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Fusion 3.64

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Everything posted by Fusion 3.64

  1. Don't know why i didn't add this part before. Probably has to do with my recent pudding brain. Why do you use both plugins? Shouldn't AlphaLoot handle all the things that BetterLoot does by this point? And aren't there conflicts running two plugins that handle such similar aspects? Honest questions. Just curious. I've accidentally run two stack managers at the same time and had massive issues until I figured out what I did. I've never used two loot managers at the same time though.
  2. At one point I believe BetterLoot was maintained/created by the same person as AlphaLoot (Fujikura). And AlphaLoot was just the premium version. It's since become its own beast under k1lly0u. It looks like a great plugin But I had abandoned it since it didn't play well with custom items. It refused to let them spawn in containers and it was impossible to properly add them to the table since there wasn't an option for a name entry. No matter how many times I asked for this it never went through. So I moved on.
  3. Understood. So it's not in place for general game play but for bonuses, rewards, special items etc. I should probably add skill points to the reward table of some of my mini games. I already have skill injectors.
  4. @imthenewguy So players have reached the level cap. But there's the "issues" of max points that can be spent coming up and there's a lot of confusion about it. The default it 200. But the default for points per level is 1. So if players are only getting 100 points, what does the 200 max point spend cap have to do with anything? I'm sure the answer is obvious, but I'm getting over being sick and I'm still dumb as shit right now.
  5. Valid and fair. I didn't overlook. Just misunderstood. It was a long day for me and I was pretty beat at that point.
  6. @Jbird I get what you're saying. But you're missing the point. I know how to use the world spawns, biomes, monuments, all that. I just want to be able to set every boss to spawn at every monument and have a maximum number of bosses to be active at each monument and the map at one time. I suppose I just over explained things. I tend to not shut up and keep talking past the point. When i mentioned the part about setting spawns and all that. I was just explaining how the max spawns would give you more control over spawns and the result you would/could get. I wasn't saying that they're missing. I know it's in there This will also allow me to create more bosses. I know you already can do that. But doing that now with the current plugin functionality would just be oversaturation of something that's supposed to be, in my opinion, a less common encounter.
  7. I know this one will be controversial. But I think it's worth bringing up. Everybody has their own style. And the end result is the main concern. Does it work? Yes. Does it perform well? Yes. But the one thing that's always kinda bothered me was the loot tables. I don't think I've seen many of them match up between plugins. I've even seen numerous examples of developers using conflicting tables across their own plugins. They still work perfectly fine. And that's all that matters. But I'm a lazy p.o.s. and have dreamt of a world where I can just cut and paste loot from one config to another. Like this plugins I just picked up is similar to this other one I already have. Time to move the loot. Well damn. Have to redo all 100+ items again. I still do it. It's part of running a server. And it's not all that terrible, just a bunch of cut and paste. Just lazy and wishing there was a faster way. Is it possible that the development community could come to an agreement on a universal format? I know that there will be a massive transition period with older plugins. But in the future. Going forward. Could this be a thing?
  8. I'm sure there's some way through several plugins to get this to work. But it would just be easier to have it built into the plugin. Basically what I would like added is a max active toggle with number entry. And a max active at monument toggle/entry. The second may get confusing, but this one I feel would make monuments more intense since you'd never know how many or who will spawn there. I think the second would as both an extension of the first option and a stand alone. So let's say you have max active true set to 2 Then you have max active at monuments set to 1 Then the spawns would be split between random monuments. If set to 2 it will either split or may cause a double spawn. And depending on your locations they may stack and you'll have a multi boss fight, or they could be on opposite sides of the monument. Also if you have randoms on the map this will also draw from the chance of a monument spawn But with the max active at monuments you should be able to set multiple spawns for each boss at every monument so things are a little more interesting. So you could rotate each boss inside the main building at launch or in the field, by the tanks etc.
  9. @KpucTaJl I don't know if this has been suggested yet. I'm too lazy to go through the other 4 pages to look. But would you be willing to add the option of "Max active bosses" and "Max active bosses per monument"? This way we can set the number of bosses on the map at one time vs having them all up at once. When one goes down, after X time another will spawn. We'll also be able to set a rotation of multiple bosses at each monument and not have them stack on each other. Doing this will keep things interesting for the players as they won't be expecting the same boss every time at the same monument in the same location.
    It took me a while before getting around to setting this one up for my server. I don't know why I waited so long. It's great. Really simple to use thanks to the GUI. Setting the position and size is very precise. I was thinking I would have to go into the config after setting it up and have to change, upload, reload until I got it to where I wanted. But then I realized I could change the value (duh). You can get it to exactly where you want it without leaving the editor.
    A fun way to make your players day just a little bit harder. Convenient option to block suicide farmers once they see what happens after they die.
  10. Fusion 3.64

    Safe Kick

    So far this is the only fix I have found. https://umod.org/plugins/no-compound But it comes at a cost. When taking down the safe zone, players can then be targeted by the heli. To counter this I have used https://umod.org/plugins/zone-manager https://umod.org/plugins/zone-manager-auto-zones https://umod.org/plugins/zone-domes You can deactivate zonedomes in the auto zone config if you wish. When in the auto zone config set nohelitargeting pvegod pvpgod sleepgod (sleepgod is probably overkill but why not?) in bandit and outpost. You'll also want to null the chat notifications for entry and exit since they're utterly pointless. This plugin combination will activate zones and domes at all monuments. So I personally shut them all off aside from bandit and outpost to fix this issue.
    I use this on my test server (open to my supporters so I guess it's also a build server) and it makes things so much easier. I did use the older version on my actual build server (R.I.P.) and it was widely accepted unless the "TRUE RUST PLAYER" was trying to test something out. So you'll have to mind your settings if you don't want to upset them. But aside from that, any vehicle found, placed or spawned is ready to go. The config is straight to the point. Just make the adjustments you need. Upload. Reload. Carry on.
    This was a plugin I wanted for a while. I was going to put out a request for it but saw someone already did. Shortly after that it was done. It does exactly what it's supposed to to. A portable locker. Basically 3 loadouts in the field whenever you need them. With restrictions if you wish to put in place. Only thing it's lacking is a button, which most people don't care about. But if you do. Pick this up.
    I had been searching for a replacement for ZLevels for a while. Tried a decent number of options. Some better than others. But they seemed to fall short, were a little confusing or buggy. Not saying they were all bad. They just didn't meet the needs for my server. So I always wound up looping back to Zlevels. I've been running this plugin for several wipes now and the players are in love with it. I could go on and on about how great it looks and how easy it is to use (for both the player and owner/admin). But the video and description tab does all that for you. Only had to make a few tweaks from the default config which shows the dev put a lot of thought into the overall performance and general game play. These adjustments were just to make it match up with how my server handles things. I picked up the skill extractor plugin which honestly some of the players don’t understand and or are too greedy to use, so I just “converted” those to injectors and made them a reward item for various events. They’re okay with that My only real concern with this is do I wipe at some point, or do players just cap, respec every wipe and then hopefully catch onto the concept of the skill extractors and start selling/giving injectors to the other players. I would like to see a few more additions to this plugin. But aside from that, it’s very solid and worth the purchase.
  11. One at a time won't work either. Still can't stop multiple people from purchasing the same thing at once. I only need to own one copy of whatever. So the whole idea won't work in general.
  12. Oh. Yeah. That'll be a problem then. I'll have to rethink the process. I can't stop multiple people from buying the same thing at once. I'll just have to post one at a time. The list won't really work.
  13. Question on the gifting. Is it possible for a user to buy another a copy of the same file? I've just set up a wishlist channel on my discord and realized I may have handled things poorly. Made it private for now.
  14. Fusion 3.64

    Shop

    I had allowed sales for a while in server rewards way back. But it was so unbalanced and OP. Now I have "special" lootable items that are just for the sole purpose of selling in the store. Or you can sell the custom items like a 3x pickaxe, jetpack etc. if you have too many or hate using them. I eventually gave in on the sale of excess resources. But you have to sell the max stack. But then this popped up. No idea how long it's been a thing. I just happen to have some honest players and they all came to me at once to report it. So it couldn't have been that long.
  15. Fusion 3.64

    Shop

    @Mevent I had posted this in the support section a couple weeks ago but never got a response. But there's a bug with the max button 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 do 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. Video of exploit At the very least how do I shut off the max button so I can put the sell option back in the store? Edit: While capturing the exploit I was only running StackModifier, Economics, Shop, ImageLibrary and AdminMenu
  16. Fusion 3.64

    Shop

    How do I set "Buy Limits (0 - no limit)": {}, I'm not really sure what to put in there. Numbers don't work. Numbers in quotations don't work. And I'm not even sure if it's what I want to use. I want to limit players to only be able to buy this item that number of times that wipe.
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