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Fusion 3.64

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Everything posted by Fusion 3.64

  1. Oh hey. Sorry I totally missed the first response on this. Yeah, it's the bases that are just stuffed with boxes that are having a poor loot return. Some of the expert/nightmare bases in a pack I purchased are massive to say the least. And the box count is rather high. I suppose I should try making a base loot table for those and see if things improve. They also complain about not getting enough gp/explosive/rockets etc. in return for bases with X walls they have to blow through. So it's also a matter of player expectation i suppose. It is rust after all. If players don't complain about something, I don't know. Something?
  2. Fusion 3.64

    Ingredient bag "bug"

    Also I type way too much to get to the point. Sorry about that.
  3. Fusion 3.64

    Ingredient bag "bug"

    Okay. I stand corrected. After getting on the test server and running only whitelist/imagelibrary/cooking and not having any issue. Loading StackModifier caused the stack conflict. For some reason unloading the stack plugin on the main server wasn't actually unloading it. Such is the life of running a modded hellscape.
  4. Fusion 3.64

    Ingredient bag "bug"

    Hello. So I unloaded the stacks plugin and it seems to be unrelated. I only mentioned it because a previous issue the stacks plugin I was usung caused players to be able to put items into the bag that weren't allowed. But that was a paid plugin from another site, so I moved to the main plugin that everyone is using (StackModifier). It seems that no matter what goes into the bag, once it comes out it cannot stack with other items. Berries for example you can place in the bag. But once you take them out they will not stack with "external" loot. The types are random. I've had non standard place in the bag and sometimes reject/drop. Gunpowder is another. I've had multiple players report it to me but I cannot replicate it. Even if I whitelist the items, once they come out of the bag they cannot stack with each other. I'm guessing this has to be a conflict since nobody else has mentioned it. I'll gut my test server and see what happens.
  5. Fusion 3.64

    Ingredient bag "bug"

    Players are putting items into the bag that aren't on the whitelist. Sometimes the plugin blocks them. Sometimes the plugin kicks them out of the bag. Sometimes they stay in the bag. Often if they split the stack and leave half in the bag they will stay. The main problem with this is, the items from the bag are becoming unstackable for some reason. I'm using StackModifier for the stack manager. This is just now becoming an issue. I wouldn't be concerned about it. But now that more than one person has done it, that means that even more players are going to start doing it. And I'm going to have to deal with their "broken" items that would have been fine if they just left things alone and didn't try out the thing that breaks things.
  6. Sorry. Should have included the link. The link isn't showing. But it's the Boss Monster plugin By KpucTaJl
    I already have a large number of custom weapons, tools and attire running on the server. This has taken attention away from almost all of them excluding from a few. It triggers the completist in players. The need to find all possible drops and then to max them out. If you have a server info UI, be sure to add some information about what the t-shirt icon and the epic scrap is for so the players that don't catch on right away will get a little help. But over all, well worth the purchase. And pretty much drag and drop. Well balanced default config IMO. Not really anything you need to do to it unless you find a setting too OP/soft for your servers needs.
  7. I have no idea if this is even possible. But if it is, that would be great. I could always just enter a bunch of static items for the loot table to pick from as a random chance. But if it could always drop 1+ random items to all active bosses (nothing complicated like mix/max items per boss name). Massive bonus to the plugin. Which is already great. Should actually give it a review while I'm thinking about it.
  8. Fusion 3.64

    OnNpcTarget conflict

    Hey there. Latest version is spamming this again.
  9. Thank you
  10. Thank you. For now I have it set so they can sell them by piece. Granted the players get next to nothing for a single piece of stone. But it works flawless when selling (max) a large stack
  11. Would you be willing to add skinID and name lines so we can create a custom item if the user wishes to do so. This way it can be used in combination with the Drug Mixing and Static Lootable plugins among others.
  12. Gotcha. Yeah those crates are pretty bad as far as vanilla goes. They pretty much need to be built from the ground up.
  13. 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.
  14. 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.
  15. The max sell is broken again Edit. changed formatting in config to bypass issue
  16. 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.
  17. @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.
  18. Fusion 3.64

    Failed to call Hook

    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
  19. 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.
  20. 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.
  21. 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?
  22. Valid and fair. I didn't overlook. Just misunderstood. It was a long day for me and I was pretty beat at that point.
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