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Fusion 3.64

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Everything posted by Fusion 3.64

  1. Pretty much works the same way. But just wipes bases instead of making them raidable. *facepalm* Meant to edit my post. Not respond to it...
  2. https://umod.org/plugins/auto-purge
  3. Fusion 3.64

    UI bug

    I was killed while sleeping and when I respawned the 3 bars were gone but the you are tired progress bar remained. This info was also filling the F1 console as well. There have also been issues with the UI not loading with the server. I have it reloading once in TimedExecute to fix it for now.
  4. So I've been using SpawnControl for years and it's been a great plugin. But recently it's been causing my server to take up to 20 minutes to load. So I decided to just take all my main adjustments, move them to the server.cfg and call it a day. Only thing I'm really missing is having the Halloween pickups spawning along with the regular ones. I know that SpawnControl gives you access to things you generally can't get to. Is this one of them? Or am I overcomplicating things and I just need to divide the target density between each prefab and set them in the cfg?
  5. I've tried adding NPC prefabs to "Drop Settings": but it's not working. I'm guessing I need to use something other than prefabs like "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_excavator.prefab" ? Would you be willing to add the option for multiple items in "Currency Settings"? They can each have an independent value. You could have a $1, $5, $10 rustnotes as well as coins with fractional values.
  6. Fusion 3.64

    Entity Limit

    It should. Use cupboard.tool.deployed
  7. Thank you for your response. And understood. I don't remember setting that. I'll change it to false then. While a nice option, I'm running a skill/xp plugin where the players can increase recycler speeds. So it would kind of break the immersion to remove a leveling aspect from the main plugin to run it in another.
  8. | Failed to run a 5.00 timer in 'CustomRecycle v2.0.1' (ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index) at System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) [0x00029] in <eae584ce26bc40229c1b1aa476bfa589>:0 at System.ThrowHelper.ThrowArgumentOutOfRangeException () [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0 at Oxide.Plugins.CustomRecycle+<OnServerInitialized>c__AnonStorey0.<>m__0 () [0x000fd] in <80ae4107eef94e268ce082c788adccdc>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <50629aa0e75d4126b345d8d9d64da28d>:0 I'm seeing this spam on server load. Was there anything I needed to change with this update or backup/wipe the config?
  9. Fusion 3.64

    Vanishing items

    I've also found some instances where if you put overage of items into the mixing table the process will consume everything. Red Phosphorus for example. If you put 1k stacks of each material in the table and click start mixing, everything will be consumed. Unlike creating Pseudoephedrine will give you 500 medkits in return after processing 1k stacks of each.
  10. Fusion 3.64

    Vanishing items

    Have it deposit into player inventory like normal crafting? But I guess you would have to run a check for available slots before mixing can begin. So that may be more complicated than it's worth.
  11. Unless I'm doing something wrong, static lifts do not work. I understand the options. I want players to use the lift. Players use static lifts on my server. It does not recognize them. I'm only running 4 plugins while I test this so I doubt it's a conflict. 01 "Chat Clear" (2.0.0) by Wulf (0.00s) - ChatClear.cs 02 "CarTuning" (1.0.6) by AhigaO#4485 (0.04s) - CarTuning.cs 03 "Image Library" (2.0.60) by Absolut & K1lly0u (0.05s) - ImageLibrary.cs 04 "Entity Owner" (3.4.1) by Calytic (0.01s) - EntityOwner.cs
  12. Fusion 3.64

    Vanishing items

    If you leave the result of a previous mixing in the slots and process another group of items, the item left in the slots will vanish and you won't get a finished item either.
  13. As the title says. Also a request. Possibly add a button to the native edit vehicle UI and a toggle to make it so players can only edit while the car is in edit mode? If this can be done please either make it so the button doesn't overlap with https://umod.org/plugins/car-lock-ui or give the option to reposition the button.
  14. Fusion 3.64

    Power tool modifiers

    Understood and thank you. I've used many (almost all) plugins in the past and if you go beyond .0 the plugin would just default or stop working. Figured I should ask. I was totally overlooking the buff aspect as well. Thank you for pointing that out. As always I say too much for a simple question. I have to work on that Now time to math.
  15. Fusion 3.64

    Car Vendor

    ownerID. That's the term I was trying to remember. Also thank you for the response.
  16. Fusion 3.64

    Power tool modifiers

    So I'm wondering about the settings. Can they only be off/half/on since they'll go fractional in some cases? I don't know of that will bork the plugin or not. Or are we able to go deeper than tenths? Honestly I'd rather it be off. But I also understand not getting any points when their main tools of choice are jacks and chains. If it were possible to give them 1 point per hit or even half points and not break the plugin would be ideal. Though I'm probably going about this improperly. I should count the average number of hits required per stone tool and the power tools and get the average from that I suppose and see what the per hit point should be. This is me with lazy thinking and then looping back to it later
  17. Fusion 3.64

    Car Vendor

    Does ownership apply to the vehicle on spawning or will we need to use https://umod.org/plugins/claim-vehicle-ownership or something similar? Also if the spawn points are set at a monument is it able to carry through map changes or do they need to be set each time?
  18. It's possible I'm overlooking something in the config. But if not, would you be able to add an option or just make it so, that if a monument isn't on the map and you have bosses set to only spawn at said monuments to not spawn? If the monument isn't on the map, the bosses will all spawn at 0,0. Meaning that if there's more than one missing monument, the bosses will stack in that location. And if a player happens to build at that location when there isn't an active boss, they will have a boss door camping them until they decide to move lol. I mean sure, it can always be dealt with by going into the configuration and shutting them off when you catch it or a player points it out. But it would be much simpler to have something in place to catch this ahead of time.
  19. Thank you for the consideration. This is going to be the long lost replacement for zlvlvs. I mean it's a great plugin and has been run on my server for years. But I need to give them something different with more flair that's simple enough to use. I've looked into other leveling plugins and they all have their high points. But some just don't have enough perks, or are more like a D&D character sheet. And not everyone wants to mess with that.
  20. Fusion 3.64

    Disable middle click

    Thank you. Just saw the update. Going to work with it now.
  21. Just picked this up and have been messing with it on my test. Got to say this will be a fun one. Only suggestion I have (unless I totally overlooked it which is very possible) is a smelting/cooking speed perk. I'm not sure where it would fit in. Maybe move Blast Furnace to the cooking section and add something like food won't burn to fill it out a bit? So Food won't burn Blast Furnace Smelting/cooking speed?
  22. Fusion 3.64

    [Kits not being given]

    Okay. I get it now. I missed the line in the WPKits config that has the line for the kits plugin command. It's just puts things in a loop if players are used to using /kit to open kits. So one would assume to use "kit" in the command entry line of WelcomePanel. And the default entry in WPKits is "kit". But by leaving it "kit" it will just loop back to opening WPKits. You might want to change "Kit Claim Command (from Kits config)": "kit", to "Kit Claim Command (from Kits config)": "change command in Kits if using command kit in WelcomePanel", Since most people are going to use /kit and make it idiot proof for people like me.
  23. Fusion 3.64

    Disable middle click

    I like how simple it is to use and it's getting the job done. I'm going to use it to replace a more involved plugin that does more or less the same thing, but hasn't seen an update in well over a year. It has the option to use images, and it's got problems with loading them. While it's "prettier" than this one is. I'm preferring this one over the current as it just works and the customization is far greater than the old plugin. So far i think the only suggestion I have is possibly a color change for activated homes. I would say adding the ability to name them, but that would break the simplicity of the plugin. Unless you were to add in a line for "Is this button a home". Then clicking that button would execute a popup for the name entry. And if that's possible the buttons would also accept manual entries through chat and each would change names (from home 1, home 2 etc) based on if it's activated or not. But out of all that, I think color change would be the simplest approach. Though naming would make the plugin more appealing overall for future buyers. I'm assuming you would have to add support to nteleportation or whatever plugins you choose and a player data file as well.
  24. Fusion 3.64

    Disable middle click

    Thank you. I didn't check the updated description. Sorry about that.
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