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Everything posted by Stark
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Because this BS is messing up BetterNpc. @KpucTaJl - you need to undo this Loot Manager requirement for BetterNpc. We don't want it. We didn't ask for it. We had our NPCs set up how we wanted them. If you wanted to add Loot Manager fine, make it optional like it was. But this abrupt change at wipe, no warning, then wiping all of our configs, then have the nerve to not even respond to the messages. I guess that what you have @aimacak for. You can give me my money back for BetterNpc. This is not what anyone paid for.
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I have a question about Oil Rigs and Cargo - I don't understand why there isn't a default profile for these? I see one thing for Oil Rig (small), but I have to enable it, then set up spawn points for it. Adding to this, does that mean I would have to constantly make new spawn points every wipe for Oil?
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The new update gives me this error: Error while compiling DungeonBases: 'Vector3' is an ambiguous reference between 'System.Numerics.Vector3' and 'UnityEngine.Vector3' | Line: 1125, Pos: 104
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- 115 comments
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A BIG maybe is Loot defender. It's the only one that does anything with locked crates, but it just announces when someone starts one. I just removed it for other reasons, so I'll test it out.
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This is on a brand new start. I tested a few times. It's simply not there.
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- 236 comments
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- 1
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- #bradley
- #krunghcrow
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- 82 comments
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- 2
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- #loot
- #lootmanager
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(and 2 more)
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- 1,655 comments
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- #leveling
- #progression
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The hackable crate is disappearing for some reason. My players can't see it, and sometimes it's there, but I can only see it when I'm in vanish
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Even with console commands.
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It's #dung#base2 - "Couldn't find prefab "assets/prefabs/deployable/elevator/elevatorioentity.prefab"
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- 73 comments
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The events aren't working because of NPC Spawn is breaking them. I have the events spawning but none of the NPCs are there. The crates are popping up in the middle of nowhere.
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- 73 comments
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The elevators spawn, however it's like no power is going to them. They don't respond to the call buttons. When the dungeons do spawn in the console it says, elevator.prefab missing
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This mandatory and required update with Loot Manager is brain dead and pointless. Not only did we lose years of work there is simply no overall benefit for this. This shouldn't have Loot Manager as a dependency. Actual users were never asked or polled about this. There was no warning that this would be a required dependency at all. No one is trying to use loot manager. We already have our loot tables/system. Hours, day and months of working on it only for it to become useless to have pretty much useless plugin. Then there's no warning no nothing, just drop this useless required crap on everyone at wipe. The problem is making this a requirement. No one wants it. That's it. Don't make this a requirement, very simple. My entire loot system is gone. All my Npcs are gone. No response from the Devs other than silence and "just accept it" and you have the nerve to be angry that I don't accept all my work being washed down the drain? If that's going to be a requirement for all the events from Mappers then ya'll can go ahead and just refund all my money from the events.
- 490 comments
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- 19
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The elevators are broken. They do not work. These are the only dungeons I'm even using right now. ], "Dungeons list": [ "#dung#base1", "#dung#base2", "#dung#base3", "#dung#base4" Need to find and fix, because I'm tried of it all.
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"Why do you use other plugins as an example to configure all loot on the server?" Easy, I don't. I use the loot system within that plugin. I don't use BetterLoot. I don't use Alpha Loot. Nothing. I use the prefabs and custom items tab. That's it. The problem is making this a requirement. No one wants it. That's it. Don't make this a requirement, very simple. My entire loot system is gone. All my Npcs are gone and you have the nerve to be angry that I don't accept all my work being washed down the drain?
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- 82 comments
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- #loot
- #lootmanager
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(and 2 more)
Tagged with:
