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Everything posted by Markiii
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- 2 comments
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- #summer sale
- #bases
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(and 3 more)
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I'm a huge fan of your work and I'm sure this is no exception - it looks brilliant and I own all of your plugins up til now i think. For most smaller servers owners currently, the big boys have taken most of our player base so I'm watching the pennies as I'm barely breaking even atm, this ones a little more than I can afford right now but oneday I hope to grab it.
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3 edits: Line ~991, replace: private Timer RefreshStorageDebounceTimer = null; with: private Action RefreshStorageDebounceTimerDestroy = null; Just below it, replace the whole QueueRefreshStorageItems method with: public void QueueRefreshStorageItems( ItemContainerId? containerId, float delay ) { RefreshStorageDebounceTimerDestroy?.Invoke(); RefreshStorageForContainers.Add(containerId); var refreshT = INSTANCE.timer.In(delay, () => { if (!StorageContainers.Any(x => RefreshStorageForContainers.Any(y => y?.Value == x.inventory.uid.Value))) { return; } RefreshStorageForContainers.Clear(); RefreshStorage(onlyItems: true); }); RefreshStorageDebounceTimerDestroy = () => refreshT.Destroy(); } Line ~1273, replace: fakeStorage.CancelInvoke(fakeStorage.DecayTick); with: fakeStorage.decay = null; Then reload. (If they get an error on a Dictionary<string, Timer> line near the bottom, delete that line — it's unused.)
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Was quite disappointed with this honestly. I purchased it as I liked the idea of 30 custom build spots.. which it does have. I just didn't account for the lack of creativity they would involve, and there's only a small handful of designs so alot are copy & paste jobs. Besides those it's just a procedurally generated map where not much else is different. For me at least it wasn't worth the purchase... sorry.
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- #custom map
- #4500k
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(and 44 more)
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- #custom map
- #4500k
- #4500
- #oil rig
- #dome
- #sphere tank
- #airfield event
- #armored train
- #convoy
- #raidable base
- #raidable bases
- #sputnik
- #epic
- #fun
- #cool
- #rust
- #facepunch
- #slayersrust
- #slayersgg
- #creators paradise
- #paradise
- #island
- #flat
- #cave
- #arch
- #rock formation
- #arch rock
- #place to build
- #x spot
- #x location
- #x base
- #build zone
- #builder
- #explorer
- #performance
- #good performance
- #low ram
- #fast load times
- #airfield
- #launch site
- #trainyard
- #harbor
- #underwater base
- #sky base
- #floating base
- #love
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Loaded plugin Terminal v1.1.11 by 0xF [219ms] [Custom Entities] Registering custom entity WirelessStorageAdaptor : BaseCombatEntity as prefab "assets/custom/storageadaptor.wireless.prefab"... [Custom Entities] Registering custom entity WirelessStorageAdaptor : BaseCombatEntity as prefab "assets/custom/storageadaptor.wireless.prefab"... [Custom Entities] Registering custom entity TerminalCellStorage : BaseCombatEntity as prefab "assets/custom/terminal.cellstorage.prefab"... [Custom Entities] Registering custom entity TerminalCellStorage : BaseCombatEntity as prefab "assets/custom/terminal.cellstorage.prefab"... [Custom Entities] Registering custom entity TerminalEntity : BaseCombatEntity as prefab "assets/custom/terminal.prefab"... [Custom Entities] Registering custom entity TerminalEntity : BaseCombatEntity as prefab "assets/custom/terminal.prefab"... [Custom Entities] Loading savefile from "/home/container/carbon/data/CustomEntities/Terminal.sav"... [Custom Entities] Loading savefile from "/home/container/carbon/data/CustomEntities/Terminal.sav"... [Custom Entities] INFO: The savefile "/home/container/carbon/data/CustomEntities/Terminal.sav" contains no entities, nothing to load. [Custom Entities] INFO: The savefile "/home/container/carbon/data/CustomEntities/Terminal.sav" contains no entities, nothing to load.
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Hello, I've installed all the dependencies but still when I place the Terminal I only get a wb3 [Custom Entities] Loading savefile from "/home/container/carbon/data/CustomEntities/Terminal.sav"... [Custom Entities] INFO: The savefile "/home/container/carbon/data/CustomEntities/Terminal.sav" contains no entities, nothing to load. Any idea why?
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Find me on discord bro discord.gg/markiiirust i'll try and help x
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- 16 comments
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- #inventory
- #storage
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Same now.. This worked for me, please delete if not allowed. Two changes: Line 342-353 — Changed: csharpvar temp = Pool.GetList<Item>(); temp.AddRange(Data.Container.ItemContainer.itemList); foreach (var container in temp) { if (ulong.TryParse(container.text, out var value) && !ServerWipePersistent(value)) { Data.Container.ItemContainer.itemList.RemoveAll(x => x.text == container.text); } } Pool.FreeList(ref temp); To: csharpvar temp = new List<Item>(Data.Container.ItemContainer.itemList); foreach (var container in temp) { if (ulong.TryParse(container.text, out var value) && !ServerWipePersistent(value)) { Data.Container.ItemContainer.itemList.RemoveAll(x => x.text == container.text); } } Line 672-680 — Changed: csharpvar items = Pool.GetList<Item>(); items.AddRange(from.itemList); foreach (var item in items) { item.MoveToContainer(to, item.position, false, true); } Pool.FreeList(ref items); To: csharpvar items = new List<Item>(from.itemList); foreach (var item in items) { item.MoveToContainer(to, item.position, false, true); } Both just swap pooled lists for regular lists. Slightly more memory allocation but functionally identical.
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- 10 comments
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- #buildingworkbench
- #workbench
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(and 2 more)
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- 10 comments
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- 3
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- #buildingworkbench
- #workbench
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(and 2 more)
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