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Fusion 3.64

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Everything posted by Fusion 3.64

  1. Just an option in the config that will determine how many bosses will be active on the map at once. Possibly an option to set how many are active per monument as well so we can set multiple bosses to the same monument and not have them stack. I'm not sure how to decide who will spawn next after one goes down to prevent repeats of the same boss. Their min max respawn timers would play a part in it. Maybe set them higher and lower for bosses to be less or more common? I'm not sure if that would even work. There's probably a cleaner option I'm just not thinking of.
  2. Fusion 3.64

    train trouble

    Just had a player point out a few things. Ore is spawning on the track at E4 (was harvested by the time I loaded in). And it gets stuck at P11 X: 175 Z:3 48 Sorry about the vanish icon. I wasn't able to clear it.
  3. Makes sense. Thank you for your response.
  4. @beee Odd request. But would you be able to include/restrict player chat to only be during a set chat event? For example this plugin As you can see the chat gets spammed with numbers and any actual messages get lost in the flood. I'm not sure how the player chat could be handled. Maybe it would need 2 console output lines for start and stop, with multiple chat responses. Or if it's just numbers have a min/max value?
  5. It works. Thank you.
  6. Is there a way to display the entire message in the history? Longer notifications are being cropped to the single line. Overall it's not a huge issue unless it's a notification that points a player to a grid location or something like that.
  7. Fusion 3.64

    Stack conflict

    So after giving it another go I found that quick looting will cause them to stack. But trying to manually stack is still not possible.
  8. 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.
  9. 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.
  10. 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?
  11. 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?
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. @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?
  17. Fusion 3.64

    Car Vendor

    Understood. Thank you.
  18. 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?
  19. Fusion 3.64

    Starting without fuel

    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
  20. Fusion 3.64

    Starting without fuel

    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.
  21. Thank you
  22. Fusion 3.64

    Starting without fuel

    Sorry. Just seeing this now. i'll hop on my test and give it a go.
  23. 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
  24. Didn't know if you meant with me or to me. So here's the config SkillTree.json
  25. 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.
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