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Fusion 3.64

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Everything posted by Fusion 3.64

  1. Gotcha. I just re-read the top message and saw it says "uses Harmony". I kinda jumped the gun on that and thought it was a harmony plugin now.
  2. @The_KiiiingI thought harmony mods were dll files. Both .24 and .25 are using the .cs extension. Does this still go in the oxide directory?
  3. Fusion 3.64

    Car Vendor

    Understood. Thank you.
  4. Fusion 3.64

    Car Vendor

    @_senyaa Does the data file still work with the latest update or do I need to set the vendors/car spawns again?
  5. Fusion 3.64

    Starting without fuel

    Very possible I have something wrong in there. But I think it looks right. I may have the static configs messed up. Not sure if it's this file or the one before I wiped and redid everything. But I never activated those anyway. VirtualQuarries.json
  6. Fusion 3.64

    Starting without fuel

    It looks like the tick rate isn't applying properly. It may be because the resources are gathering before the minute is completed? But if you run 1 barrel. It's fine. 2 barrels and you get resources = to 3. 3 = 5. 4 = 7 etc. This applies to both the quarry and pump jack. Fuel consumption is 1 barrel per tick and resources per tick are = to what a barrel gathers on average in vanilla, give or take.
  7. Thank you
  8. Fusion 3.64

    Starting without fuel

    Sorry. Just seeing this now. i'll hop on my test and give it a go.
  9. Hey. Just now seeing the message and plugin update. Sorry about that. Had to take some time off from Rust. The burnout is real. Between moderating the server, fixing conflicts, updating the plugin info to make it more user friendly, balancing the store, working on player suggestions and anything else. I just needed some downtime. Thank you for the addition. I'll get that up and running now
  10. Didn't know if you meant with me or to me. So here's the config SkillTree.json
  11. The section "Ultimate settings for raiding" only has "Allow the Double_Explosion_chance buff to trigger with this ultimate?": false, "Reset the MLRS strike cool down on respec?": false for toggle options. And anything that has "Only allow this buff to work with raidable base?" is connected to Double_Explosion_chance Explosion_Radius Lock_Picker Dudless_Explosive I'm sure I'm missing something. But these are the only things I can find close to what I assume would be related to it.
  12. I'm still not seeing it. What line should it be on? Wiped and generated a new config on my test server. Made sure I'm running 1.3.1 Everything is default.
  13. Oh. I must need to wipe my config. I'm not seeing it.
  14. I had a player bring this up to me today. The were asking about using it on raid bases. I was wondering if there was a way you would be able to add a toggle for targeting only within set zones? Primarily Raid/Abandoned Bases. As far as i know the zone will permit damage, so that part is taken care of. (PvE server using TruePVE) I'm also running No MLRS Mount. But I don't think that will cause any conflicts.
  15. Fusion 3.64

    Starting without fuel

    @ThePitereqOkay. So there's another bug. I tried dropping the vanilla rate altogether and just setting the consumption of diesel barrels to 1 per tick. 1 barrel will just consume and give nothing 2 will consume the first, leave the last and you still get nothing. 3 barrels will consume all, but you only receive resources for 1 tick. 4 barrels consume all and you only get resources for 2 ticks. I didn't bother going beyond this because I assume it's just going to repeat itself.
  16. I know that Rust and plugin UIs don't get along in general. And for the most part there isn't anything that can be done when a player gets "stuck". But a player just notified me that when they open Mevent's Player List, they aren't able to close it until the event is over or they leave the server and come back.. (Also just told me it happened in their store plugin as well.) I'm guessing it's because the event banner is forced to top and you can't click through. Would it be possible to add a toggle position (Front/Back) option in the config? Edit: They were already in the player list and store when the event started if that helps things any.
  17. set "Enable item split control? (if there are errors with stack plugins - it is worth turning off)": false, For some reason it only worked after I wiped the data folder and restarted on my test server. Honestly I haven't checked if it's working proper on my main. Nobody has reported it or mentioned it in the chat logs, so I'm guessing it's okay. I should probably check it soon.
  18. Error while compiling: EpicLoot.cs(6993,41): error CS0176: Static member `ItemContainer.Drop(string, UnityEngine.Vector3, UnityEngine.Quaternion, params ItemContainer[])' cannot be accessed with an instance reference, qualify it with a type name instead
  19. Fusion 3.64

    Starting without fuel

    Another finding is the pump jack will consume 2 barrels right away on start.
  20. Fusion 3.64

    Starting without fuel

    Also running 2 will not produce any resources. I'm guessing it doesn't register the first tick since the second barrel doesn't start?
  21. Fusion 3.64

    Starting without fuel

    So sorry. Really late on the reply here. Been living the chaos lately and as always down to the last minute. I'm running "Amount": 0.4615, for the fuel per tick on the diesel. One barrels runs for 170 seconds in vanilla rust from my "research". It won't start unless you have 2 barrels in the fuel container and it won't consume the last barrel. On a modded server it's not a huge issue. But players will bitch. This is rust. Aside from that, the starting without fuel is no longer an issue.
  22. Excellent. Now I'll be able to put all these OP plugins to use that I've been sitting on. You know, all the ones you see that sound like a great idea. You pick it up, test it out and realize, yeah, that's way power too much for a player to have. lol I love this plugin more and more the more I learn about it. Thank you.
  23. Fusion 3.64

    More monuments

    Thank you.
  24. Thank you.
  25. Thank you for your response. Just watched the video. Very clear on how things work. My bad for not watching 'till the end. Sorry about that. Pretty much got what I needed from that. I just need to be clear about the commands players need to use for each unlocked plugin. Might get a bit muddy with multiple plugins per node but I think I can figure that part out. And just to clarify, the perms are reset on server wipe, or when a player respecs? I didn't notice mention of that in the video.
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