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Everything posted by Malkizid
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- 248 comments
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- #eventmanager
- #manager
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(and 5 more)
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I cant record a video, it takes too long and I dont have the bandwidth. Please take a look at the screenshots I have attached below. Files: "Em1.jpg" so this is what happens after a plugin reload. "Em2.jpg" a data file modified by the plugin, this is what happens in the oxide/data/EventManager/CreatorSettings.json "Em3.jpg" is showing the default unmodified event entries of the Mevent events. This is with version 3.3.7. Nothing has been modified. Fresh install, again shows normal Entries for creator Mevent, of Mevent's events. after reload this happens and keeps happening and adding blank entries, Then the GUi can not be used in the creator area. Unloading the plugin, Modifying the entries in the data files and reloading or in the GUI have the same result. Any suggestions?
- 248 comments
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- #eventmanager
- #manager
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(and 5 more)
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- 248 comments
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- #eventmanager
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Heya Mevent, thanks for the reply. Yes of course, we are using the latest version. This has happened on several versions. I tried running it on a local windows test servers and a similar set up on a live linux server. As I mentioned the plugin works, its the GUI that messes up, making adding new entries or creators impossible. When the plugin is loaded with a new config and empty data and empty lang files, it works. However upon server restart or plugin reload, the data file gets messed up. And overwrites or adds new entries to the creators, usually duplicating your default entries that are prepared on first set up. These are duplicated with Empty ones. I cant tell but it must be a discrepency with the CaSe of the data file names. I see data files for EventsManager but the plugin is EventManager, Linux systems are cAsE SeNsitive in oxide, maybe that's why there is a mismatch too, I usually account for this and rename any relevant files but the same issue occurs on the windows based test servers. I'm not complaining, I simply have no idea why this is happening and its been an ongoing issue for us in several versions. EDIT - I see you uploaded another version after I wrote the message yesterday, we have not used version 3.3.8 was anything else changed other than a new event entry in the default events? Of course I will make sure to test this new version from 18 hours ago.
- 248 comments
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- #eventmanager
- #manager
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Heya Crash, Ah yes the native server command is the same, I actually thought the plugin version would override it. I'm really glad you were able to resolve the issue and publish a fix already, great work! Good choice on using "autorestart" as the command replacement. Thanks and hope you have a good day, Best regards, Manky
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The chat commands from in game, when used as an admin player all work perfectly from testing. Only this console command in my previous message seems to be incorrect, perhaps I'm typing it wrong?
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All is working fine now it seems. There's one small issue, maybe the command is incorrect on the front page? When typing the console command "restart" as listed in the description page, or trying "restart status" if I type either into server console or rcon it tries to immediately restart the server. So I had to very quickly type "restart cancel"
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I manage this plugin for another owner. Its always problematic, for years. Even upon a fresh install, load and serverstart with an empty data file and fresh config. The data files often get corrupted, since May the latest problem has been this: There is still one major bug, each time the plugin loads, or reloads or when the server starts, a new category of Creator "Mevent" is added, slowly making infinite Mevent categories. Please fix this as soon as you can, it makes it impossible to use the plugin. If all events are added and configured, they usually work but after say 10 restarts or reloads the admin can no longer see their creator lists of the plugisn they use. Just infinite categoriesof Mevent with no information in every column. This is not critscism, its frustrated feedback, on a problem that has not been looked at for months. and is based around an issue that has re-surfaced within the last couple of years on many updates / releases I hope it can be resolved. Because then the plugin would be very nice and I believe would work as intended. Regards, Manky
- 248 comments
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- #eventmanager
- #manager
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Thanks Crash, I'll update and try out the fixes.
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Greetings, Could you do a check over the various types of Jungle Trees. For example I have set the Jungle Trees gather to 12x, however only a handful of the Jungle trees register this. Many stay at vanilla gather rates, most notable teh Giant Jungle Vine swinging tree. "vineswingingtree02.prefab" and "hura_crepitans_sapling_A.prefab" and "hura_crepitans_e.prefab" and several others. I dont remember the prefab names of the others. Thanks in advance
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Hi Crash, I hope you are well. Been using this for some tie now and all worked well. However since the latest big changes you made to the plugin, scheduled restarts must be canceleed in order to add a manual restart. Is there something I'm missing in the commands list? I assume that through console and rcon by add a custom restart say for 15 minutes (while I already have a schedueld daily restart) would work and not require the scheduled one to be cancelled first? Thsi is inconvenient and causes a lot of uneccessary notificaitons for players, showing restarts cancelled, then restart rescheduled then the custom restart mesages after. Should the manual restart simply not just function and not have to cancel the daily? I have the same resutls from using the ingame ui and using console commands. I'm sure I'm missed something but I can't figure it out so I'd appreciate any help, many thanks in advance. Otherwise the plugin is functioning fine. (also I've attached my config and removed my webhooks or any custom urls I had) **EDIT** after initiating a manual restart an cancelling theDaily, nothing happens, it sits on permanently displaying the restarting in 1 second and doesn't function. Otherwise my schedueld restarts (daily restarts) work as intended. AutoRestart.json
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Hi Mercury I'm recieveing this error and the plugin can no longer load. [IQDronePatrol] The weapon could not be mounted on the turret. An incorrect shorthand has been entered or the turret does not support this weapon There are no errors in my config. I used to have the minicrossbow weapon as one drone weapon and it worked fine before. I removed it and used some more regular weapons this time but the error still persists. Probably some prefabs or assets paths changed in the Rust Update, could you take a look as the plugin cant function. I have attached my config for reference IQDronePatrol.json
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No problem, that was my guess - as I also made the same mistake the first time I used it. Happy to help.
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Wrecks plugins are easy to set up, accessible and very much ready to use "out of the box" for inexperienced users or people that don't like too much flavor. In my opinion the real magic is in the configurability and customization. Even with such a simple idea as Mercenary Ranks, Wrecks has built it in a way that allows users to take the idea and functionality to many levels of customization, to suit almost any type of server, from PvE to Roleplay to PvP - Creativity is your only limit! I must add, that Wrecks is always willing to go above and beyond to help out the community and customers alike. Thank you for your hard work and support
- 10 comments
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- #economy
- #rankup system
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- 2 comments
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Hi, sorry to ask again but are you certain your default group or any of your player groups dont have this permission: custommixing.give The permission name makes it an easy one to mistake as a regular non-admin permission.
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Hey Marte6, in the next update, would it be possible to add in a SkinID field for Fuel input items? I would really like to be able to add Custom fuel sources for some of the Quarry levels and think it would be beneficial for many custom servers. A Displayname field would also be brilliant but is not necessary. for example: { "Fuel Configuration": { "Resource Extraction Interval In Seconds": 900, "Fuel Items": [ { "Shortname": "diesel_barrel", "CustomName or DisplayName": "High Grade Diesel" "SkinId": 123456789, "Fuel Required Per Extraction": 5 } ] }, "Storage Slots": { "Fuel": 4, "Resources": 36 }, "Resources Output Per Extraction": [ { "Shortname": "crude.oil", "SkinId": 0, "Amount": 1800 },
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Such a fun and lightweigth quarry plugin, its really simple to set up and highly configurable. The devloper Marte6 does a great job with frequent support and updates. The integration of the Industrial System to the Quarry Computer is engaging, beneficial and performant. The fact the computer fits in a small base, neatly and efficiently is real bonus! one of my favourite aspects of this is the user itnerface designed for the computer upgrades, it is simple yet beautiful and well thought out.
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That's a Skin for a Garage Door in the event. I'm 99% sure this will not be an issue. Wait for FacePunch to release official notes on their devblog next wipe, rr update their new ToS regarding this topic. But from what I have read so far, Npc's or event items using a skinID like in this case (where a player can not take or loot it) is acceptable. This is the responsibility of us the server owners anyway, So to be 100% safe you can quickly change the skinID of the door to any non accepted workshop skin, or of course set it to 0 I hope that helps.
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I'll try that now, thank you Duff! Working perfectly again - cheers!
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Hi Duff, Thank you for the update to PlaceryExtended, However there is currently a compilation error with the plugin running in Oxide I've attached a paste from the server log: | Error while compiling PlaceryExtended: 'PlaceryExtended.CustomDeployable.AttributeSetup(GameObject, string, bool, bool, bool)': cannot change access modifiers when overriding 'public' inherited member 'PrefabAttribute.AttributeSetup(GameObject, string, bool, bool, bool)' | Line: 290, Pos: 37
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Strange indeed, It sounds like another plugin or convar you have on your server is interfering with the corpse prefabs of certain animals and somehow conflicting with Huntsman. Do you have any active plugins that manages gibs, corpses, loot or entitiies despawns, like a cleanup or nogibs plugin running? I'm not sure what, I ran into an issue like this earlier in the year after the Jungle update (not with Huntsman as I was not using it) but something else caused the same problem you described. I'm looking into it, will see if I can recall what the source was at the time
