Jump to content

Nikedemos

Creator
  • Posts

    109
  • Joined

  • Last visited

Everything posted by Nikedemos

  1. Changed Status from Pending to Fixed Changed Fixed In to 1.0.25
  2. Nikedemos

    ladders

    Last time we spoke on Discord was about a year ago and as I recall, I did try my best to help with the Pocket Dimensions codelock issue, but ultimately we couldn't find the solution, despite several attempts. I don't think we ever spoke about Grid Power. My time has been very limited last year due to IRL circumstances and seeing as you had to wait this long, I feel we should get some issues sorted. Shall I DM you? I don't check Codefling that often but I check Discord at least a couple of times per week
  3. Nikedemos

    Request

    Changed Status from Pending to Not a Bug
  4. Nikedemos

    Request

    HI there! I'm really sorry for missing your ticket for so many months. I had a lot of tickets regarding PD and somehow I must've missed yours. I do not check platform-specific tickets very often - as opposed to Discord, which I recommend to guarantee a much more timely response on my part. As far as your suggestion goes, it's possible to limit deployment of boxes per-player, but not really per-group, as permissions for Pocket Dimensions are binary (either true or false, either someone has the permission or not) as they're based on Carbon/Oxide permission system. Perms can be granted to groups or players, but they cannot have numerical forms, sadly. If you have any other suggestions or want to discuss this further, hit me up on my Discord (https://discord.nikhub.dev), or the Codefling Discord
  5. Nikedemos

    Abandoned Bases

    Hi there, already responded to your other ticket, let's add this to the list of issues to discuss over Discord!
  6. Nikedemos

    Freezing

    Hi there! Sorry for the delay in my response. Had quite a few PD tickets (including the very same issue you're describing) and I must've missed your ticket somehow. Is the issue still happening? And have you eliminated any possibility that this might be a plugin conflict of some kind? In any case, hit me up on Discord and let's get this sorted. That's always the best way to get my attention and a much more real-time response, as I don't utilise platform-specific tickets too often. I can see you're already in my Discord, so just hit me up directly through DM or #create-a-ticket there!
  7. Nikedemos

    Entering pocket dimension

    Hi there! Sorry I'm only responding now to your ticket. Had a lot of tickets for PD recently about unrelated things/requests and I missed yours somehow. When you say "get trapped", do you mean the player being unable to move? Trapped where? Are the issues still present? In any case, hit me up on Discord, that's always the best way to guarantee a much prompt response. You can reach me at either the Codefling discord or you can join mine at https://discord.nikhub.dev
  8. Hi there! This could be due to several issues, like 32-bit floating point precision limits (because behind the scenes, Grid Power must divide a large number by a tiny number, and because of how the exponent and mantissas in 32-bit floating point values are expressed and interpreted). I do have an idea on how to solve it, since this has been bugging me (literally!) for a long time. Basically the solution would be to store the number of seconds remaining as an integer inside of Grid Power data files - or even better, inside the Grid Power fusebox entity itself - for the current/last fuse inserted, and then instead of the fuse being damaged by tiny, tiny floating point value, this integer would be decremented by 1 each second, and the fuse would assume its new health based on dividing the remaining seconds by max seconds. First though, I'd definitely try and determine if that's indeed the floating point issues you're currently running into, or is it a newly surface bug with Grid Power itself. Hit me up on Discord (I'm on the Codefling discord or you can join mine at https://discord.nikhub.dev) and let's see what can be done, much easier to discuss things in a bit more of a real-time manner.
  9. Nikedemos

    ladders

    Hi there! Sorry I missed your ticket @Papi Rusty, no idea how it slipped past my attention. And thanks for the reminder @SLATE. By "cannot deploy ladders on anything", do you mean, like, anything? Normal base walls, rocks in the wilderness, cliffs etc? Or do you just mean the power line poles specific to Grid Power? Do you still have this issue? Does it also happen with all the other plugins unloaded, so that you're sure it's not a plugin conflict? Are you running a procedural map, or a custom one? In any case, hit me up on Discord, that's always the best way to handle this issue, cause I'd like to test a few things with you.
  10. Nikedemos

    Ramp into water

    Changed Status from Pending to Not a Bug
  11. Nikedemos

    Ramp into water

    HI there! If you mean foundation ramps, Water Bases do not utilise ACTUAL foundation building blocks (just flat floors). Correct me if I'm wrong, but foundation ramps can only be placed from a foundation, or another foundation ramp. Normally you can't do that in Rust clients. it theoretically WOULD be possible to to basically re-create whatever UberTool does to let admins place whatever blocks wherever they want, but this looks like a completely separate plugin, because of the amount of work needed to pull it off. And there's gameplay issues with this approach as well, because each water base would have to have all the building block stabilities set to fixed 100%, and this would open doors to abuse by players who'd be able to build way higher and way wider than normal. If we didn't set the block stabilities to 100%, then each restart would cause the ramps to crumble (as they wouldn't have any stability entity that holds it down). I know all this because I already tried placing a different building block next to water foundations some time ago, and the results were less than stellar. As far as keeping waterborne vehicles inside Water Bases garages, the usual approach with boats/rhibs/submarines is to have a garage door on the water surface that leads to the garage interior. But I'm guessing you'd like to park them on the car lift, so that it decays slower? If you'd like to discuss this or similar ideas further, hit me up on Discord (https://discord.nikhub.dev or the Codefling discord, I'm there as well)!
  12. Changed Status from Pending to Closed
  13. Changed Status from Work in Progress to Closed Changed Fixed In to 1.0.19
  14. Nikedemos

    Still problomatic

    Changed Status from Work in Progress to Closed
  15. Nikedemos

    Still problomatic

    Try 1.0.15. Obviously FP still needs to fix this, but it's better than before!
  16. Nikedemos

    Still problomatic

    Changed Status from Pending to Work in Progress Changed Fixed In to Next Version
  17. Nikedemos

    Still problomatic

    Hi there! At the moment it's confirmed that this happens because of a bug in Rust's noclip antihack. FP are currently investigating the issue. I will be posting a hotfix patch to address it soon until the real solution comes around. Thanks for your patience!
  18. Nikedemos

    Problem with water depth

    Changed Status from Work in Progress to Closed
  19. Nikedemos

    Problem with water depth

    Changed Status from Pending to Work in Progress Changed Fixed In to Next Version
  20. Nikedemos

    Problem with water depth

    Hi there! Yeah I've received several reports about it. Working on it as we speak, it's due to the changes in world generation. I wouldn't worry about the config version 1.0.15, that just means the last version it was originally generated or automatically upgraded by the plugin. There will be an update soon, although it might be tomorrow, since I've been up for 16 hours and quite exhausted - Water Bases is not the only plugin of mine that broke! Appreciate your patience!
  21. Changed Status from Pending to Work in Progress
  22. Hi there! Not sure I understand correctly. Normally when you place the first foundation on the water by deploying the item, you use a regular, Rust building planner to place floors (triangle/square) next to it. "Plugins chat to the players definitely is not working". You mean, the little red hit box on the bottom is not showing up when the foundation explodes when the players place them in the wrong way? Normally it should show a red box on the bottom, saying "That's not how you expand your foundations! You only need to deploy one blue doughnut as a starter. Then take out your building plan, select a square or triangle floor (NOT foundation!) and build just like in vanilla.". In your config, there's a setting called "PlayerMessagesAsToasts". Is it set to true, or false? I'm looking in the code right now and either I'm mistaken, OR recently the ability for plugin devs to send any arbitrary toast messages seems to be missing, only allowing for pre-approved, translated messages to be sent. Currently looking into it and wondering if it's something that popped up this September's wipe, or sooner, but nobody bothered reporting it? In any case - I will be addressing the issue of the lack of hint boxes this forced wipe in less than 48 hours. I'd highly recommend hitting me up on Discord, as don't have Codefling push notifications enabled and have to check in manually.
  23. Changed Status from Not a Bug to Closed
  24. Changed Status from No Response to Not a Bug
  25. Changed Status from Pending to No Response
1.9m

Downloads

Total number of downloads.

8.7k

Customers

Total customers served.

129.8k

Files Sold

Total number of files sold.

2.7m

Payments Processed

Total payments processed.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.