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Everything posted by Namsaknoi
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- 2 comments
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We can't find the following option in the config or the base profiles at all in order to adjust it to match our needs. Distance To Spawn Bought Raids From Player (500.0) We have 11 /buyraid custom spawn places around the map and bases spawn logic works weird for some of these spots. Players are a few meters (or a grid away) from the said raid place but the plugin doesn't choose the 1st closest one (where the players is next to) and instead spawns the base on the 2nd closest one (3-4 grids away). Both raid spots are not occupied at the time of player buying the raid. Was this option removed? The one to simply spawn closest to the player doesn't work good. Any ideas?
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- 418 comments
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- #builder
- #automation
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- 418 comments
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- #builder
- #automation
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- 418 comments
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- #builder
- #automation
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- 1,531 comments
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- #leveling
- #progression
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- 145 comments
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- #chatsystem
- #chat
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- 418 comments
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- #builder
- #automation
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(and 9 more)
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@MercuryCan you please disable/ignore Prestige Level 0 in the SkillTree integration? We like to enable players to show their Prestige Level 1+ as a chat title, but everyone on the server is shown as prestige level 0 now, which is spammy. Also, can you check what I did wrong with the nickname formatting? Properly set the 2 options and the filter is empty " " instead of " * " but the bandit camp and other advertisements are not deleted.
- 145 comments
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- #chatsystem
- #chat
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Plugin broke after the last update, please release a fix. Thanks. CS1061: 'HiddenValue>' does not contain a definition for 'Where' and no accessible extension method 'Where' accepting a first argument of type 'HiddenValue>' could be found (are you missing a using directive or an assembly reference?) Line: 1119 Column: 87
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Our players said the roam tasks aren't happening on the servers. We switched to carbon this wipe. As soon as I reload the plugin, they're again working. That's what I get in the console, after reloading the plugin: 05/06 12:29:42 | Unloaded plugin RoamTasks v1.1.3 by Ridamees 05/06 12:29:43 | Loaded plugin RoamTasks v1.1.3 by Ridamees [129ms] 05/06 12:29:43 | Checksum validation failed for 'ConsoleNetwork.SendClientCommand' [OnSendCommand [list]]
- 33 comments
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- #roamtasks
- #roam
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- 1,531 comments
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- #leveling
- #progression
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We are having an issue with NPCs not dropping any loot, some NPCs aren't spawning at all, and we have a lot of console spam. We are using the Badlands map by Gruber and did add the BetterNPC files included with the map. We are using carbon on our servers now, not oxide. 05/02 23:05:20 | Mechanic[180852] was killed by Xisxo at (-379.97, 94.83, -549.94) 05/02 23:05:20 | Failed to execute OnFrame callback (The given key 'assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_oilrig.prefab' was not present in the dictionary.) at LootSpawn System.Collections.Generic.Dictionary<string, LootSpawn>.get_Item(string key) at void Oxide.Plugins.BetterNpc.SpawnIntoContainer(ItemContainer container, string prefab) in /home/container/carbon/plugins/BetterNpc.cs:line 617 at void Oxide.Plugins.BetterNpc.AddToContainerPrefab(ItemContainer container, PrefabLootTableConfig lootTable) in /home/container/carbon/plugins/BetterNpc.cs:line 584 at void Oxide.Plugins.BetterNpc+ControllerSpawnPoint.DieNpc(ScientistNPC npc, NPCPlayerCorpse corpse)+() => { } [1] in /home/container/carbon/plugins/BetterNpc.cs:line 459 at void Carbon.Managers.CarbonProcessor.Update() in /home/runner/work/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 70
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Our players absolutely love this plugin, but they love it a little too much and are fighting over "so-and-so" taking all the bases. Are you able to add a cooldown feature so a player cannot do another abandoned base event for x minutes after completing one similar to the cooldown feature on your raidable bases plugin?
- 634 comments
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- #rust
- #rust plugin
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@imthenewguyWe have the same error spamming our server console about OnPlayerHealthChangeFailureBlaBlaBla and it's actually leading to a crash. Should I paste the kilometers long log file of my console or it's not needed? How to get a test version, it should be via discord? Our server is crashing all the time and players complain.
- 279 comments
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- #enhanced
- #custom loot
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(and 7 more)
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- 262 comments
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- #auto plant
- #auto farm
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We are having a similar issue this wipe… but kinda the opposite? Seeds are being planted outside of the planter?? There was not a planter there that was removed, it’s just planting outside to planter. someone has also said it’s not harvesting and they logged on to dead plants. I haven’t looked into this issue so very well could be user error for that one, but thought I’d mention it in case others have the issue.
- 262 comments
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- #auto plant
- #auto farm
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Hello, It looks like Primitive Expert is not working. See attached screenshot of weapons used by a player with this perk enabled. In the config, we have the following settings: "Primitive Expert": { "Permission required to show this node": null, "enabled": true, "max_level": 1, "tier": 1, "value_per_buff": 1, "buff_info": { "Key": "Primitive_Expert", "Value": "IO" "Primitive weapons for the primitive weapons ability": [ "spear.stone", "spear.wooden", "bone.club", "bow.hunting" We don't have any plugins that affect durability other than Skill Tree. Is there something we're missing?
- 1,531 comments
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- #leveling
- #progression
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Our players found a few bugs I'm not sure if you're aware of: Splitter disappears if another farm is placed next to the splitter. Doesn't happen if new planter placed is in the same, exact direction, but any other direction it does. Splitters become industrial craft ... ? Absolutely no idea how this happened and cannot replicate it, but attaching a screenshot. Sprinklers stop working/watering after scheduled restarts, but the animation is still there.
- 262 comments
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- #auto plant
- #auto farm
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(and 5 more)
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Can you add an option to allow the portal to decay if not in range of a TC? The portals are very popular. The problem is our servers wipe monthly, so a lot of bases decay within that month, and the portals remain where they are placed, floating in the air. Further, our servers are PVE, so damage to player's bases (and portals) is disabled. This means an admin has to go around and kill them manually.
- 138 comments
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Works fantastic, but the stashes are accessible by anyone. One of our mods was able to fix this and provided a patch file that shows his changes, but I cannot attach it as a patch file so I've attached a .txt file, but let me know if you'd like me to message you the .patch file. Are you able to update the plugin so PVE servers don't have to worry about stuff getting taken from the stashes? AutoFarm.txt
- 262 comments
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- #auto plant
- #auto farm
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(and 5 more)
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