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Everything posted by Fusion 3.64
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- 23 comments
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- #vending
- #vending machine
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(and 6 more)
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@imthenewguy i've gotten a few requests from some players. They're all about getting to the vendors before they despawn. But they tend to miss the chat notifications. Some have asked for a timer UI. Others asked for discord notifications. My thought is possibly adding support for some UI notification plugins. That way they get something a little more in your face. After that they're on their own.
- 23 comments
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- #vending
- #vending machine
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(and 6 more)
Tagged with:
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Combat maintenance perk is disabled while in a raid zone. Seems to operate fine otherwise.
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Request: Informational chat notification
Fusion 3.64 replied to Fusion 3.64's Support Request in Support
It would be helpful for servers that have a high content of custom items. It would be along the lines of smart chat bot. Just making the move before the player can say anything. At least that's how I view it. And you wouldn't need to fuss with the keywords and percentage to make sure the player hits one of them. Thinking about it more, using something like UINotify or a similar plugin would be more logical since chat isn't really be visible during the looting process. Maybe even using the native blue popup notification would work. As long as they haven't disabled it that is. That can be activated per player can't it? -
FurnaceLevels changes do not apply when OGFurnace is running. Turn On/Turn Off button continues to display Turn On unless I unload FurnaceLevels. It does toggle between on and off. Currently the only plugins running are OGSplitter, OGFurnace and FurnaceLevels. ImageLibrary and Whitelist
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When running the splitter in the static bbq food will be distributed across the input and output. Only active plugive are OGSplitter and Whitelist. Same result when Whitelist is inactive.
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Request: Informational chat notification
Fusion 3.64 replied to Fusion 3.64's Support Request in Support
That's right. Forgot they can be reskinned. I'm so use to the world of special items being tied to skins. Thank you for doing this. Looping back, is that plugin concept even possible? I'm not sure how many people would be into it, but if the general public isn't interested in it I'd be up for a private custom (if it's even possible) if you have the time. I know between life and keeping up with the plugin maintenance/requests time is thin. -
Would it be possible to add in a notification for the first looting of an item each dat explaining what to do? Kinda like how ST and DeathEffects will give you a notification each day with the chat command and a brief summary. I put the information in UniveralUI. But not everyone reads it. Having a chat popup would be helpful so there's not as many "WTF does this do?"'s in chat. I know that not everyone will read those either. But it can't hurt. I'm not even sure if it's possible to trigger a notification on loot of a special item based on it's skin. But that would be a great plugin in itself if possible. I would buy that. But yeah. If you can add that to this plugin, or make an additional plugin that does this. I'm all for it. If it's a separate plugin, i think the setup would be: The chat response. A list of skins. And the option or respond each time looted or once per login. And just repeat that for each chat response. Or maybe put the response per as a single entry at the top. Not sure which makes the most sense. And of course you can add native support for your plugins
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I'd like to eventually remove use of the command and set up machines through MonumentAddons. But I have no idea what to put here "Custom Vending Machines (Entity ID - settings)": {}, I'm guessing it's like this? "NPC Shops (NPC ID - shop categories)": { "1234567": { "Categories (Titles) [* - all]": [ "Tool", "Food" ] }, But with something other than an NPC identifier? If so. What exactly is the entity id?
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Same result. Changed "Recycler Item Name": "Recycler", to "Recycler Item Name": "Taco", I still have to unload Crafts to get the custom output.
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Understood. I'll give that a go on my test server when I finish setting up the main.
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If running the Crafts plugin by Mevent the plugin generally will not give the custom output. Sometimes backing in and out of the recycler while turning it on and off multiple times will get you a result. But that doesn't always work.
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Conflict with Furnace Levels, any Idea how to fix?
Fusion 3.64 replied to TwoShoes's Support Request in Support
I've noticed that the FurnaceLevels changes do not apply when OGFurnace is running. And the Turn On/Turn Off button stays Turn On unless I unload FurnaceLevels. Currently the only plugins running are OGSplitter, OGFurnace and FurnaceLevels. ImageLibrary and Whitelist -
Sorry for the late response. I know this is probably the most asinine bug in the general scale of things, but if something can be found, my server will find it Thank you for patching this. I'll try to hop on the discord later and shoot you a message. I have a bunch of updates I'm behind on that I need to work on first.
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I also tried this with Loot Table & Stacksize GUI 1.0.19 and got the same result as shown in the video. I tried it with altered stack sizes and a default configuration/data files. Both were the same.
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Okay, so I wiped everything on the server, uploaded new downloads of the plugins and gave it another go. https://www.youtube.com/watch?v=JUyAtCjLHaM I'm not sure what's wrong here since everything is a brand new configuration. No alterations. Everything is default. Since things are fine on your end I shouldn't be having the same issue on mine with this. Active plugins are as follows: 01 "AdminMenu" (0.1.55) by k1lly0u (0.04s) - AdminMenu.cs 02 "Cooking" (1.4.3) by imthenewguy (0.27s) - Cooking.cs 03 "Image Library" (2.0.60) by Absolut & K1lly0u (0.02s) - ImageLibrary.cs 04 "Stack Modifier" (1.6.4) by Khan (0.04s) - StackModifier.cs 05 "Whitelist" (3.3.0) by Wulf/lukespragg (0.13s) - Whitelist.cs Running AdminMenu to check active permissions and Whitelist to keep players off the server. Config and Data are attached. Upload to CF.zip
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I'll see what happens after I get onto the test server with the fresh installations. I have a feeling there may have been a screwy setting in the stacks config since this is just me.
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Maybe something is out of date. I'll wipe everything, download/update and try it again.
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Understood. Thank you for that. I'll check the sizes while I'm culling the box population
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Yeah. That's what I've been trying to avoid lol. But I guess it needs to be done. Just being lazy. This is what fortify is for after all. This upcoming wipe and the next are the loot updates on my server. I really should rework the raid base tables. I did them a while back. But with the addition of bigger and badder bases the average cost has shifted. I'll just move this up the to do list.
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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?
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Also I type way too much to get to the point. Sorry about that.
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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.
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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.