noticed this morning the "BurnIt" plugin from uMods was putting out similar errors. Since uninstalling that one, I have been testing this plugin out again and it appears to be functioning as is. So I may have jumped the gun a little. Thanks for the quick response!
  9. Just bought and installed the plugin for the first time. My furnaces are now not consuming wood nor producing charcoal. There is also some duping going on where it is returning double the ore. I left the config default fyi. Also console spamming this 13:48 [Error] Failed to call hook 'CanMoveItem' on plugin 'SimpleSplitter v2.1.9' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.SimpleSplitter.AutoAddFuel (PlayerInventory playerInventory, BaseOven oven) [0x0002d] in <a4f00cd5183d4796ab6b111bb0410783>:0 at Oxide.Plugins.SimpleSplitter.CanMoveItem (Item item, PlayerInventory inventory, System.UInt32 targetContainer, System.Int32 targetSlot) [0x00182] in <a4f00cd5183d4796ab6b111bb0410783>:0 at Oxide.Plugins.SimpleSplitter.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x000f3] in <a4f00cd5183d4796ab6b111bb0410783>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <ccbecb1690ac40048b5b01f4ad263c1c>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <157a94ee66ab4a7991faecd1eb84be3b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <157a94ee66ab4a7991faecd1eb84be3b>:0 13:48 [Info] [Simple Splitter] Object reference not set to an instance of an object 13:48 [Info] [Simple Splitter] Object reference not set to an instance of an object 13:48 [Info] [Simple Splitter] Object reference not set to an instance of an object 13:48 [Info] [Simple Splitter] Object reference not set to an instance of an object 13:48 [Info] [Simple Splitter] Object reference not set to an instance of an object 13:48 [Info] [Simple Splitter] Object reference not set to an instance of an object 13:48 [Info] [Simple Splitter] Object reference not set to an instance of an object 13:48 [Info] [Simple Splitter] Object reference not set to an instance of an object 13:48 [Info] [Simple Splitter] Object reference not set to an instance of an object 13:48 [Info] [Simple Splitter] Object reference not set to an instance of an object 13:48 [Info] [Simple Splitter] Object reference not set to an instance of an object 13:48 [Info] [Simple Splitter] Object reference not set to an instance of an object
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