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Fusion 3.64

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Everything posted by Fusion 3.64

  1. I'm not sure if todays update was intended to fix this error. But it's still in place. Here's a video showing the bug. Current plugins running are: ImageLibrary Shop Economics StackModifier AdminMenu
  2. I honestly have no idea what they meant by that lol. When it comes to code, my knowledge = null. I can change the language in a plugin and alter commands. And sometime prefabs without breaking it. But that's about it. They did add the ability to change the container prefab. So I can just play with that until I find one that doesn't conflict. Does your plugin cover the majority of containers or just a select few?
  3. Sorry about that. I was just waiting on the dev to get back/add support. If I am understanding things right they said this should work It is accessible by OnLootEntity hook. [6:31 PM] So if you want to work that out it can be made by if (container.transform.position < -400) return; [6:32 PM] But i will also add some hooks in next version. They just released an update an hour ago with API support and the option to change container prefabs in case of plugin conflicts. So that's probably the easiest option.
  4. Fusion 3.64

    possible max button bug

    I have 100k stacks of stone. They sell for 100 economic points each. If you have more than one stack (for example 2 100k stacks) and click max it will sell for 20 million points and not remove them from your inventory. And the number removed shown in chat is incorrect. I'm running StackModifier at the moment if that matters any.
  5. Fusion 3.64

    Shop

    They are deployable items. Whatever base item you use will have the skin (Which you need to provide unless you use the defaults in the config) of the vehicle you buy. Just place it down and poof (more like clunk). But yeah. That's all.
  6. Understood. Life happens And I worded that poorly. I was just saying that I know they would love being able to pick their own colors, so this plugin would be appreciated as an addition/replacement to the server over the current. With the other part I meant that they could move the position themselves, so it would save the position for the player vs it only being a universal setting in the config. Maybe give them static points to pick from/click on? Like #1 over the hotbar #2 under the compass. And have custom settings in the config to work around any additional UI the server may be running. But this is just a suggestion. Not a deal breaker. I've got the plugin pinned for updates. So I'm sold as soon as the HP version is out
  7. I'm not sure if this is a fix on your end or theirs. Or it's just going to be a thing. But I figured I would reach out to you first and see if you could block it.
  8. Oh I see it now. Thank you. There's so much to work with I totally missed it
  9. Also would it be possible to get the ability to move the go back button? It's stuck behind the ui of another plugin. Or are you able to force it to the front/top?
  10. Failed to call hook 'VirtualQuarriesConsoleCommand' on plugin 'VirtualQuarries v2.0.1' (KeyNotFoundException: The given key was not present in the dictionary.) at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <fb001e01371b4adca20013e0ac763896>:0 at Oxide.Plugins.VirtualQuarries+VirtualQuarry.TakeFuel () [0x0001f] in <f1d381de6e6c49fb8eeec56839525247>:0 at Oxide.Plugins.VirtualQuarries+VirtualQuarry.TryRun () [0x0004a] in <f1d381de6e6c49fb8eeec56839525247>:0 at Oxide.Plugins.VirtualQuarries.TryStartQuarry (BasePlayer player, System.Int32 quarryId) [0x000a6] in <f1d381de6e6c49fb8eeec56839525247>:0 at Oxide.Plugins.VirtualQuarries.VirtualQuarriesConsoleCommand (ConsoleSystem+Arg arg) [0x0035e] in <f1d381de6e6c49fb8eeec56839525247>:0 at Oxide.Plugins.VirtualQuarries.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00aa8] in <f1d381de6e6c49fb8eeec56839525247>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <e23ba2c0f246426296d81c842cbda3af>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <46ff2b534abb4b35952608167523b7ec>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <46ff2b534abb4b35952608167523b7ec>:0 I thought maybe this was a plugin conflict, so I unloaded everything aside from Imagelibrary and it's still happening. At most I can turn it off and on once and then this happens. As mentioned in the previous post, I have all permissions off. This will generally happen after a reload of the plugin.
  11. Would you be willing to restore the notification telling players they need to type /qr when they try to throw a survey charge? Just saying NoSurveyThrow isn't as informative as the previous version was. Maybe update/move it to the lang file?
  12. Or maybe give it "support" for the Drug Mixing plugin. So you set the skins and items to lower the mentality bar. Then players can create them in the mixing table. And some items can increase the mentality bar.
  13. No matter what you do, every time it will insert the word Description in front of whatever you enter. So you have to manually edit the file to fix it. Also players have been requesting the option to craft more than one item at a time. Not having it set for multiple output on craft, I know that's already a thing ("Amount": 1,). But being able to select how many items they wish to craft. It would be especially useful for crafting items like the 40mm grenades. Would you be able to add that in?
  14. Fusion 3.64

    OnNpcTarget conflict

    This is also coming up Calling hook OnNpcTarget resulted in a conflict between the following plugins: NpcTarget - True (Boolean), AdditionalMetabolism (False (Boolean))
  15. { "Name": "Extended Magazine +50%", "SkinID": 2817854052, "Ammo Multiplier": 1.5, "Settings spawn in crates": [ { "Prefab": "assets/bundled/prefabs/radtown/crate_normal.prefab", "Chance probability [0.0-100.0]": 5.0 } ] }, Pretty simple. You just put the prefab (https://www.corrosionhour.com/rust-prefab-list/) in the prefab line. Then set the chance and you're done.
  16. Suggestion: Add the option to use skinned/named Anti-Radiation Pills. And either add drop settings into the plugin or the user can insert them into the loot table themselves. I think it would add a little more of a challenge to find them and clarity to the recovery for mentality if using Anti-Radiation Pills, if they're to find a bottle of psych meds or whatever the user choose to name them, the player will figure out that it's connected to the mentality bar. Otherwise the players either have to figure out they need to take Anti-Radiation Pills somehow, or the server owner needs to put the information out there for them. And let's be honest, this is Rust. Naming items doesn't always get the point across. Having an info plugin tends to be even less informative to those particular players.
  17. You configure what entities to spawn them in and at what rates through the plugin. There are spawn commands you can use through console or in other plugins. If you want to make them craftable you'll need an additional plugin. There are several available on this site.
  18. Not sure if this has been mentioned yet or not. But a player pointed this out to me today. The perk where you can possibly be refunded on craft gets spammy when mass crafting certain things like gunpowder. Could we get an option to bypass/toggle the notification?
  19. Fusion 3.64

    OnNpcTarget conflict

    Calling hook OnNpcTarget resulted in a conflict between the following plugins: ZombieHorde - True (Boolean), AdditionalMetabolism (False (Boolean)) Not sure if this is actually causing any issues, but it keeps coming up in console.
  20. I'm sorry. I worded that post poorly. I was asking because in the past if you increased the ammo capacity beyond vanilla the recoil would change. It was explained to me that it was a hardcoded issue and nothing could be done about it. I was curious if this was still an issue after the update.
  21. No worries. Gives me more time to make changes to the plugin. Been meaning to do that for a while now.
  22. Understood. Just wanted to check if I could run the update this wipe or not. Thanks for the response.
  23. Does increasing the capacity alter the recoil still? Not saying this plugin has (I haven't used it), but plugins that change ammo capacity in general have altered the recoil. MagazinBooster (going way back) and FirearmModifier for example.

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