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quietconundrum

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Everything posted by quietconundrum

  1. was indeed a cache issue, it persisted across a hard refresh, but a private window in another browser allowed me to grab the latest. thank you.
  2. the latest download just posted a few seconds ago is STILL 2.2.4 and not updated
  3. as others have stated, the latest download is actually 2.2.4 and SimpleSplitter is still broken for today's update: Error while compiling: SimpleSplitter.cs(864,53): error CS1503: Argument `#1' cannot convert `uint' expression to type `ItemContainerId'
  4. @shady14ujust a head's up, according to this commit yesterday, they'll be changing the native smelting behavior to cook all slots simultaneously again (instead of in a queue). This change may conflict with your plugin, as it currently functions. Just wanted to make sure you knew.
  5. I have stone fireplaces and hobo barrels set to not consume fuel (and don't care about having fuel trimming, stack splitting, or quick smelt behavior in either of those), but otherwise want BBQs, campfires, furnaces, and refineries to benefit from fuel trimming, stack splitting, or quick smelt features of this plugin. Modifying the targeted list of compatible "ovens" is the only obvious way to have both scenarios occur simultaneously (by omitting stone fireplaces and hobo barrels from being targeted), which is what I have done. Moving said list to the config was just a suggestion for achieving this outcome more easily.
  6. purchased and installed, and it does in fact conflict with any biproduct-producing entities that are enabled in Everlight. I currently have stone fireplaces and hobo barrels (among a few other non-biproduct-producing entities previously mentioned) set to be lit indefinitely and not consume any fuel. Loading SimplySplitter makes those two in particular immediately consume the fuel and turn off. Perhaps moving the 'compatibleOvens' list to the config so that we can manage the targeted entities would be ideal?
  7. considering purchasing; need to know if this plugin conflicts with Everlight? I have tuna can lamps, lanterns, stone fireplaces, etc set to stay lit always on my server and hoping to use this in tandem w/ Everlight to restore the fuel trimming and modified tick rate of furnaces that was lost when removing FurnaceSplitter (broken by Sep update) and QuickSmelt (very quirky after Sep update).
  8. 'PlayerRanks v2.2.0' is using deprecated hook 'OnCollectiblePickup', which will stop working on Saturday, 31 December 2022. Please ask the author to update to 'OnCollectiblePickup(CollectibleEntity collectible, BasePlayer player)'
  9. @LaCKoSCN to clarify: asking for this to be closed because it is not really solvable, as this version of BotSpawn is now considered legacy because the December Rust update broke it entirely in regards to in-game AI (see mention in devblog here). Steen has released an alternative version of this plugin that is compatible w/ the changes to Rust. Accordingly, there is no practical solution to this ticket, so it should just be closed.
  10. No longer seeing the compile error on startup... looks like you sorted it out.
  11. Excellent. I've already upgrading to 1.0.3 and my server restarts automatically in aprox 8.5 hours... will follow up with you!
  12. 'PlayerRanks v2.1.9' is using deprecated hook 'OnBalanceChanged', which will stop working on Friday, 01 July 2022. Please ask the author to update to 'OnEconomicsBalanceUpdated'
  13. Will this big update include the ability to see which plugins/files we are opted in for "Send me version updates"? Currently, I only see an option to list our "followed content." I need to be able to receive update notifications (which haven't been working very reliably) but not get pinged every time a post is made to Discussion/Support/etc, so I typically use the "version updates" option rather than following a project/file. Being able to see a list of those projects/files I have opted in to for version updates would be of great use to me. Thank you for your time and attention.
  14. Of course. I'll follow up if I have any more details related to this issue. Thank you very much!
  15. I have some automated nodeJS integrations that already detect restarts and can reload the plugin on a delay, so that's not a problem. Just wanted to report for the sake of reporting. Thank you for your time and attention.
  16. Seeing this error on server startup w/ BotReSpawn 1.0.2: Error while compiling: BotReSpawn.cs(3407,39): error CS0305: Using the generic method `Facepunch.ComponentExtensions.GetComponent<T,U>(this T, out U)' requires `2' type argument(s) so BotReSpawn doesn't load on server start, but once the server is up and I'm connected I can run: o.reload BotReSpawn and it loads up just fine.
  17. @Steenamaroo can we mark this as closed now, please? thank you
  18. my server just performed its noon automated restart on 1.0.2 and everything is intact afterward.
  19. My server survived a restart at midnight PST on 1.0.1 somehow, but is about to have an automated restart again at noon PST and is running 1.0.2, so i'll report back in ~30min.
  20. Damn, that sucks. Sorry, friend. I spent 7+ hours in damage control yesterday regarding RustRewards, BotSpawn/BotReSpawn, AdminRadar, etc, too... just trying to get everything back in order and playable again. I can't imagine losing all of that plus losing player progression as well.
  21. I'm on a procedural map, not custom. Are you on a custom map?
  22. So, my server is configured to automatically restart every 12 hours and it restarted last night prior to the emergency 1.0.2 release, and it's somehow okay... so I guess I lucked out and avoided this insane bug you're talking about? I patched to 1.0.2 immediately when I woke up this morning though. So, what exactly happened? your entire map was wiped and/or corrupted? That's crazy... I'm really sorry you're having to deal with that.
  23. Update fixed it, just had to audit my config to get all rewards working correctly.
  24. EDIT: got this sorted out, thank you
  25. I see where you say that `murderer: true` is no longer an option. How would I configure the Biomes default profile entries to spawn murderer/zombie-like NPCs instead of scientists then? I'm not entirely clear what I should do, given the available information in the Description tab.
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