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Everything posted by PistOffBastd
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My NPCs are traveling great distances from their spawn monuments, exceeding their allowed roam range, I've tried restricting them to 10spawn 10 roam and in a few hours I find them 2-3 grids from their parented monument. So i did a test. I spawned 10 into RADTOWN, 1 in particular I stripped naked after it spawned in, used monument addons to trap them in there and set the suicide timer to 5 minutes. 2 hours later there all still there and the naked is doing just fine. I don't think the suicide timer is working, they just wander forever. Anyone else finding them on walkabout?
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Is research cost fixed to scrap, or can items be included in the research cost? We cant research/craft weapons any longer in Hardcore mode. I still want the players to find that weapon first as opposed to a straight scrap research cost. I didnt want to break the plugin and try this, but is this doable? we'll use researching a revolver as an example: Category": "weapons", "Tier": 1, "ResearchCost": 150, "pistol.revolver": 1 ect.....
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well, it only pumps water when I'm in vanish ,SMH
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Alright, I'm a stupid head, its not an issue, the static does in fact pump water.
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After condiderable effort of trying to sort this out, I plead exhaustion. Any direction from anyone will be really appreciated. So here is what im trying to do. Make a craftable water well that can be deployed and used by a player. One of these things right here: https://steamcommunity.com/sharedfiles/filedetails/?id=3481656885 So heres whats going on: Using Craft Menu 1.1.71, the item crafts correctly and shows in my inventory. Here is the config from Craft Menu: }, "legacyfurnace": { "Name": "Water Well", "Image": "https://maps.coriumhardcore.com/CraftingMenu/waterwell.png", "SkinID": 3481656885, "Category": "construction", "Tier": 1, "ResearchCost": 0, "Resources": { "rope": 3, "sheetmetal": 1, "metal.fragments": 500 } }, So far, so good, its working as designed. but heres where my brick wall is. Using Place Anything 1.0.63, when using the "static" prefab, building privlege is present, the base item snaps into a good position, places just like it should, and the water well item is removed from my inventory. But its static, so you cant use it to pump water. "assets/prefabs/deployable/water well/waterwellstatic.prefab" Now when we change to the "deployable" prefab, building privlege is present, the base item snaps into a good position, but when placed, the placement sound happens, but no water well is placed, and the water well item is removed from my inventory. Here is the config from Place Anything: { "Water Well": { "BaseItem": "legacyfurnace", "SkinID": 3481656885, "Prefab": "assets/prefabs/deployable/water well/water_well_deployed.prefab", "NeedsTCAuth": true, "CanBePickedUp": true, "AdjustHeight": 0.0 }, Here is where I drew the prefab info from: https://github.com/OrangeWulf/Rust-Docs/blob/master/Extended/Prefabs.md Hopefully a solution is found, and left here for others to find. Im at a loss, any help would be awesome. Thanks Pist
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Excellent plugin if you don't want that hacked up feel of running chat commands on your server. It does exactly what it says it will do. IF you are running a hardcore server, you have to set "chat.globalchat true", or it will not work. Perhaps next update it will use both global and local chat, and this will no longer be a concern.
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@pookins "BiomeArid": { "type": 2, "Spawn": { "AutoSpawn": true, "BotNames": [], "BotNamePrefix": "", "Keep_Default_Loadout": false, "Kit": [ "Prim_Roamer_Shovel", "Prim_Rover_Bat", "Prim_Rover_Eoka", "Prim_Rover_Hatchet", "Prim_Rover_Kitchen_Knife", "Spike", "FARMER.BLUNDERBUSS", "FARMER.CARROT", "FARMER.GRILLFORK", "FARMER.KITCHENKNIFE", "FARMER.MACHETTE", "FARMER.PITCHFORK", "FARMER.SHOVEL", "FARMER.SICKEL", "FARMER.SPEAR", "FARMER.WOODSWORD", "MECHANIC1_BAT_SMOKE", "MECHANIC1_WRENCH_BEANCAN", "MECHANIC2_DB_SATCHEL", "MECHANIC2_WRENCH_SURVEY" ], "Gender": 0, "SkinTone": 0, "Day_Time_Spawn_Amount": 30, "Night_Time_Spawn_Amount": 30, "Announce_Spawn": false, "Announcement_Text": "", "BotHealth": 70, "Bot_Take_Damage_Percent": 100, "Stationary": false, "Scale_NPC_Count_To_Player_Count": false, "Give_Scarecrow_Loadout": false, "FrankenStein_Head": 0, "FrankenStein_Torso": 0, "FrankenStein_Legs": 0 }, "Behaviour": { "Roam_Range": 400, "Aggro_Range": 100, "DeAggro_Range": 50, "Peace_Keeper": false, "Bot_Accuracy_Percent": 100, "Bot_Damage_Percent": 50, "Running_Speed_Booster": 16, "Roam_Pause_Length": 0, "AlwaysUseLights": false, "Ignore_All_Players": false, "Ignore_Sleepers": false, "Ignore_Wounded": false, "Target_Noobs": true, "NPCs_Attack_Animals": true, "NPCs_Defend_Against_Drones": false, "Friendly_Fire_Safe": true, "Melee_DamageScale": 1.0, "RangeWeapon_DamageScale": 1.0, "Rocket_DamageScale": 1.0, "Assist_Sense_Range": 110, "Victim_Bleed_Amount_Per_Hit": 1, "Victim_Bleed_Amount_Max": 100, "Bleed_Amount_Is_Percent_Of_Damage": false, "Target_ZombieHorde": 0, "Target_HumanNPC": 0, "Target_Other_Npcs": 2, "Respect_Safe_Zones": true, "Faction": 0, "SubFaction": 0, "Dont_Fire_Beyond_Distance": 3 }, "Death": { "Spawn_Hackable_Death_Crate_Percent": 0, "Death_Crate_CustomLoot_Profile": "", "Death_Crate_LockDuration": 10, "Lock_Death_Crate_To_Killer_Player": false, "Corpse_Duration": 4, "Corpse_Has_Skull": true, "Weapon_Drop_Percent": 0, "Min_Weapon_Drop_Condition_Percent": 50, "Max_Weapon_Drop_Condition_Percent": 100, "Wipe_Main_Percent": 0, "Wipe_Belt_Percent": 100, "Wipe_Clothing_Percent": 100, "Allow_Rust_Loot_Percent": 100, "Rust_Loot_Source": "Default NPC", "Remove_Vanilla_Scrap": true, "AlphaLoot_Profile": "ROVERNPC", "Respawn_Timer": 1, "RustRewardsValue": 0.0, "XPerienceValue": 0.0 }, "Other": { "Chute": false, "Invincible_Whilst_Chuting": false, "SamSite_Safe_Whilst_Chuting": true, "Backpack_Duration": 10, "Suicide_Timer": 30, "Die_Instantly_From_Headshot": false, "Require_Two_Headshots": false, "Instant_Death_From_Headshot_Allowed_Weapons": [], "Fire_Safe": false, "Grenade_Precision_Percent": 5, "Disable_Radio": true, "Marker_Enabled": false, "Marker_Visible_When_NPCs_Are_Dead": true, "Marker_Main_Colour": "#ffffff", "Marker_Outer_Colour": "#000000", "Marker_Opacity_Percent": 50, "Marker_Radius_Percent": 20, "MurdererSound": false, "Immune_From_Damage_Beyond": 400, "Short_Roam_Vision": false, "Off_Terrain": false, "APC_Safe": false, "WeaponTrap_Safe": false
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I did notice yesterday that a monument parented melee bot would chase you directly and for a long time. But I didn't get much time to experiment. Here's one kit of a Roving Biome bot that is behaving as described. This bot was in the Arid Biome. "Prim_Rover_Bat": { "Name": "Prim_Rover_Bat", "Description": "", "RequiredPermission": "", "MaximumUses": 0, "RequiredAuth": 0, "Cooldown": 0, "Cost": 0, "IsHidden": false, "CopyPasteFile": "", "KitImage": "", "MainItems": [], "WearItems": [ { "Shortname": "bone.armor.suit", "DisplayName": null, "Skin": 0, "Amount": 1, "Condition": 100.0, "MaxCondition": 100.0, "Ammo": 0, "Ammotype": null, "Position": 2, "Frequency": -1, "BlueprintShortname": null, "Text": null, "Contents": null, "Container": null }, { "Shortname": "deer.skull.mask", "DisplayName": null, "Skin": 0, "Amount": 1, "Condition": 100.0, "MaxCondition": 100.0, "Ammo": 0, "Ammotype": null, "Position": 1, "Frequency": -1, "BlueprintShortname": null, "Text": null, "Contents": null, "Container": null } ], "BeltItems": [ { "Shortname": "syringe.medical", "DisplayName": null, "Skin": 0, "Amount": 1, "Condition": 0.0, "MaxCondition": 0.0, "Ammo": 0, "Ammotype": null, "Position": 1, "Frequency": -1, "BlueprintShortname": null, "Text": null, "Contents": null, "Container": null }, { "Shortname": "mace.baseballbat", "DisplayName": null, "Skin": 0, "Amount": 1, "Condition": 200.0, "MaxCondition": 200.0, "Ammo": 0, "Ammotype": null, "Position": 0, "Frequency": -1, "BlueprintShortname": null, "Text": null, "Contents": null, "Container": null } ] },
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I've cruised the forum, and didn't come across it, but anyone figure out how to make the melee only bots just chase your ass off? Its like they chase for a few seconds, stop, tie their shoes, then chase again, then stop, make a sandwich and chase again. Then if you turn and charge them, they stop and stare at the double rainbow. If that's how it is, then it is, what it is. Just hoping one of y'all had come across a tweak....
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I would like to relocate the UI, along with the buttons to the left side of the screen. Where the character is, is fine. I have struggled with this and have been unsuccessful. A Left-Right-Up-Down mechanic to move it with Admin Priv would be ideal. It block a large area of the skinbox UI in its current location. Would you mind sending me lines 55 - 211 setup that way? Or perhaps post the lined here so others can move theirs if they wanted to. You can put it right over the character and I wouldn't mind not one bit
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I would like to relocate the UI, along with the buttons to the left side of the screen. Where the character is, is fine. I have struggled with this and have been unsuccessful. A Left-Right-Up-Down mechanic to move it with Admin Priv would be ideal. It block a large area of skinbox in its current location. Would you mind sending me lines 55 - 211 setup that way?
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integration of AlphaLoot with the BetterNpc plugin
PistOffBastd replied to DctrSmokey's Support Request in Support
So I bought BetterNPC today because it is listed as "works with" AlphaLoot. I have the config set to use AlphaLoot, but I cant seem to find where to enter the name of the Custom Loot profile. -
So, im using it to reduce the gather, one of the things i notice is say, reduced gather of a metal node, the high qual bit shows as 0 in red, but it still puts 1 in your inventory, it wont smelt, and perhaps you chop up a wolf with a reduced gather hatchet, it gives you a wolf skull, but you cant use it to make the head dress, its in your inventory, but not recognized. As your updating the PI, would it be possible make the minimum of the "secondary" gathered items 1?
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Plugin loads, but does not change the vanilla random spawn breeds. * It would be ok if the Chestnut horse was in that mix....
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Error while compiling FusedRecycler: There is no argument given that corresponds to the required parameter 'includeNetworkData' of 'Effect.Clear(bool)' | Line: 241, Pos: 21 Excellent Plugin BTW, Thank You
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