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Malkizid

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Everything posted by Malkizid

  1. Malkizid

    MyStatistics

    I dont have your plugin, I'm interested in it and only discovered it yesterday here on Codefling. I liked your design and saw the discussion so wanted to share some ideas and some of my thoughts. We've used other stats plugins on our server and they are ok but far too simple or not interesting for PvE servers, I see more potential here with your plugin and would consider getting it
  2. Malkizid

    Convoy Reforged

    That's been there for some years, there are more important things to worry about. I wouldn't try to change that in the config
  3. Malkizid

    MyStatistics

    Nice work, neat plugin. Certainly looks better than other similar ones we have used. I suggest adding an (optional) dark theme too for the gui Also players love to compare stats with eachother, so it would be very nice to see the option for players to compare or see other players stats on the server. one other idea, for PvE servers it would be good to show stats for pve actions, like "events" completed or "animals" killed or funny things like deaths by npc type (and name) so "animal type" like a chicken or bear or "npc name" which would display the custom or default npc name
  4. Malkizid

    Skill Tree

    Yes this functions. Maybe you forgot to update to the latest version of SkillTree ?
  5. Malkizid

    Skill Tree

    I think if you add the wolf skull (plus any other items you dont wish to recieve multiples of) into this part of the config, it should do what you asked; "Harvesting yield blacklist [items listed here will not be affected by the harvesting yield perks]": [], in this case the item name is "skull.wolf" and the config line should then look like this: "Harvesting yield blacklist [items listed here will not be affected by the harvesting yield perks]": [ "skull.wolf" ],
  6. Malkizid

    Npc Spawn

    I know little to nothing about programming or writing code myself, other than looking for obvious cues in c# or how .json should be formatted but after seeing the effects on Plugin functionality after such changes FacePunch make to the game, I can understand the amount of work that has to be done and how easily those changes can break all the work all plugin devs do. I appreciate it all!
  7. Malkizid

    Npc Spawn

    Thank you Jbird for your reply and consideration and passing this information onto KpucTaJl. I'm glad I was clear enough, I was concerned my examples were not so concise. Those optons you mentioned as universal settings would be really useful and hopefully could improve the API / Plugin without reducing performance. Optional aggression levels such as defensive (shoots back at attackers) or aggresive (shoots on sight) or passive (ignores all) would be excellent if feasible. Thanks again. Best regards, Manky
  8. Malkizid

    Events Manager

    We have the same issues on the server I admin for, the owner got this and we set it up - all seemed fine until, well what you said. Otherwise it generally works but editing the .json is next to impossible and the UI of the plugin is abysmal, unresponsive and if you ever need to update the set up you made in game, using the ui it stops responding and must be erased, to input all event times again. Random start, best idea but does not function on 30 min intervals or any variations. Its a shame, simple and clever idea gone a bit awry. An update of the ui appearance and functionality or simplification of the configuration file for simple .json editing would actually benefit this plugin a lot. Unnoficial (unowned review) as a user of this plugin is 2 out of 5 stars I hope this can get a short re-write or a proper update to fix or improve upon these issues.
  9. Malkizid

    Npc Spawn

    Hi Jbird, thank you for your reply! Indeed. I'm aware of all the possible configurations to limit this, but then it limits their performance against the player. So thats not an option for us. However we have a quite a few bots from events (mainly using NpcSpawn, such as Convoy, HarborEvent, ArmoredTrain, GasStationEvent etc.). One issue is that NpcSpawn bots attack vanilla Scientists. Which we dont want (as they spawn from bradleys or at monuments etc) or when they spawn from Bradleys in the Convoy event, the Convoy NpcSpawn bots start killing the Scientists spawned from Bradleys. When we use BotRespawn profiles to send reinforcements which are set to defend the event NpcSpawn bots, the NpcSpawn bots attack the other. When this is intended it is fine, we have roaming npcs or at monuments, some are supposed to be aggresive and some are not. Which makes for great diversity. So the problem is all our events that use NpcSpawn as a dependency give us no targeting control other than Kill all on sight or kill none and get killed. or when the config is set to false "Can NpcSpawn NPCs attack other NPCs? [true/false]": NpcSpawn bots simply dying from not being able to defend themselves from aggresive roaming bots (such as our zombies and various aggresive roaming or monument based profiles) Another such scenario is the BradleyGuards event, which sends NpcSpawn scientists as reinforcements, who then kill the vanilla scientists at Launch site. Which are not supposed to be hostile to them. They then target other friendly botspawn profiles we have in the area, which are mean to attack the players with the NpcSpawn bots but instead they start a small war and erase eachother. That's why it would be really great if NpcSpawn bots could only attack when attacked (defend themselves) and not simply attack any other bot type on sight. This seemed to work before in older versions when the config did not exist, by editing the older .cs file as written in the description "with If you need Npcs to be able to fight with other Npcs, then set the value of CanTargetOtherNpc inside the plugin to true" I understand if its not worth the work, or you are afraid of performance issues, or simply dont want to do it. But it would allow dynamic PvE servers like ours that depend on 3 various bot plugins to have full dynamic interractions, while NpcSpawn can still maintain out of the box simple functionality it provides.
  10. That's strange, we're using the latest version and not seeing these kinds of errors. Did you make sure to backup then create a new configuration file when updating from the previous plugin version? Best to allow the plugin to create a new config then ammend it with the options you use from your previous one.
  11. Malkizid

    Npc Spawn

    Hi, thanks a lot for providing the new configuration file in recent updated for easier manipulation of Npcs, it really helps a lot. Instead of having to change the .cs file each time an update is required. Just to be irritating I have a request / suggestion. the config line I use: "Can NpcSpawn NPCs attack other NPCs? [true/false]": true, The only negative side to this is that, the npcs always attack any other npcs (vanilla or from BotReSpawn for example) if they are agressive or not. So would it be possible to add another related parameter, that makes it so NpcSpawn bots only attack when provoked? Or would it be possible for me to edit this in the plugin? Ufortunately I don't know how to write C#
  12. Malkizid

    BotReSpawn

    Hi there, BotReSpawn NPC's cause the new Rust TravellingVendor (IceCream van) to shit iteself when they encounter eachother on the roads. a sample from console repeeated spam: KeyNotFoundException: The given key 'Hunter Camelia[2611237]' was not present in the dictionary. Perhaps it is also related to TruePVE, not sure. Happens with some other npc plugins we use such as ZombieHorde too The vendor cant decide to drive past them or not and if they are hostile it will kill them but eventually bugs out with console spam. I forgot to save my logs so I'll edit this post with more solid info as soon as I can.
  13. not sure exactly but there was something in September ForceWipe update from Facepunch that altered scientist naming, it also caused some issues with BotReSpawn and NpcSpawn, Kpuctajl addressed the issue in NpcSpawn, maybe you can ask them.
  14. Malkizid

    BotReSpawn

    Thanks a lot for your hasty response, always appreciate your support and work - cheers! Looking forwards to the release when its ready
  15. Malkizid

    BotReSpawn

    @Jacob Rain Yes, I see your naming system is set up correctly, I had to ask though. Damn, there does seem to be some sort of issue there because of FacePunch recent update. I'm running oxide btw but I dont think carbon or oxide is the issue. For now we will just have to hang on and see if there will be a patch. @Steenamaroo have you noticed these issues, would you be able to implement a hotfix sometime soon?
  16. Malkizid

    BotReSpawn

    custom Botnames are working on my test server with the updated version. Are your data folders all intact and set up? Perhaps Botrespawn is laoding the wrong ones? Works on my Monument profiles, default profiles and Customprofiles (which I use for Bosses) also make sure that in the config BotReSpawn.json that the "DataPrefix": "default", matches the prefix of your data files where the names etc. are stored. I dont recommend copying my lazy and messy naming system, but that doesnt matter as long as this is correct.
  17. Malkizid

    BotReSpawn

    Check your data folders, for the botprofiles you had created. They may have been reset or wiped when you updated. oxide/data/BotReSpawn/default-Defaultprofiles.json (or whatever profile.json you are using) each profile within the config should have something like this "BotNamePrefix": "Botnamehere", for the custom name to appear *Edit* sorry it could also be your TemplateData.json too where each monument or biome profile can also assign a "BotNamePrefix": "botnamehere" which should be just above the listed kits you have chosen.
  18. Check all the configs for those plugins, look for conflicting stacking settings within each config and adjust as required. Then you will have no conflicts with stacks relating to those plugins and Loottable . By default Loottable manages all stack modifiers, you can change this from Loottable or from each plugin that manages its own stacks, like I wrote to izvekland about Furnace upgrades, with a solution.
  19. This can happen with any plugins that have their own stack controls when using a stackmodifier. Choose which plugin you want to handle the stacking. In this case its probably simpler to change the setting in FurnaceUpgrades "Auto split cookables": whichever way you prefer, this conflict is a simple fix via your configuration files
  20. Malkizid

    Cooking

    Have some decency and maintain some consistency in your file naming structures, damnit! I'm a pedantic freak but damn this is just lazy
  21. Clearly it does work properly and compiles without error but some functions are not working and some library references from Rust's updates are clearly missing, for quite some time, as 20K and others have pointed out throughout the year, which is pretty frustrating. It's unfortunate that these issues big or small can not be be easily addressed in a small hotfix, which one would expect from a Premium and otherwise great plugin such as this! We will eagerly await another one of your long overdue but much anticipated and appreciated "rewrites" of your plugin.
    Simplicity and practicality at its finest! Easy to use, set up and simple to re-configure as needed and the developer has gifted it to the community for free. When you have more than a handful of plugins running this is really helpful. Thank you for this time-saver!
  22. Malkizid

    BotReSpawn

    Hi Lei, Happy to try help you. its a server variable, also known as a convar. Measurements in rust are usually in meters. so 1.5 is probably that distance. So increasing it to 3.0 would double the range at which the NPC can open the door. If you're not familiar with server variables, the values represented or how to modify them I wouldn't mess with them too much. Yes they are stored and written in your server.cfg file. They usually require a server to be restarted to take effect. They can be issued via rcon or via the in-game console if you have the correct admin priveliges assigned. I wont go into this topic further as it has nothing to do with Steenamaroos plugin. but I recommend reading tutorials on this site, also this is a list of most server variables www.corrosionhour.com/rust-admin-commands/ good luck and have fun.
  23. Malkizid

    BotReSpawn

    They can open doors and do, Like Steenamoroo previously said its not written into the plugin, its default NPC behaviour. I've witnessed this while playtesting many times. its defined by a default server variable: ai.npc_door_trigger_size 1.5 is the default value (npc_door_trigger_size defines the size of the trigger box on doors that opens the door as npcs walk close to it)
  24. Malkizid

    Armored Train

    I don't know But if using a CustomMap you should ask the map author, it generally depends on if they used the old or new Railway system in the map design, if any at all. Also you should probably use the Customroutes setting if using a custom map and set them up.
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