HighOnTek
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Everything posted by HighOnTek
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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
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What I had to do in order to get it working as 5x for Scrap on everything is ... change global modifier to 5x in AlphaLoot config. Then using the Alphaloot editor, with your cleaned up loot files, I went through every loot option and flagged most options with the checkbox that says "don't multiply"... so it left all your qnty alone, while giving me 5x on scrap for everything.
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- #loot config
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@Harleygood job with cleaning up the loot tables... but the scrap isn't 5x, and does not appear to be something you can manipulate on a per item basis unless you use the AlphaLoot global multiplier ... which then wants to x5 everything you've already set to 5. Wouldn't it have been better to just produce a single modified, cleaned up AlphaLoot loot table for default, heli, bradley and then use the global multiplier to improve the qnty, while also getting the desired x5 scrap, or am I missing something here, is there a way to improve the scrap on barrels without having to add scrap to barrel 1 and barrel 2 as that doesn't appear to work.
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- #loot config
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- 15 comments
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- #teleport
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yes I had the most recent rustedit.dll, but I downloaded and copied over existing just to be on safe side. I deleted all the map files again, loaded... loads up still with those errors. It's ok, they're just Navmesh errors... doesn't impact use of the map, just annoying how it spams console is all. I'll let it run for a bit on the test server, restart few times and see if they go away.
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Not fixed in 1.1. I deleted all the map, save, and .db files for 1.0, loaded updated map 1.1 ... because its on a test server, I have no players on it... nothing has been done, and I've not even loaded in yet ... I still see those errors in console.
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I know this is a generic error, but I wouldn't expect to see it spam a console on very first map load without anyone actually logging in, doing anything, or placing anything. First run of the map on test server ... I am seeing a lot of Failed to create agent because it is not close enough to the NavMesh Failed to create agent because it is not close enough to the NavMesh Failed to create agent because it is not close enough to the NavMesh Failed to create agent because it is not close enough to the NavMesh Failed to create agent because it is not close enough to the NavMesh Messages in console. This normal, or something you can resolve?
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- #rust
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There was new DLC released yesterday, bunch of new items... they are missing, console says to notify the dev.
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Couldn't add you on Discord, message you via codefling message option.