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Everything posted by Fusion 3.64
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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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- 1,602 comments
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- #leveling
- #progression
- (and 19 more)
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- 862 comments
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- #shop
- #shop ui
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(and 26 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
- #halloween
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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.
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If a pump jack or quarry has a value less than 1 for fuel consumption amount per tick it will start without fuel. They will eventually stop once the value of the fuel has been consumed. Setting it to 1.0 will correct this. Generally it wouldn't be a concern. But they are actually gathering resources. I would set the consumption amount to 1 if I wasn't using diesel. Also this error will occasionally repeat in console every other reload. Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.VirtualQuarries+VirtualQuarry.SetupQuarry () [0x000f5] in <d69ff2dcc6b549a2a4c18054531b0ad0>:0 at Oxide.Plugins.VirtualQuarries+<OnServerInitialized>c__AnonStorey1.<>m__0 () [0x00000] in <d69ff2dcc6b549a2a4c18054531b0ad0>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0
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- 197 comments
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- #rust plugin
- #custom rust plugin
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(and 2 more)
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I'll try it again with default configs and see what happens then. I don't get why it's happening on my end. I must have some busted setting somewhere.
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My EpicLoot version is 1.1.3 and my GlobalStorage is 1.0.4 Other plugins running are Whitelist, StackModifier and ImageLibrary Is there a setting for global or epic that I'm missing to make them work together?
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Highly likely it's a conflict then. I'll try running it on my test server by itself once I get it back online. I'll drop the others in one by one and see which one it is.
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I'm not sure if this is a plugin conflict or the plugin itself. I'm unable to load my test server currently. But stored won't stack with items outside of the box after being removed.
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hello?
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Like this? "Id": "07b4737c-9ad0-48fc-b3c9-e2825006f041", "PrefabName": "assets/prefabs/deployable/vendingmachine/npcvendingmachine.prefab", "Position": { "x": 31.9985275, "y": 1.50332451, "z": -12.2946148 }, "RotationAngles": { "x": 0.0, "y": 270.293854, "z": 0.0 }, "Skin": 2789812296, "VendingProfile": { "ShopName": "RESOURCES FOR CASH", "Monument": "assets/bundled/prefabs/autospawn/monument/medium/compound.prefab", "Position": { "x": 31.9985275, "y": 1.50332451, "z": -12.2946148 }, Taken from the data file. Not all the information is relevant and the data copied is incomplete. But I think this should cover what you need. This one is an NPC vending machine because I previously wanted it to look "normal" at the compound.
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Thank you. If I use MonumentAddons, will the plugin recognize it after each wipe?
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Would you add an option for more monuments or support for MonumentAddons so when can just set a vending machine with the skin used to spawn at whatever location we choose and the plugin will recognize it? As it is now i have to go to each location, paste a 1x1 and place an ATM. This would save me a lot of time, and I'm sure others would appreciate it as well.
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Haven't written a review on this. No idea what the holdup was. So here I go. I've been a BotSpawn user about as long as the plugin existed. And @Steenamaroohas been an epic dev since then through BotReSpawn. Both with development and support. Some people don't like the cost of the plugin. But you have to consider exactly what you are getting. And that's a core part of the server experience. Both PvE And PvP. You can take a low pop server and increase the activity from nothing to "Okay, what do i need to put on before I head out?" Take a dead monument and populate it with standard NPCs or "zombies". Set XX roaming NPCs per biome. Pair with the Kits plugin to give them a particular look, either to confuse players so they can't tell if they are another player, or so they only look like an NPC (based on your server settings, of course). You can even create bosses with the plugin if you want to put the time into it. It will tell players when they spawn, set the HP, damage, kit, loot. The config (data files) are a bit intimidating at first. Though, once you have an understanding of them, it's a really simple to edit from there. The actual config file is pretty straight forward. You can also use the in game GUI to make changes to the general server settings. But when you need to make the fine detail changes, you have to go manual. I personally believe that this plugin is a 100% must have for all modded servers. Even if you aren't going to go to the extent of adding kits and making bosses, fine-tuning hp/damage per tiered location etc. The biome roamers and adding bots to dead monuments is key to keeping servers active during downtime on PvP and honestly is a requirement on PvE. I don't have a high pop server by any stretch of the imagination. But I do have a loyal player base and this plugin plays a key part in that. tl;dr buy it
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I realize that you have a lot on your plate at the moment so this is a very low level request. I was wondering if you would be able to make this plugin an all in one at some point? As it stands (to my understanding) the oil node settings do nothing on their own and the ore settings are pretty minimal. At the moment I run this with BackPumpJack and it does exactly what I need. I'm not asking for a clone of the plugin, but having a similar level of control within this plugin would be beneficial to not have to depend on another. Though i do understand that this would add more maintenance to this plugin for changes in hooks and other facepunch fuckery. So I totally understand if this is a pass. But I figured it was worth the ask.
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While the plugin you need to use is buggy, it does work. It's just going to occasionally spam your console with errors. Depending on your setup you can mute the errors through the RCON app. There's also a umod plugin that lets you mute console messages but I can't remember the name right now. I'll post here again if I can find it. As far as fixing it to work with planted crops On line 37 of the ExtraGatherBonuses.cs file (not the config file, the plugin file) Change this line: private void OnCropGather(GrowableEntity plant, Item item, BasePlayer player) To This: private void OnGrowableGathered(GrowableEntity plant, Item item, BasePlayer player) I don't know if that's the most efficient code. But it works. Someone in the help section posted this. https://umod.org/community/extra-gather-bonuses/41551-to-work-with-planted-crops
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I agree. But having it wipe the entire config for one mistake is really overkill. Just one comma and you're done for. Not everyone edits locally then uploads. Some people edit the file at the source and reload. There's a couple online "plugin tutors" that teach you to do it this way. Generally a safe thing to do until you experience something like this. It would be best for @Meventto pull the reformatting aspect from the plugin IMHO.
- 862 comments
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- #shop
- #shop ui
-
(and 26 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
- #halloween
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- 197 comments
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- #rust plugin
- #custom rust plugin
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(and 2 more)
Tagged with:
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- 197 comments
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- 1
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- #rust plugin
- #custom rust plugin
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(and 2 more)
Tagged with: