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Everything posted by Fusion 3.64
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I'm having trouble figuring out how to get this set up. I haven't even gotten to the point of putting it on the test server yet. I'm unclear on a number of things. Like what exactly do I put in the line for "Value": when it's a permission for a plugin? I gathered that the line "Key": is for the lang file. Do I need to bother with "value_per_buff": if each node is just a permission? Also do the permissions wipe along with the skill reset, or do they carry over and I need to wipe them manually? How do I set them up to lay out properly? Example I'm creating a portable utilities skill tree. So one branch would be portable workbenches starting at tier one and ending at three. Another branch being research, mixing, repair or something along those lines. The ultimate being the recycler. So basically I'm pretty clueless. I'm also going to leave this pinned just in case, so I don't lose it like I have others in the past Cleaned up all the plugin follows. So now I'm getting updates that I need.
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Understandable..
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Thank you. I saw in the other post. Is it going to be picked back up? It was a solid plugin. Very helpful.
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All good. I understand that life is a thing I'm on a bug hunt today so I'll hop on the test and check this out as well.
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So I'm pretty sure the database is compromised. Starting at about 8am EST all connection to my server was blocked saying players were banned by the service. So I had to pull the plugin. I see that all discussion has been removed, but it's still available for download. I don't know if this was just on my server. If not I would suggest that the plugin download option be removed. The service is being terminated anyway.
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For years I've been running the RainOfFire plugin by k1lly0u over on umod. It's been great, but it's kinda basic compared to plugins like this. However it still holds its benefits. I was wondering if you would be willing to add a command line "Command to run during event": null, (could also trigger plugins for radiation events, environmental changes etc.) to run when the meteors start to fall.
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While running the Loot Table & Stacksize GUI plugin there is loss while splitting rustnote stacks. I'm not currently seeing this issue with any other skinned items.
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Oh right. I think that's in my TruePVE config. I go overboard and try to include everything in the members list just incase something goes sideways in a FP update. You never know what they're going to change till the last minute. It's a nightmare to look at, but it works.
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Understood. Adding a dependency on another plugin just adds more complications. The requirement of holding the flamethrower may make some players reee. But gotta go with what works
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Forgot to add BuildingGrades. So players can upgrade only floors, foundations, walls, stairs etc. instead of just everything. Also I tried adding permissions to wood/stone/metal/toptier("buildtools.supporter"), and the piermission is not being created. Even when using one of the existing permissions ("buildtools.vip" not applied to my group) I'm still able to run /up.
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Would you be able to add aspects like EnhancedHammer and BaseRepair to the plugin? This will add to the all in one properties that you have going. I also noticed that when using /remove on things like doors, boxes, TC, if they have a lock on them, it's not refunded.
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Double bags and lag with bossmonster settings
Fusion 3.64 replied to Fusion 3.64's Support Request in Support
Okay. So clarification. My bad for not fully reading the update. Not a double bag at all. It's the cache. From what players were saying it sounded like they were getting two backpacks. It's all on boss monster. Ignore me -
Double bags and lag with bossmonster settings
Fusion 3.64 replied to Fusion 3.64's Support Request in Support
Further testing shows the bosses are the root of the lag. I'll see if something else is causing the double bag. -
Thank you
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Players have been reporting lag spikes, kicks, delayed corpse despawn and double bag drops since I've activated this option. It's possible there's a conflict somewhere. But I figured it's worth bringing up. I'll see what else I can find. Here's one player cap after a kill. https://medal.tv/games/rust/clips/THch1GJn5s3Qf/gs8h5pnZobcy?invite=cr-MSxoTVosNjIwMjA4NTQs
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Oh right. Yeah flamethrowers would be included as well. I totally forgot about that thing. Haven't used one in forever. As far as what tools are permitted, I suppose that's really up for debate. Stone tools are 100%. Personally I would also consider standard axe and pick since they are relatively common drops. But do players consider salvaged, chain and jack as well? I guess that's up to the admin/owner really. As far as players knowing if it's an eco raid or not, they would receive a different notification upon entry into the zone. Which I realize would be an added complication to the plugin if this were to be added in. I suppose moving lines from the lang file to the profiles themselves?
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I know this one is a stretch and is asking a lot. But players have been requesting ecor raid bases. Honestly I haven't bothered since the active players get resources/tools fast enough that running them on easy would be laughable. They would just blow through a wall or door in seconds, loot and be on their way. My thought is having a tier for shittty wood bases in a zone that will allow the admin/owner to block (or use a whitelist) the usage of set weapons and tools restricting it to an actual eco raid. Upon entry to the zone they will be alerted to that fact, and they can either go with it and come back with spears, stone tools and an eoka or piss off and go to a higher tier raid. This will give the slower players something to do so they can get a leg up and move forward faster.
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Would you also be able to add support for Playtime Tracker? This way actual time on the server can be displayed.
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Your playerlist plugin has an entry for "Command": "stats %steamid%", It would be nice if your stats plugin worked with this command. If it's suppose to, it's not at the moment.
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- 1,332 comments
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- #leveling
- #progression
- (and 19 more)
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- 723 comments
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- #shop
- #shop ui
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(and 25 more)
Tagged with:
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- #market system
- #marketplace
- #buy
- #sell
- #in game
- #economics
- #humannpc
- #market and magazine
- #gui
- #money exchange
- #rust shop plugin
- #shop system
- #best shop
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- #shop items
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- #shop in menu
- #shop gui
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Correct. The deployable. Not the static. Static are working fine. I haven't activated those in the config.
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Must have been a lang file or something from the offsite version. Went back and wiped everything again and the message color section is available now. Go ahead and close this out.
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Apologies on the delay for my response. I finally got to testing it today. It must have been a configuration setting or bad save. After the config/data wipe everything was fine.