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Everything posted by RickySpanish
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should be good now after this last update if not let me see your config
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Changed Status from Pending to Fixed Changed Fixed In to 1.2.1
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Elevators stop getting power after player disconect
RickySpanish replied to venda_vole's Support Report in Support
Changed Status from Pending to Fixed Changed Fixed In to 1.2.1 -
Elevators stop getting power after player disconect
RickySpanish replied to venda_vole's Support Report in Support
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when you say on the whole server do you mean outside of the tc area like at monuments and everything too?
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can you add raid base support so these don't overlap?
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You know i didn't fully understand what the issues were that you were having with your players after realizing i also added the ability for players to turn off the wireless power feature at there base all together i wish you would have just communicated all that with me instead of just asking for a whitelist I'm here to help.
- 19 comments
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Changed Status from Pending to Fixed Changed Fixed In to 1.2.0
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should be good to go now sorry about that i also added the ability for players to turn off the wireless power all together if they don't want it also added a button you can just click now while at your base to open the menu instead of having to run /power in chat lmk of you have any more issues.
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I'll look into this this today sorry brotha
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- 19 comments
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All the entities that can accept power populate automatically in the list just under that where you can set the importance of them so just go through that list and copy and paste the shortnames that populate down there that you don't want powered into the blacklist it'll take you less that 5 minutes
- 19 comments
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- 19 comments
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- 19 comments
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- 19 comments
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Changed Status from Pending to Not a Bug Changed Fixed In to 1.1.5
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Yeah i'll dm you on discord bro
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"Blacklisted Prefabs (will not be managed)": [ "smartswitch", "timer", "electrical.branch.deployed" ] just the normal shortname in quotes separated by a comma and no the priority settings are for if your grid gets overloaded it keeps the higher priority (the lower the number) powered and starts shutting down other items before that type
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all its doing is scanning the map and creating the image lol
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Disregard it was Space i am so sorry
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Discord Wipe Embed] Failed to post image to Discord: HTTP/1.1 413 Payload Too Large
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NullReferenceException at (wrapper managed-to-native) UnityEngine.Rigidbody.get_isKinematic(UnityEngine.Rigidbody) at Drone.FixedUpdate () [0x000b5] in <51b1da74989342c5a1748aa5390b1279>:0 NullReferenceException at (wrapper managed-to-native) UnityEngine.Rigidbody.get_isKinematic(UnityEngine.Rigidbody) at Drone.FixedUpdate () [0x000b5] in <51b1da74989342c5a1748aa5390b1279>:0 NullReferenceException at (wrapper managed-to-native) UnityEngine.Rigidbody.get_isKinematic(UnityEngine.Rigidbody) at Drone.FixedUpdate () [0x000b5] in <51b1da74989342c5a1748aa5390b1279>:0 NullReferenceException at (wrapper managed-to-native) UnityEngine.Rigidbody.get_isKinematic(UnityEngine.Rigidbody) at Drone.FixedUpdate () [0x000b5] in <51b1da74989342c5a1748aa5390b1279>:0 NullReferenceException at (wrapper managed-to-native) UnityEngine.Rigidbody.get_isKinematic(UnityEngine.Rigidbody) at Drone.FixedUpdate () [0x000b5] in <51b1da74989342c5a1748aa5390b1279>:0 NullReferenceException at (wrapper managed-to-native) UnityEngine.Rigidbody.get_isKinematic(UnityEngine.Rigidbody) at Drone.FixedUpdate () [0x000b5] in <51b1da74989342c5a1748aa5390b1279>:0 NullReferenceException at (wrapper managed-to-native) UnityEngine.Rigidbody.get_isKinematic(UnityEngine.Rigidbody) at Drone.FixedUpdate () [0x000b5] in <51b1da74989342c5a1748aa5390b1279>:0 Spamming my console with Null reference and lagging the server looking at the logs i saw this i unloaded your plugin and it stopped had to remove it for now
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Yes it will work no problem with those this scans the tc area for any electrical source and what it's outputting so if you have the output set to something different in TieredElectricity it will just go with whatever you have set for that and HydroelectricGenerator uses a base IO entity so it will just pick that up as a power source and all WaterWorks does is make it so you can increase the capacity of whatever water storage container all this does is look for a water storage container see how much it has in it and use that so it will know if it's capacity is more than vanilla there is no hard coded values in this for capacity or anything it literally just checks with the game and asks is this a power source and how much is it producing and is this a water container and how much is in it
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