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Everything posted by KingSizeKevin
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I'm using it as a skill. It happens even when players dont have the permission yet. I can 100% replicate the problem while this plugin is on, and 100% can't get it to break with this plugin disabled. It does charge at first, but after an hour or two (1-2 game days), the battery shows Zero power, and not charging. I don't use xD Quest, or any power line power plugin, or any other modifier. I'll clone my pve server to my test server and only run this plugin to isolate the problem to this plugin (or not).
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You might not be able to reproduce it but as soon as I removed the plugin, it stopped happening. I do have to use /remove tool and place the battery back down and it starts charging again. It doesn't recharge again right away after removing plugin. After I put the plugin back on, players batteries end up drained to 0 power and no longer charge up. To reproduce the issue, it might require a full in-game day cycle going night back to day. I've had users report it happen on both solar panels and windmills though. I don't have any other power modifying plugins. I'd be happy to DM you a list. Any other thoughts to troubleshoot?
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Something wrong with this plugin with new Rust update. Battery will not charge with plugin installed, even with no permissions.
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- 411 comments
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- #helicopter
- #helicopters
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- 411 comments
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- 1
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- #helicopter
- #helicopters
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Situation: Player has a cooldown and inventory is full. Player throws heli signal, rejected by cooldown, but the supply signal disappears. Is it not possible to return the signal to the same inventory slot from which it was thrown?
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Can you make this plugin cooldown not apply to Armored Train?
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Nothing too major, mostly small plugins to tweak the server in the right direction. WIll pay for all work. Prefer to continually work with the same person. For PvE server that is in the top 3 in popularity. rabidkevin#9828
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Correct. It should damage the base of the person/team who called it, but not their neighbors. The other popular call heli plugin completely ignores other players other than whoever called it. Your plugin seems to target neighbors in the area also. THis is not good because most PvE servers lock the heli to a player/team now, so neighbors get blasted, but they can't even kill the heli. Ideally it should both ignore people who aren't on the team/clan/friends system, and also only damage TC's associated with those players.
- 411 comments
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- 1
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- #helicopter
- #helicopters
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Currently the config is set so you have to blacklist the entities you don't want hurt by extra damage. Such as wall, wall.frame.garagedoor, door.hinged.metal, etc. I think it would be better if we could blacklist the item instead. I just want to disable attack ability on explosive timed, exposive satchen, explo ammo and rockets.
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- 411 comments
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- #helicopter
- #helicopters
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- 37 comments
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- #alarm
- #biological weapon
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(and 32 more)
Tagged with:
- #alarm
- #biological weapon
- #bradley
- #call
- #cargoplane
- #ch47
- #chinook
- #crates
- #event
- #facepunch
- #kpu
- #kpuc
- #kpuctajl
- #mad mappers
- #npc
- #oxide
- #parachute
- #phone
- #plane
- #plugin
- #plugins
- #premium
- #pve
- #pvp
- #rust
- #satdishevent
- #satellite
- #satellite dish
- #umod
- #zombie
- #halloween
- #pvemode
- #npcspawn
- #server event
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We have had this event for a year with an unchanged config. This just started happening when it didn't before. The event is set to expre after 3600 seconds, which it wasn't even lasting that long. The event is despawning within 20mins in some cases. It is not giving a 5 minute countdown before the event ends. It just abruptly ends while a player is running it and it still says it has plenty of time on the GUI clock. Config file: { "Minimum time between events [sec.]": 4200.0, "Maximum time between even - Pastebin.com
- 37 comments
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- #alarm
- #biological weapon
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(and 32 more)
Tagged with:
- #alarm
- #biological weapon
- #bradley
- #call
- #cargoplane
- #ch47
- #chinook
- #crates
- #event
- #facepunch
- #kpu
- #kpuc
- #kpuctajl
- #mad mappers
- #npc
- #oxide
- #parachute
- #phone
- #plane
- #plugin
- #plugins
- #premium
- #pve
- #pvp
- #rust
- #satdishevent
- #satellite
- #satellite dish
- #umod
- #zombie
- #halloween
- #pvemode
- #npcspawn
- #server event
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- 411 comments
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- #helicopter
- #helicopters
- (and 17 more)
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- 37 comments
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- #alarm
- #biological weapon
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(and 32 more)
Tagged with:
- #alarm
- #biological weapon
- #bradley
- #call
- #cargoplane
- #ch47
- #chinook
- #crates
- #event
- #facepunch
- #kpu
- #kpuc
- #kpuctajl
- #mad mappers
- #npc
- #oxide
- #parachute
- #phone
- #plane
- #plugin
- #plugins
- #premium
- #pve
- #pvp
- #rust
- #satdishevent
- #satellite
- #satellite dish
- #umod
- #zombie
- #halloween
- #pvemode
- #npcspawn
- #server event
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It could be something simple like this. Unskilled value. Leave 0 for vanilla/default. If I wanted a 0.5x server to 1x to 2x to 3x, it could be done. If I wanted a 10x that goes to 20x to 30x, it could be done. For someone that wants 1x to start, then just leave it 0 and ignore it entirely. The plugin would work identical for you as before, but allow so much more possibilities without having conflicting plugins. { "Enabled": true, "Permission": "", "Type": "Wood", "ID (for None)": 0, "Image": "https://gspics.org/images/2020/09/02/xz6Fy.png", "Title": "Woodman", "Description": "Expand your tree chopping ability!\nEach tier adds 33% more skill.\nWhen you fully learn the skill, the rate increases to 2x.", "Unskilled Value (Leave 0 for unchanged)": 0 "Stages": { "1": { "Cost": 50.0, "Value [metabolism - value, for everyone else %]": 133.0, "Value 2": 0.0, "Commands": [], "Groups": [], "Permissions": [], "Required skill stages": [] }, "2": { "Cost": 100.0, "Value [metabolism - value, for everyone else %]": 164.0, "Value 2": 0.0, "Commands": [], "Groups": [], "Permissions": [], "Required skill stages": [] }, "3": { "Cost": 150.0, "Value [metabolism - value, for everyone else %]": 200.0, "Value 2": 0.0, "Commands": [], "Groups": [], "Permissions": [], "Required skill stages": [] } } },
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Well you see, that is not possible. The 2 plugins conflict. Skills will not upgrade and the rates stay at the gather rate plugin modifier. I wouldn't post this suggestion if I didn't try already. Your comment was not needed. Unskilled would simply be the "starting" rate so we can tweak the vanilla rates as well. Why have more plugins when this plugin could add a tiny config option (which YOU can ignore and not use) so I can set 0.5x rate when there are zero skills applied.
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- 200 comments
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- #bradley
- #krunghcrow
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Suggestion: Let us set the UNSKILLED rate. So if the player doesn't have skills yet, we can start them off at like 0.5x and have to work towards harder progression. Someone might also want to start at 2x and evolve to 10x for example. Just add a configurable unskilled setting that applies if none of the tiers are purchased yet.
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- 188 comments
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- #boat
- #facepunch
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Could you add support for BotReSpawn API? So when a heli tier is killed, it will trigger a custom profile on BotReSpawn? Integrating with the most popular bot plugin could be beneficial to everyone "npc quantity can be left at 0 so it spawns whatever the profile is set up for, or the author/caller can, alternatively, specify their own quantity."
- 411 comments
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- 1
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- #helicopter
- #helicopters
- (and 17 more)
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- 188 comments
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- 1
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- #boat
- #facepunch
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