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Everything posted by Fusion 3.64
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So I just started running these on my server and ran into a small problem. Players have been reporting NPC turrets being left behind. I'm assuming these are in some of your expert/nightmare bases? I guess they aren't despawning with the base for some reason. I was wondering if you could give me the list of bases that contain these so I can pull them from the rotation for now? It would be quicker than spawning each of the bases one at a time to check.
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Understood. No rush. Just figured I'd give you a heads up on the opportunity to corner the market. But it looks like they finally patched it. Either way whenever you get the chance I think it would still make a great addition.
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I was wondering if the enhanced hammer aspect was still a possibility. Since that plugin is broken, and doesn't seem like it's going to be fixed any time soon, if you were able to add this aspect to your plugin, it would most likely bring in more customers.
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I've been looking it over and I'm not sure there's a way to do this. But is there a way to have default recipes? I'd like to give players the ability to craft the ingredient bag without having to learn it first.
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Nice. I'll give it a go tomorrow. Thank you.
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I'm not sure if you can do anything on your end or if it's the other plugins not using the right hook (or whatever it is). But I've run into the issue when crafting vanilla items like gunpowder, LGF, or ammo, not stacking with vanilla crafting or world drops. It's not just your plugin but other stack managers as well. If I pull the stack plugins there's no issue.
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I understood the whole process with that. Just "say x is leaving in x with whatever witty comment after" repeat x times until "KillBoss <name>". It's more a matter of the current system, The way I have TimedExecute running with server messages is I'm running BetterSay to alter the prefix, and color to bring attention to it. Which is perfect. Only thing is I only run it prior to server restart or if I am chatting through console. Adding in additional alerts with this set formatting isn't what I would call ideal. Players see that come up in chat and it's just the admin talking or the server is restarting. Blind eye. If it could be a possibility, I can wait. I'm not looking for anything to happen a.s.a.p. Devs have lives and multiple projects going on at the same time. And if there's no chance of any changes to help with this. I get it. You can just say it. I can do my best to figure something else out. Possibly find another plugin to handle things better or commission someone to make a new version of BetterSay or something similar with multiple formatting options.
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deleted for edit.
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Fair enough. But I'm still seeing complications in this. Mostly with players having to walk away from a fight. Or players not noticing the despawn alert. There comes a point where players get comfortable with the server and stop paying attention to the notifications. Or some just don't read them because it's "too much of a hassle". It sounds dumb. But this is Rust after all. I've been running servers coming up on 7 years, and the patterns are pretty solid. Best case scenario with this setup would be having an option for a boss lifetime with a timer on the map marker similar to the raidable bases. Timer gets reset for X time when hit by a player. And setting "Minimum/Maximin time of appearance after death [sec.]": 0.0,
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Gotcha. So I could use TimedExecute to spawn them X at a time at x location etc. Easy enough to do. This is how I handle running all the monument event plugins to prevent them from overlapping. Problem with the kill timer is if a player is in the middle or end of a fight. That will lead to some really pissed off players.
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I'm sorry. I didn't get see any notification on this until just now. I tend to over explain things. What happens is, if the jetpack is "active" and you swap items in the locker (that has a jetpack), All items in your attire will vanish except for the jetpack. I also have my jetpack set as gloweyes so they can be worn with anything. Not sure if that matters.
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Just an option in the config that will determine how many bosses will be active on the map at once. Possibly an option to set how many are active per monument as well so we can set multiple bosses to the same monument and not have them stack. I'm not sure how to decide who will spawn next after one goes down to prevent repeats of the same boss. Their min max respawn timers would play a part in it. Maybe set them higher and lower for bosses to be less or more common? I'm not sure if that would even work. There's probably a cleaner option I'm just not thinking of.
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Just had a player point out a few things. Ore is spawning on the track at E4 (was harvested by the time I loaded in). And it gets stuck at P11 X: 175 Z:3 48 Sorry about the vanish icon. I wasn't able to clear it.
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@beee Odd request. But would you be able to include/restrict player chat to only be during a set chat event? For example this plugin As you can see the chat gets spammed with numbers and any actual messages get lost in the flood. I'm not sure how the player chat could be handled. Maybe it would need 2 console output lines for start and stop, with multiple chat responses. Or if it's just numbers have a min/max value?
- 50 comments
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It works. Thank you.
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Is there a way to display the entire message in the history? Longer notifications are being cropped to the single line. Overall it's not a huge issue unless it's a notification that points a player to a grid location or something like that.
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So after giving it another go I found that quick looting will cause them to stack. But trying to manually stack is still not possible.
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It appears that items crafted in the mixing table are having issues stacking with items normally crafted. Example is gunpowder. You can stack them while the item is crafting, Though it will create a separate stack smaller stack and the crafted items will bounce between each stack as you combine them. After vanilla crafting is done, stacking is impossible.. This is only an issue if running a stack manager. Currently I am using Loot Table & Stacksize GUI (Resource stacks are set to 100k) I tried this with the umod version of Stack Modifier as well and had the same result. I'm currently running ConsumableEffects, CustomMixingTable, ExtraGatherBonuses (your version), ImageLibrary, StackModifier/Loottable and Whitelist Edit:The error is being replicated on my test server after pulling all other plugins, using the ones listed above, and starting back up.
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If you are wearing a jetpack and swap items from a locker that has a jetpack your attire will vanish excluding the jetpack. Under normal circumstances you can't wear a jetpack indoors. But if you have one outside or use the portable locker plugin you're able to do this. I know you can block the command, but I use a button, though I suppose you can still block the command. Either way I figured it was worth a mention.
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Once in a while there's a plugin that will have item loss on split. It's not loottable at fault but the eternal plugin itself using an incompatible hook, Getting devs to work on this is generally difficult since they consider their plugin to be functional, since in all aspects it actually is. It's just not working with another plugin. I was using a stack plugin (StacksExtended) that allowed you to enter the skinid to a list to prevent loss when this situation came up. How they did it, I have no idea. But if you figure it out, do you think you could add a tick box for this when you're setting up custom items?
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Not sure if there's a way around this. But I just had a player contact me to let me know they won but didn't get the reward because their inventory was full. Maybe alert them on winning to clear a slot then claim with command?
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- 33 comments
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Understood. The existing plugin itself is great. My server is overloaded with plugins and is probably the reason there's pauses between the track parts. Are there any suggestions to help improve performance of SoundRustEdit? Meaning are there any specific plugin types that would impact the performance of this plugin? Maybe I can edit which plugins I run during this map.
- 33 comments
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Would it be possible to update the map to use a radio station instead of the music plugin? This would get rid of the breaks between the multiple parts of the music files. I don't know if you could host the files and stream them from there. Though I suppose that would pose a bandwidth, data limit issue. Or if you have to stick with the plugin, is it possible to stitch the music files together for continuous play? Maybe lower the bitrate of the music to bypass the limit of the filesize if there is one? I'm just now exploring the map and I have to say, as a Fallout nerd, I'm loving it.
- 33 comments