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KingSizeKevin

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Everything posted by KingSizeKevin

  1. Whoops. My bad again. UpdateChecker plugin wasnt showing it needed updated.. hmmm. I will update and confirm
  2. There is another issue, red text on the screen when you kill one of them. death.prefab issue
  3. Disregard, I think the plugin just didnt load
  4. This plugin needs an update for the new Rust update
  5. Definitely this plugin that caused it. I removed NPCKits, and made a Save Recovery plugin, to fix entity saving again, and it fixed the problem without going back again. Warning to anyone who updates this plugin to the latest version. If anyone needs the Save recovery plugin, DM me on discord - rabidkevin
  6. Anyone else experiencing a corrupt .sav file after updating this plugin? I'm pretty sure it is the culprit. After I updated this plugin, my console looked like this, and if I restart the server, its totally ruined. As long as I dont restart, everything appears normal to players (08:55:07) | Saved 84,656 ents, cache(0.02), write(0.02), disk(0.01). (09:00:07) | Saved 84,690 ents, cache(0.02), write(0.04), disk(0.01). (09:05:07) | Saved 84,716 ents, cache(0.03), write(0.01), disk(0.01). (09:10:07) | Saved 81 ents, cache(0.00), write(0.01), disk(0.00). (09:15:07) | Saved 299 ents, cache(0.00), write(0.00), disk(0.00). (09:20:08) | Saved 442 ents, cache(0.00), write(0.01), disk(0.00).
  7. Any way to support the new radiation timer on monuments? Making the cards/loot spawn faster doesnt really help anymore when the monument has its own rads timer now to force players out of the monument, making this plugin mostly useless. Would be nice if we could adjust the Rad timer per monument too.
  8. Broke with the latest update AntiLadderandTwig - Failed to compile: 'ulong' does not contain a definition for 'userid' and no accessible extension method 'userid' accepting a first argument of type 'ulong' could be found (are you missing a using directive or an assembly reference?) | Line: 38, Pos: 80
  9. Can we add the blueprint fragments in as an option to speed up?
  10. edit: disregard, I was loading profile not loot
  11. Will BotReSpawn NPCs work on this thing? Does it have navmesh for them to move around?
  12. Seems to be something weird with new update. I see the junkpile NPC name tags way high i n the ski like they are floating, and cant see them spawned anywhere
  13. Hello, quick question.. When players run a tugboat into the Raid Bases dome, the tugboat goes flying half across the map. Any way to make it just bounce back a little instead?
  14. Would it be possible to allow wind variable as if its always max height? Essentially any placed windmill would behave the same as one placed at maximum height, instead of a forced constant variable?
  15. KingSizeKevin

    Convoy

    Can you please break the config file into multiple files? Maybe a config file for each tier? The 200KB config file is very hard to edit
  16. Edit: Found it - "Lock Treasure To First Attacker": true, I had it enabled but its not working based on using explosives first. I am trying to have raidable bases with no NPCs. Is it possible do detect the first attacker on raid damage?
  17. Is it possible to add support for jungle junkpile npc? and im not sure if any other news ones that im not thinking of
  18. Hello, I would like to suggest the following. On the default profiles screen, could we get another tab on that screen with "offline profiles" or something of that nature? For example I might make a change to abandoned mil bases, but then one of the other 3 variations spawn next wipe. Or another example I adjusted the NPCs at mining outpost but only had 2 of them on this map, when there will be 7 on the next map. So in the offline profiles section, we could browse all the botrespawn profiles that are in the config but not active. When visiting this page, the enable true/false could just be stuck as false and unchangeable. Just a thought about managing offline default profiles. Thanks!
  19. Certainly within scope, but you could just say you dont want to add it. You have economics tied to purchasing tug boats ,and the free ones avoid the need to buy one. It would be beneficial if we could remove that factor to elevate the purchasing experience. Its what the other similar plugin to this does but it is a massive plugin with a lot of overrhead. Certainly makes sense this plugin would support it for economic control. Thanks for the response.
  20. Can you add support to block vanilla spawning tugboats?
  21. Any chance we could add support for Custom Items with skins? So we can pay out paper skinned as cash. Thank you.
  22. Hello, with the engineering workbench being added next wipe, have you made plans for that yet? Will we be able to block research on engineering workbench so that we can keep random research? Thank you.
  23. I run the Heli Signals plugin but I am wondering if it would be possible to make all Patrol helis crash on land if they are killed over the ocean? Ideally a custom plugin would work on all heli types, whether its vanilla, heli signals, convoy, etc. Would this be possible to make?
  24. KingSizeKevin

    Heli Signals

    I know. We already use the prevent fleeing option so that Heli fights stay personal and dont affect other players. I just meant adding the ability to prevent it from crashing in the ocean. Flee to land option. NPCs dont spawn if it lands in the ocean and it makes the loot too valuable for people that abuse it by making it crash in the ocean. Thanks for the consideration.
  25. KingSizeKevin

    Heli Signals

    Suggestion: Players commonly abuse the difficulty of getting the loot by making the heli crash into the ocean. We also dont want it to flee to the nearest monument, as that conflicts with people who may be running the monument. Could we add an option to just flee in-land? So if it is taken over water, it will flee back into land and crash on land instead of in the ocean?
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