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Everything posted by Malkizid
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Greetings @The_Kiiiing Is there a way to get the Prefab ID's so I can manually input the data into the .json file in oxide/data/EntityLimitUi.json ? I like the ui but I sometimes need to edit it outside of the game client. I dont know how to get the prefab ID's or are these genrated by the plugin ? The numbers in the config file, I though they were item ID's but they are not. It takes a very long time to edit in game, as every prefab path must be typed manually and saved. For example in my attached screenshot there is a farming group, I have 5 tiers for each permission group including default In this farming group example I must type every prefab path manually and save it. Then unload the plugin. and edit the json directly to get the prefab number ID's - add them to the other groups then reload the plugin. The problem is that it takes very long and defeats the UI a little bit, requiring a long long amount of work in the ui or combining both editing in the ui and the manual .json editing to save some time. I need to have many groups, so its very tedious and risky (if a misclick is made all the the edits in the ui group can be lost, or when looking at another group in the ui) So to edit without being able to copy or duplicate the prefab paths from the in game ui is difficult. So to add a new item to any group it must be done, very carefully and slowly in the ui - making it a bit redundant. If I can get the prefab number ID's then this would be simple and I can edit the .json directly. It would save lots of time. Do you know how I Can get the number ID's for the prefabs in the game ? Many thanks, Manky
- 21 comments
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- #entitylimit
- #entity
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That's excellent Gruber, thank you. I'll load it up this weekend on the test machine. You can close this ticket when you wish, thank you for your support
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It does not appear to happen at all on my OxideServer. Its running fine when an Offering is active There are also no errors when a player is using The Offering box to deposit, track or win rewards. (for reference we are using the latest update v 1.3.7) Maybe the NRE is because of an item reference in your offering config that is no longer in the server? Example a custom item or an invalid item shortname, in the config or something like that.
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Like I said, its a very minor problem. But I could not help but wonder why it is happening. The only new thing I discovered is that the Black rectangle is on both sides of the tower. It looks the same at any time of day or night. When a player flashlight or weaponflashlight is shone on it (see picture 2) the material almost appears normal. This is the same at any time of day or night. Maybe that helps narrow down the problem. Either way, I don't mind so much. I really like the new train station location!
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Hi Gruber, thank you for the udpates and your continued work on this excellent map! It's very appreciated. Having worked on map versions and assets a bit Rust Edit I can appreciate the time it takes to make some changes. No problem, I expect Monthly updates to Rust to break things sometimes. That's strange about the dark black area on the tower at the pier. What could cause this ? Perhaps badly downloaded map data from my hosted map file? I've never seen that in previosu versions of the map, Its likely that it does not show in Rustedit. Its not a Big problem but the missing black rectangles of the Pier tower looks bad. Thanks for checking, please keep up the good work
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Look in your data/RaidableBases/Profiles/ Raidable base profiles will allow you to change these settings to essentially do what you were thinking, like Nivex suggested. Some of the settings you will find in each profile that can help achieve a higher challenge: "Foundations Immune To Damage": true, "Player Damage To Base Multipliers": { "Type": "Explosion", "Min": 0.3, "Max": 0.5 } I believe they are a variable with min and max values, though Nivex will have to confirm that. Also reducing the numbers below 1.0 like in the above example for each damage type you want, will achieve the effect of increasing health of construction like walls, roofs, etc.
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The Vending Machine fix / removal is good though
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Hi Gruber, Thanks for looking into this and making the update to the map file. Unfortunately the Coaling Tower / Train unload stations are still completely missing from the map. At the first Coaling Tower Station where I posted before, from M19 and the second Coaling Tower / Train unload station is gone from "Port Station" in V9 Its a shame as there is no train station monument on the map. Is ther no way to fix these ? Also the materials are still missing from the walls and entrance on the tower, from the Pier tower in L20
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Minor issue, but its been bothering some players that some of the recent Facepunch items since the Pilot Update are not present. So we can not change the stacksizes etc. I'll do a full research of the item list of missing items if I find more and add them here, I dont think there are many. So far I've only confirmed the new Codelock item is missing. Best regards, Manky
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Hi The_Kiiiing, I saw the email udpate but forgot to reply to the ticket - thanks for your work - much appreciated!
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A short trial period could work wonders if done correctly, even as an experienced user it can be seriously difficult to be sure a plugin will do what you need or expect, even when provided with plenty of documentation and support. Anyhow, as for implementing such a feature and not having it abused - well I have no idea how that could work and doubt there is a practical and fair way to do it or would have been done.
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Thanks Gruber, I hope it's not too problematic to fix.
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Hi Gruber, Do you have any idea why the Coaling Tower assets might be missing recently? 1) on the latest map version the Coaling Tower from M19 has disappeared. Since the Facepunch lighting volume changes there seem to be some other bugs, such as the 2nd screenshot I have attached 2) from the Pier tower in L20 (this also affects the areas dowwn inside the Fault, though the areas inside the fault are only a small problem and negligible) 3) The vending machine "Output Outfitters" in R13 still does not function - maybe it can be removed ? Please take a look while you can. Really happy to see all otehr areas working and looking great. Thanks in advance, Best regards, Manky
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- 43 comments
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This would be extremely helpful, when searchign a known product by name, the autofill results are rarely even the product, unless theinput title is a 100% match, even then the results are bloated with unexpected or unwanted content.
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- 248 comments
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- #eventmanager
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Hi, thanks for the reply. I must remind you, that I'm not doing any of this. This all happens by itself. please note: on every version update, all data has been erased and all traces of the plugin. To prevent any data mismatch or configuraiton change issues, as you suggested - so this is not the cause. Lets go to start again. Running in Oxide. 1) All plugin data is removed. /plugins /data /lang 2) Plugin is freshly installed in an empty test server. 3) The plugin works, generally. 4) Nothing is modified. 5) The plugin does all of this by itself, adds this data on every server restart until its unusable. The same happens on the live server I'm configuring it on too. With no input from myself or an administrator. I honestly don't know why but its not a plugin conflict and its not a data access issue. Do you have any other suggestions as to what I could do to troubleshoot this ? Thanks in advance, Regards, Manky
- 248 comments
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Hi there, experiencing this issue after todays Oxide and Server patch. (16:14:17) | [Custom Fertilizer] OnComposterUpdate has been called! (16:14:17) | ArgumentException: An item with the same key has already been added. Key: 1755612857028 Any suggestions? Thanks in advance
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- 248 comments
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- #eventmanager
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- 141 comments
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Heya, thanks for the message. Yeah that's fair enough and understandable. Razor will let us know if he gets any info from FP on that too. About the prefab, interesting - when a plugin that spawns an npc prefab that can already use the sound "natively" (such as a scarecrow npc prefab) it works without these errors, however when its added to an npc prefab that does not natively use it, like a scientist npc prefab, the errors occur. I thought it might be something to look into. Anyway, no worries and yes I hope FP sort it out.