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Everything posted by TheGhostOfChaos
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Stack size splitting loses half the stack
TheGhostOfChaos replied to TheGhostOfChaos's Support Report in Support
Issue is sorted. I indeed installed a bunch of plugins from my old server which had a stacksize controller with it this was conflicting. Thank you for your assistance -
Stack size splitting loses half the stack
TheGhostOfChaos replied to TheGhostOfChaos's Support Report in Support
Allright ill investigate further thank you for your help. I wasnt sure if that would be as i used your plugin for a while and never had any issues good to know its something else -
When i split a stack (modified using the stack size manager) it removes half of the items in my inventory. Example Stone: I have 2k stone in my inventory i split it to 1k and 1k 1k stone will be moved fine The other will despawn 999 stones so 1 will be left in my inventory. I dont use any other stacksize managers as i went to this setup as its a great all in one package. Example below shows what happend to a stack of 5 on bean cans.
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You can enable Carbon compatibility i run carbon and it works perfectly fine No issues and i love how it works and looks i replaced the command to match Umods AdminRadar since my staff is used to it. Its alot better much more reliable and pretty. I had a few test with it and every feature works unlike AdminRadar which does not allow longer ranges. AdminRadar can be suitable for most owners but if you want a more reliable easier to understand interface use this plugin it is definitly an improvement.
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Changed everything from On to Off but that also doesnt do it
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Plugin compiles fine the UI shows up but there is no ESP enabled and no way to enable this. Using AdminRadar from Umod to show its not doing anything this is what i am encountering do you know how to fix it?
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First off thank you for the idea ill might add that in the future. So the reason i made this for my own use is i have added things in the server i am working on and that i dont want players to be able to use. Example: Convoy or Jackpot. Since i auto restart they get loaded everytime but i work on them almost everyday so adding and removing them would take more then using a plugin to disable them. Since i have alot to do regarding Convoy as i use custom vehicle's its best to keep it unloaded after a restart and load when i have changed alot to see if it improved. So eventough it might seem useless there are some specific moments it is helpfull and since i tought maybe other server owners would need something like this i shared it to help out. And above all of that another big reason i made it. Fun
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- #performancefriendly
- #servermanagement
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I want to track Farmed Crafted and Sold drugs using UltimateLeaderboard. Can you make an API available so i can set this up? Thanks in advance
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I pulled it out to add with within the comments: "Message": "Here is my 250 cash.", "Needs Permission (null = No)": null, "Player Commands": [ "talking_npc vehicle spawn rowboat $npcName" ], "Server Commands": [], "Next Message (null = Close UI)": 8, "Price": 250, "Currency": { "Item ID": -1779183908, "Skin ID": 2420097877 }, "Insufficient Funds Message (null = Close UI)": 9, "Cooldown": 0, "Server Wide Cooldown": false }, This is how my spawn looks like this is the default one i copied pasted this and set up the required Next Message Insufficient Funds etc. Price and SkinID for Economics. BUt the Player commands have been copied from this setup and used on all
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"talking_npc vehicle spawn duosub $npcName" "talking_npc vehicle spawn solosub $npcName" "solosub": { "prefab": "assets/content/vehicles/submarine/submarinesolo.entity.prefab", "position": { "x": 4.27357149, "y": 1.14182973, "z": 27.9427643 }, "rotation": { "x": 0, "y": 0.26675415, "z": 0 }, "monument": "assets/bundled/prefabs/autospawn/monument/fishing_village/fishing_village_c.prefab", "fuleAmount": 0, "teamlock": false, "skinID": null }, "duosub": { "prefab": "assets/content/vehicles/submarine/submarineduo.entity.prefab", "position": { "x": 4.27357149, "y": 1.14182973, "z": 27.9427643 }, "rotation": { "x": 0, "y": 0.26675415, "z": 0 }, "monument": "assets/bundled/prefabs/autospawn/monument/fishing_village/fishing_village_c.prefab", "fuleAmount": 0, "teamlock": false, "skinID": null Default conversation file is Boats vendor
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I keep encountering the same wierd issue: Failed to call internal hook 'OnTalkingNpcSpawnCheck' on plugin 'TalkingNpcVehicles v1.4.5' [2930185949] (The given key 'duosub' was not present in the dictionary.) I added the submarine's the way Vanilla rust has them in there NPC. This is done by adding the options within the Conversations and within the Data including the prefab. The names it needs to spawn and from the addon file are correct. It worked then it quit again it really makes no sense to me why this is happening. I did the excact same thing with a helicopter which works perfectly fine but adding submarine's doesnt work at all. chaosboats.json chaosboats.json
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I am trying to add Submarines to the boat vendor. It doesnt want to spawn them i added the prefab and spawn locations in the data folder. Added conversation aswel. Error in console: Unknown dictionary key (sub1) I named my spawnlogic with the prefab sub1 and sub2 Now the RHIB and rowboat still spawn fine but the tugboat also fails. I did manage to succesfully add another helicopter to my custom airwolf which worked perfectly but with the boats i get alot of issue's.
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Version 1.0.1
120 downloads
AutoUnload Plugin A simple, lightweight plugin that automatically unloads specified plugins on your Rust server. Configure it once, and it will keep those plugins unloaded either immediately upon starting AutoUnload or every 15 minutes on a timer. It can be used to keep plugins hidden while using an automated restart without having to remove the file's. Warning: Server performance can be hurt when using it on 40+ plugins (depending on plugin size). I highly recommend using it on 15 or less plugins to minimize performance impact. Plugin works with the latest rust version Features: Automatically unload plugins listed in the config file Option to unload plugins instantly when AutoUnload is enabled Automatic unload repeats every 15 minutes Simple configuration by adding plugin names to the config Permissions: autounload.admin — Grants access to all in-game AutoUnload commands Commands: /autounload.enable — Activate the AutoUnload functionality /autounload.disable — Deactivate the AutoUnload functionality /autounload.check — View which plugins are currently being unloaded /autounload.help — Display all available AutoUnload commands A.I. Has been used to identify bugs and clean up my messy work.Free- 2 comments
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- #performancefriendly
- #servermanagement
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Yeah that would do it ill keep attempting to break the plugin to find more bugs so far there isnt much great job
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Found out trough console that its blocking it because of the ice lake
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Idk if its another plugin conflicting that causing this but i started having this issue recently
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The plugin is awesome and stable. Its in its early stages of development so bugs can happen if you report them Mr01Sam solves them fast so easy 5/5 review. Adds something to the game that really gives alot of fun and allows base owners to do some cool stuff. Great plugin great support its allready worth buying 100% just help finding the bugs and it will be one of the best building plugins for rust servers