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Everything posted by Malkizid
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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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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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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
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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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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.
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All I noticed is, _if_ NPC prefab path is "scarecrow" -# "assets/prefabs/npc/scarecrow/scarecrow.prefab" then paudio prefab "murderer" (assets/prefabs/npc/murderer/sound/breathing.prefab) does not cause an error (I know why the npc prefabs are not scarecrow, typically in BotRespawn or NpcSpawn, even ZombieHorde, for example) But im wondering why the below is the case: if the Npc prefab is "scientist" as in the case with BotReSpawn or other plugins that use custom logic or alternate Npc prefab types, the client-side red spam error occurs: Prefab 'assets/prefabs/npc/murderer/sound/breathing.prefab' requires asset scene 'AssetScene-props' to be loaded first.
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Any news about Facepunch returning access to removed or altered audio prefabs, for example the Murderer sound? I believe FP will need some pushing on this topic, as to not forget ordisregard it. I think Razor contacted some staff, for the same reasons but about a different set of audio prefabs, also for NPC's So I am hopeful still that they might return access to developers.
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If your configurations are correct with the proper syntax and urls, then it is probably an api issue - will have to wait for a fix (on the relevant sites) and or the plugin itself. Several other errors can cause this to happen, usually from the configuration file. One example - when there's a mismatch in the plugin name when manually added in the config and the plugin name from the webhost (Codefling, LoneDesign, Game4Freak etc.) as well as in the url and the Sitename, another thing to note these can be CaSeSensitivE depending on your system. Basically, some plugins just wont show up even if you correctly add them.
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@Kleementin I saw your support request in Convoy but could not reply. Convoy Npc's are partially controlled by the NPC Spawn Api. You can change the configuration settings to allow any npcs controlled by NPCSpawn in the configuration for that. This will affect the general behaviour of Convoy Npc's "Can NpcSpawn NPCs attack animals? [true/false]": false, "Can NpcSpawn NPCs attack other NPCs? [true/false]": true, (set this to true to enable them to attack other npcs) "Can NpcSpawn NPCs attack sleeping players? [true/false]": false, "Can NpcSpawn NPCs attack wounded players? [true/false]": false, "Can NpcSpawn NPCs attack players in SafeZone? [true/false]": false, "Prefab path used for all NpcSpawn NPCs": "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_bradley_heavy.prefab", As for ZombieHorde it has its own settings for whether or not those Npcs can attack other npcs, as it uses Chaos' custom Npc logic. Just keep in mind this will enable all npcs controlled by NpcSpawn Api to attack any other npcs, so may have unintended effects dependingo n what other events and bots or bot plugins you have interacting on your server. For example BotRespawn also has its own individual settings for this. Hope that helps
