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Everything posted by Mankus
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So far all I know is manual pasting of a dungeon, the elevator works and nobody is kicked. The manual commands are not working in this version, I had not tested them before Example: "dungbase_start entrance1 dungeon1 -443.46 7.62 -1909.51" Console: (17:28:25) | [Dungeon Bases] Manual spawn point set to {manualSpawn} But nothing happens. dungbase_stop and dung_base start are not working after trying the above, its stops responding. Default random / or timer spawns were working but players were kicked from the elevators.
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We've been having the same problems, I initially thought it was RustEdit, then it seemed to be the Facepunch update / Oxide It can be a common Rustedit bug if the versions are mismatched. But using the latest versions of DungeonBases, and the latest patches to Rust, ike Stark said, players are all having the same issues in all of the dungeon bases. None of the designs are modified. I'm logging into the server now to test with copy paste
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Two stars for a nice ui design by a good developer. Minus 3 stars for plugin that has become an unnanounced forced dependency FacePunch for many plugins; which in effect, however unintentional, has taken away almost all organisatial control, efficacy and order from server admins. Resulting in a chaotic mess of server files. Could it be improved? Absolutely Do I want it, absolutely not. Does it help server owners and admins? no. Was it a good idea? In theory, I am sure. At least it helps the developers of MadMapers plugins who are using it, to unify their workflow but it does not do the work for us, so there must be more taken into consideration Please consider this: I have tried and tested LootManager, let's use one of Adem's decent plugins as an example, lets say Caravan. If I want to continue to use Caravan and customise the loot I must use LootManager. I have tried multiple versions of LootManager since Adem first published it on Codefling. The Result: I can no longer cleanly and efficiently edit the loot via a single .json configuration file. Using a GUI (user interface) to edit any configuration, in this case loot, is impractical, there are visual bugs, there is latency, a risk of misclicking, the inability to edit large amounts of data, it looks nice but it is very impractical! Not to mention that all the data files LootManager created, in this case have been misnamed and needlessly separated, like others have mentioned several times. That is a serious workflow and consistency problem. My main argument point is that LootManager itself, to configure as an admin is risky (by risky I mean there is too much room for error) and it is very time consuming and inefficient, but to what gain? I see no gain, as someone who needs to configure their loot files from a single file. I am certain the majority of people edit their work this way, not by a loot "menu" Pleasant easy on the eye GUI should be aimed at the use of the player, not used as the method to configure by an admin! I'm only talking from a configuration stand point. Its not because "I don't like it" its because the plugin causes practical issues. I can not keep track of my loot or organise it in anyway from this perspective, even if I manually reorganise and rename all of the data files lootmanager has created, so they are more recognisable, that doesn't solve the issue. In fact it would not even be possible with needlessly modifying a lot of the messy data, which would be erased when the plugin is updated (in its current state) If unifying everything through LootManager for performance gains, optimisations and workflow from your side as developers in beneficial, ok that's one positive aspect and I understand uit, that is good but it can't be the only consideration. The end users of these products are not players so please continue to design them for the people who use them. Is there some sort of compromise that could be made to the actual data or file storage order, to edit the data directly, so at least, each plugin has a singular editable file. I used to work with LootTable from Kiiiing, which has a very nice interface too but since they removed the ability to edit configuration files from the server and replaced everything with protobuf, a user must also log into the Game Client and use an interface to edit loot, skinID's, shortnames, etc. etc. Which is extremely problematic, Rust does not work well with interfaces in game at the best of times! (as another example of other popular plugins that heavily rely on in game User interfaces) - Mevent Team makes brilliant interfaces for Shop, ServerPanel and so on which too frequently break because Rust servers dont perform well with GUI in game as player logged into the client. But I can afford to continue to use those plugins from Mevent because they still allow full control and configuration from a data file and configuration file perspective. If this was not the case, they would also be abandoned. Please, on behalf of all past and future customers, at least consider these important facts to continue a positive and progressive relationship with us.
- 78 comments
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- 12
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- #loot
- #lootmanager
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It should be pretty obvious by now, everyone who doesn't like, want or need LootManager has given a reason why in their own words or otherwise. Its been discussed in many places including of course the LootManager plugin page. My final feedback and advice is listen to the people who work with, support and use all the plugins that are now being made dependant on LootManager. Change is not always positive, this apparently unanimous, closed MadMappers decision was a poor one.
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Good ole facepunch have revisited their indie file naming system, remember when wolf2 was a thing and horse2 (which weer eveeeentually fixed) well now we have "..../scientist/gen2/scientist2.prefab" These are the ones now present on oil rig and in boats etc. Will require a few plugins to get up to date and of course FP will break it again when they finally decide to update the naming structure in a few months.
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Greetings, very nice map, thank you for sharing! I found a few erros, the cliffs in the grotto cave system near junkyard, They are blocking several passages, I took some screenshots but there are more. Hope thats helpful
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Greetings Mr01sam, Do you think there is some way we could trigger mode / flag switching when a player enters the Deep Sea area ?
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- 109 comments
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- #restart
- #rustplugin
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- 109 comments
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- #restart
- #rustplugin
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If you're totally new to runnning a rust server and using oxide or carbon and plugins, I suggest you go to Youtube and look up SRTBull, he has provided many years of tutorials on how to get started and doing more advanced things with plugins, I reckon you should start there since you're new to all of this.
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Way to call the local ogg files instead of calling out to dropbox every second?
Mankus replied to Rust Admin's Support Request in Support
Yeah can definitely confirm it doesnt even attamept to download if the local file is present, I've never had to redownload the files again, since the links to my original files are on a server I lost access too several months ago, and I've never removed the local files. (that was just pure lazyness on my part, until I need to make some new files ) So the messages aren't a big deal and are informative. but yes since links can be very long its difficult to see through console sometimes would be nice if that could be masked, some servers have many npcs dying and spawning often, when this is on most of them it can make for a chaotic console. -
Good day Aimacak, thank you very much for your help and assistance. Really appreciate the explanation and solution, looks very simple to achieve with that guidance and info you sent! I don't have or use BetterNpc unfortunately, but if I ever get it I will definitely use this advice. Others can certainly follow your guide here to more easily add profiles. Cheers
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This is the most fun "Boss" animal / beast plugin out there! Since the Animal Scaling update it has become even more fun, giving players the fright of their lives when a monstrous Boar comes stampeding out of a Jungle or they are stealth attacked by a ninja micro chicken! I can't add much new that others have already said in their reviews as I agree with them all, its a very performant, easy to use and highly enjoyable plugin. Many great options for configuring, custom loot tables, bonus loot, prefab + coordinate based spawn system, a licence system and more. Well worth a buy for modded server!
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Quality plugin, its definitely ready to rumble "out of the box" with custom skins, items prepared and functionality. If you have custom gather rates in skilltree, it works too. Config is never complicated and its an excellent Framework providing Admins with many possibilities to add more content and features to their server, using the provided items and the opportunity to create your own. There's a bit of set up to do if you use custom furnace rates as Wrecks mentioned, this is not an issue if you have some extra time!
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Very cool, really useful! Simple to configure, has plenty of documentation and Wrecks has provided neat samples for anyone to use and help figure out the possibilities. There are so many useful applications for this - it can be usefule on any type of server, allowing players to simply comibne or "upgrade on hand" event items, or vanilla and custom items that don't require ingredients or recipies, the choice is yours - highly recommended!
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Been watching this for a while, looks great Dont use the Survial Arenas, but if we do - will be back for this By the way, that's a shame Naughty FP removed that oil tower prefab Is only removed from RustEdit or is it a limitation by spawning in game where its removed ? Manky want try find you replacement. Maybe there is a good alternative. anyhow, you got me on discord or can dm here - Manky been learning rustedit, uh ohhh
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- 831 comments
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- #shop
- #shop ui
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- #server rewards
- #gui shop
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- #in game
- #economics
- #humannpc
- #market and magazine
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- #rust shop plugin
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Seems like CopyPaste is not compiling. Got your server console and type o.plugins this will output a list of what's laaded and what is not. As for why CopyPaste is not creating a data folder or compiling, it might be a read/write issue. That's kind of outside the realm of the support for DungeonBases. You should contact your server host provider about that. Like Fruster said, once you get CopyPaste to compile and have your data folders set up correctly as he described, then DungeonBases will load fine.
