
HighOnTek
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Everything posted by HighOnTek
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- 209 comments
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Might be a dumb question, but can someone tell me how this "Block only offline raids": true, works ... and what combination would one use this with? I setup a safe time, and raid time schedule ... during the raid time with this setting set to true the base was still radiable even with player offline. We waited 10 minutes, tried again thinking maybe there was an offline timer and the base was still raidable. Is there a default time for a base to become unraidable once a player logs off, or last player from a clan/team logs off? It would be nice if you could have safe time, raid time and during raid time you could only do online raids, no offlines. Basically only allow online raids with this setting enabled to true. That's how I thought it would work, but doesn't appear that way unless there is some default timer and if there is ... what is the default time, and can you add an option that allows us to change it?
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- 272 comments
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- #protection
- #base
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That fixed the issue. Thanks
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It's sporadic and has done this for days, but just now had time to enter a support ticket for it. Every now seems stack sizes double, for one slot and then goes back to normal. Example: 2x Server. Stack sizes for wood are 2000 .... player can be out chopping down trees and every once in awhile he gets 4000 in a single stack. This can and has happened multiple times to a player where he's had mostly 2000 stacks as he should, but then gets random 4000 stack sizes. This has happened to other items in-game as well, I am just using wood as the example. Is this a known issue?
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I loaded the updated plugin today, reloaded ... went to load /loottable and saw an error message saying if I see this error it probably crashed and to try loading again. So tried the gui few more times, nothing. I unloaded and reloaded the plugin, redownloaded and re-write it to server with another load and same error message. I loaded older version back on, BAM resolved. I only have an issue with the latest version you released today. Any idea why?
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Brand new server, setup Loot Table & Stacksize GUI 1.0.31 with multiple loot x2 for a 2x server. Haven't leveled up really on anything, only gathered little stones and ore to ensure skills was working and that's it. Without Skill Rate, loot works absolutely fine, barrel gives between 4 - 10 scrap depending on the barrel. When I load Skill Rate though, all loot items jump exponentially ... barrels start giving 40 - 43 scrap, other loot items jumped super high as well. What could be the issue here?
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I applied the update, had a player fly around the monuments that were giving this error last night and so far so good... he said no red screen messages. So it might have been fixed in your v7 map release because that's all I did so far. Raidable Bases is still running... but I'll keep an eye on it and if it happens again I'll let you know. Thanks for speedy responses.
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I do run raidable bases, but I run it on more than 1 server and so far the only server getting this error is the one running Gasoline. I will update the map to see if that resolves, if not .. I will try unloading Raidable Bases. But doesn't explain why the error only pops up when you get close to the oilrig, and also confirmed last night ... the harbour.
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No I just saw you released a v7, I will update it tonight. So do I just update the download link, replace the v6 with v7 and then rename all the .6 save files to be .7 to reflect the version difference ... it won't effect any player progress or anything?
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These red errors show up for players around the Oilrig near the Coaling Tower. I've checked the dependencies and they're up to date... any idea why?
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Skin Controller settings breaks Crafting Controller from umod (https://umod.org/plugins/crafting-controller) ... If the Favorite Fallback is on, crafting works fine... but as soon as you enable Auto Skin on Pickup, AutoSkin on Craft, and Auto Skin on Kit Redeemed ... crafting breaks. The game says it crafted an item, but that item doesn't physically show in inventory. I tested this on two different servers. I turn those settings off, crafting works again. I thought it was worth mentioning as that's a pretty popular plugin because of its instant bulk craft feature.
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OK. Can you let me know if this would be a good way to replace. 1. Replace my downloadable version on DB with 2_5 version. Update my start batch to reflect new version DL link. 2. Stop Server, Copy new 2_5 map version into Server folder, and rename existing sav files that have 2_4 to 2_5 so they match the new map version... and restart server. This look correct, would work and not impact any player data?
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You're welcome. Question ... do I just replace the existing one with the updated one, will this mess any current saves or progress up for my players, or should I do this on next wipe?
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StackModifier.json Just load your plugin, set it up as normal ... then reload it in console a few times... check your set stack sizes. You will see it go from 3x (if that's what you started with) to 6x, 9x, 12x, 15x ... it will jump in increments of 3 with each reload. I have to apply your update sometime today, I'll let you know how that goes and if I have same problem because will require a reload ... not a restart, but a plugin reload.
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Q17 at the X area ... there is this large rock ... half of it is see thru, and when I run through it and turn around it looks normal... but if I run around again back to this side, this is what it looks like. Weird Glitch ?
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- 14 comments
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@Amino Possible to use this on multiple servers, I would like both my rust servers to link to the same discord groups. Everything would be the same between the servers, groups, perms etc. I just want both servers to be able to link from a single bot if possible. If so, how would this section look for 2 servers? "SERVERS": [ { "SERVER_ENABLED": true, "SERVER_SHORTNAME": "US 5x", "SERVER_IP": "12.123.123.12", "RCON_PORT": 28016, "RCON_PASS": "" }
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Amina, Your latest update specifies it should be 1.3.9, however the actual .cs file downloaded is 1.3.8 or at least that's what it specifies when I look at the info inside the .cs. I delved into it because UpdateChecker states there is an update, when I applied it ... it kept saying there was an update still. lol
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Long story short, Scrap multiplication is missing in your profiles. That's the easiest way to say it, and has nothing to do with my AlphaLoot editor. You might have misunderstood... your pre-done config files are setup for 2x, 3x, 5x, and 10x each file having its own set qnty of loot for the type of boosted server using the file. Correct? What I was trying to say was, after you deleted all the junk loot you increased the qnty of the items "manually" to be 2, 3, 5, 10 etc. for each lootable container. This is ok, clearly ... however none of the SCRAP was multiplied because scrap doesn't exist in the loot profiles like a Barrel, or a tool box etc... they're just added by the game, or AlphaLoot when populating loot containers and not something you can configure unless its at a global level from the looks of it. Therefor the SCRAP qnty was still default with your loot profiles. The players would receive the exact same qnty of scrap using your loot profiles for the 2x, 3x, 5x, and 10x. There is no boost in scrap qnty because you didn't factor it in. Now either this was by design, or it wasn't... but I'm going to assume since there is no mention of this in your loot profile config that its NOT by design, and was an honest oversight. The only scrap that came out in a decent qnty was scrap that you had "manually" added yourself with set qnty in something like a lock box or something. What I was trying to say was, you could have simply removed junk loot, improved the loot but left all those quantities at default and then allowed the AlphaLoot Global modifier to do the 2x, 3x, 5x, 10x multiplying of loot qnty. This way you would also get the appropriate SCRAP multiplier as well. 🙂 The AlphaLoot when editing the loot profiles has an option to NOT MULTIPLY specific items. So if your loot profile said 1 stone gate, I simply said yes they shouldn't receive 5 with the global multiplier, and I checked the box that said do not multiply... meanwhile I changed your say "gears" back to qnty 1, then allowed it to be multiplied (5x), so now I still get qnty 5 on the map... but best of all, I can use this exact same profile now on 2x, 3x, and 10x because it will be multiplied by the global multiplier... and all items that were marked as do not multiply, will still come out as qnty 1, or whatever qnty they're set to. Hope this made better sense, but you could have just made 1 single universal AlphaLoot profile, then let the server admin use the built in AlphaLoot config / multiplier section to set it for his/her type of server multiplication vs. selling like 4 different ones that don't multiply scrap.
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- #loot config
- #config
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