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peltman

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Everything posted by peltman

  1. peltman

    Update after May4?

    Hello, Is there a new version available? This plugin is not working after the May4 update. Thank you!
  2. peltman

    Tie-in with DynamicPVP?

    Just saw this... sorry it seems I may have doubled-up in my message to you earlier.
  3. peltman

    Tie-in with DynamicPVP?

    Also... wondering if you could add a IsProtected bool as an API? And actually, if you could add this, you could disregard my note above.
  4. peltman

    Tie-in with DynamicPVP?

    Hi there, We're running this on a PVE/PVP server, using DynamicPVP to set up PVP areas around heli crashes, cargo, monuments, etc... I'm curious if there's a way to hook this into DynPVP to create a PVP zone while a base that's raidable is being raided...? This way it could set up a little dome around it... and maybe it could even place a perimeter marker on the map to attract attention?
  5. peltman

    Raid Protection

    Hey there. So far, we're enjoying this version. One request, though - the free version has a lovely indicator that persists while you're in TC range, but for this one you have to shoot first. Would it be possible to add that into this plugin? This has been particularly challenging for some clans when the plugin is set to allow self-damaging bases. one member of a clan might set up a little base somewhere, and then others pop in and destroy it because they don't see it's protected. For now, we've disabled self-damage, but would like to add it back.
    Tacking on to the "Plugin is Broken" reviews... There are several issues with this, from an error thrown in RCON preventing PumpJacks from restarting after a server reboot, to quarries losing their levels on server reboot, resulting in massive frustration for our players (and of course, our Admins). I've been shopping around for another quarry-related plugin to replace it - I found one, and started looking for a server running the plugin so I could try it out... I found a server where THIS developer appears to be listed as "Staff," answering questions about the plugin I'm considering. I add that to note that it appears even this developer has abandoned his own plugin on servers where he's involved at some level. Message received. Moving on...
  6. peltman

    Quarry restart problem

    This appears to remain to be an issue... Not sure what this explanation of changing the skinID is, honestly. This seems to happen with some of our players, but not all... You upgrade the Quarry several levels, server restarts in the middle of the night on a planned restart after map save, and then the quarry has rolled back several levels. We're not going into the save file to change the skin during the 4 minutes the server is offline, so the explanation of changing the skin doesn't work for me, and I'm still having this issue (or at least something similar) in level 2.0.0
  7. We're having one big issue with this plugin, coupled with two other warnings that come up in Console every time the server starts... The big issue is that some quarries and pumpjacks lose some of their upgrades when the server restarts. Not sure where the data is stored here (in the save file?) but it seems to be a regularly occurring intermittent issue that pops up. We're also getting two errors kicked into the RCON during boot: Failed to call hook 'OnQuarryConsumeFuel' on plugin 'QuarryLevels v2.0.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.QuarryLevels.OnQuarryConsumeFuel (MiningQuarry quarry, Item item) [0x00042] in <7b4cc7a2f2ef4f21a4166b504f3bb270>:0 at Oxide.Plugins.QuarryLevels.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x004c1] in <7b4cc7a2f2ef4f21a4166b504f3bb270>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0 (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) And then also: QuarryLocks has replaced the 'global.ql' console command previously registered by QuarryLevels (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) And finally, this is more of a nuisance than a huge issue: A pumpjack that's running when the server restarts doesn't continue running on server boot, so you have to make sure to start your PJ's every morning.
  8. Hi there, We're having a problem, and it seems to be related to this plugin (when we remove Ganja, problem goes away - when we add it back in, it's back). When splitting a stack of clones, say, dragging one over, the dropped clone has no properties, same as a clone spawned through the F1 console. This affects Pumpkins, berries, corn, etc... I'm not sure when it started, it took me forever to upgrade to 2.0.1 - I do know this didn't happen with 1.0.4 ...
  9. peltman

    Plant Clones losing genes?

    yah, sorry about that one. I'm guessing it's just something we didn't notice until now...
  10. peltman

    Plant Clones losing genes?

    We just added this to our server, and all of a sudden, when players are pulling plant clones out of a wooden box (small or large), they lose their genetic makeup, and become blank clones, just like the ones you get when you spawn them from the F1 screen. Have you seen this before?
  11. peltman

    Trains Spawning on Bases?

    Good day sir! First of all, you've created quite the lovely map. We have a little problem with ours that I'm wondering if you've seen... Some time after the latest map update, we noticed these trains trying to spawn at big bases. They keep flashing on top of the bases, spawning in and then vanishing. We are running several plugins, of course, including the TrainEvent, so I unloaded that plugin first, but the problem persisted. I unloaded the TrainRustEdit plugin, and the train issue stopped, but then there weren't any work carts appearing anywhere. I thought maybe the work carts would still show, since I thought you had made that plugin optional now - I assumed the native train support might have still allowed them to spawn, but apparently not. I'm making the wild assumption this is a map issue, so if I'm wrong, please accept my apologies. I just figure I'll check with you to see if you've noticed anything of the sort?
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