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Everything posted by Fusion 3.64
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- 1,332 comments
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- 1
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- #leveling
- #progression
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@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.
- 1,332 comments
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- 1
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- #leveling
- #progression
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Similar error. Not sure if this will help any. But this spams like a mother on server load. Failed to call hook 'OnEntitySpawned' on plugin 'QuarryLevels v1.0.7' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.QuarryLevels.OnEntitySpawned (MiningQuarry quarry) [0x001a4] in <690d0e6d585f4c49be22d6cc4596eafd>:0 at Oxide.Plugins.QuarryLevels.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00379] in <690d0e6d585f4c49be22d6cc4596eafd>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <b6af59acae274e5a94fb209dfc179b8f>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <bae5f1223fce49c493b01571c99dce02>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <bae5f1223fce49c493b01571c99dce02>:0
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Sorry for the late response. Understood. I guess they're just having really bad rolls with the perk I'll mess with this on my test server, clone their profile and see if I possibly have something blocking it as well. I have various health items on the main server. But those are all consumables. So in theory they shouldn't interfere.
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I had a player point out that there's no notification when you get back up. I'm not sure if they've just had bad luck on the return or something isn't working right. But they said they're spending more time downed and dead than getting back up. But it should be a 25% chance to stand up again when using the default config yeah? They suggested adding the notification so they would know if it was from their investment of skill points or just rust.
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I'm not sure if this is an option I'm just overlooking. But recently I've picked up some new bases to add to the rotation. Since the addition players have started complaining that the expert and nightmare raids aren't profitable anymore. I'm assuming this is because of the increase of boxes and the distribution of loot between them. Am I missing something somewhere?
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- 432 comments
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- 1
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- #abilities
- #boss
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@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.
- 432 comments
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- 2
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- #abilities
- #boss
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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?
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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.
- 432 comments
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- #abilities
- #boss
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- 723 comments
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- #shop
- #shop ui
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(and 25 more)
Tagged with:
- #shop
- #shop ui
- #store
- #market
- #server rewards
- #gui shop
- #custom items
- #rust shop
- #mevent
- #market system
- #marketplace
- #buy
- #sell
- #in game
- #economics
- #humannpc
- #market and magazine
- #gui
- #money exchange
- #rust shop plugin
- #shop system
- #best shop
- #best rust shop
- #shop items
- #shop mevent
- #shop in menu
- #shop gui
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@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.
- 432 comments
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- 1
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- #abilities
- #boss
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Close button color is actually close button text color.
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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.
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- 93 comments
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Would you be able to update this so you can set a point on a monument and it will carry over through each wipe? Maybe use https://umod.org/plugins/monument-finder as an optional dependency. Also add the option so it will just run and not have to activate it each wipe if using a persistent location. I put it in the exact same location every map. Well the same spot in the same monument. I'll set it up on the test server and import it. But then I have to get to the main server before anyone else does to activate it or the plugin doesn't do anything and then they just spawn wherever.
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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.
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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.
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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.
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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.
- 1,332 comments
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- 1
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- #leveling
- #progression
- (and 19 more)
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Tested again and found it must have been a conflict with something I'm not running anymore or it's been updated since then. No issues after loading everything back in.
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Any progress on this? And were you able to replicate it? I can't remember if I ran this barebones or not. I'll give it another go with just the required plugins and a stack modifier. I'm guessing it's just not playing well with non vanilla stacks.
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This is a rather solid one as it will help prevent trolling. Add support for https://umod.org/plugins/playtime-tracker This will prevent things like day trippers from voting for the same map or placing votes to equal out the polls. Only players with X amount of time on the server will be allowed to vote for the next map. Obviously this would only be an option and not a requirement in the config. But I think it's one that a fair amount of server owners/admins would use.
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Would it be possible to add a "ruster.net" button to the screen to make it so the item isn't needed in the hotbar? They can just sit down, click the button and they're in. Maybe place it by the exit button. It would just simplify the process a bit more than having to inform players to use /getruster to have the item before sitting down.
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Gift files, coupons and file notification improvements
Fusion 3.64 replied to Death's topic in Announcements
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.