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Everything posted by quietconundrum
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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.
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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?
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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).
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deprecated hook 'OnCollectiblePickup', will stop working on Saturday, 31 December 2022
quietconundrum posted A Support Request in Support
'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)' -
[After Dec 2 Update] error CS0246: The type or namespace name `NPCPlayerApex' could not be found
quietconundrum replied to quietconundrum's Support Request in Support
@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. -
'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'
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Not getting email notifications for file updates
quietconundrum replied to Fusion 3.64's topic in Site Support
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. -
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.
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[After Dec 2 Update] error CS0246: The type or namespace name `NPCPlayerApex' could not be found
quietconundrum replied to quietconundrum's Support Request in Support
@Steenamaroo can we mark this as closed now, please? thank you -
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.
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[After Dec 2 Update] error CS0841: A local variable `npc' cannot be used before it is declared
quietconundrum replied to quietconundrum's Support Request in Support
Update fixed it, just had to audit my config to get all rewards working correctly. -
EDIT: got this sorted out, thank you
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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.