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Fusion 3.64

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Everything posted by Fusion 3.64

  1. Fusion 3.64

    Stack conflict

    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.
  2. Fusion 3.64

    Attire loss and lockers

    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.
  3. 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?
  4. 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?
  5. Fusion 3.64

    Badlands

    Gotcha. So there's really no way currently to improve the continuity between the individual files. I think there may be a possibility. I'll send you dm with a couple dev suggestions as i don't want to put anyone on the spot. And I don't know if they are open to collaboration either.
  6. Fusion 3.64

    Badlands

    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.
  7. Fusion 3.64

    Badlands

    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.
  8. 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.
  9. @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?
  10. Fusion 3.64

    Car Vendor

    Understood. Thank you.
  11. 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?
  12. 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
  13. 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.
  14. Thank you
  15. Sorry. Just seeing this now. i'll hop on my test and give it a go.
  16. 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
  17. Didn't know if you meant with me or to me. So here's the config SkillTree.json
  18. 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.
  19. 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.
  20. Oh. I must need to wipe my config. I'm not seeing it.
  21. 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.
  22. @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.
  23. 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.
  24. 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.
  25. 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

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