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Everything posted by SeesAll
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Your code currently does this; void OnNewSave(string filename) { Data.ClearAll(); } Inside RaidData.ClearAll() if then dereferences; if (INSTANCE.config.ClearBonusesOnReset) But INSTANCE is not assigned until; private void OnServerInitialized() { INSTANCE = this; LoadData(); ... } Meaning, OnNewSave it can run before InServerInitialized, so INSTANCE is basically NULL and then there is an exception. You should consider the following: Remove the RaidData class’s dependency on the static plugin instance. Load the existing persisted data during OnNewSave. Pass the clear-bonuses setting into ClearAll. Save the cleared data immediately. Establish the new reset timestamp.
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Downloaded the latest version, it shows up as 2.1.6 which is like 2 revisions ago. lol
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- 307 comments
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- 2
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- #protection
- #base
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In the plugin itself it still shows version 3.1.5 ... therefor most peoples update checker is still going to show an update needed, even though it has the updates. lol
- 1 reply
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- 1
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Would appear today's force wipe caused some compile issues.
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Fixed mine so it at least compiles while we wait for a permanent solution / updated version. BEFORE textLine = textLine.Replace("{playerName}", player.displayName) .Replace("{playerId}", player.UserIDString) .Replace("{playerPing}", player.AsIPlayer().Ping.ToString()) .Replace("{playerCulture}", player.AsIPlayer().Language.TwoLetterISOLanguageName) .Replace("{playerIP}", player.net.connection.ipaddress) .Replace("{playerHealth}", player.health.ToString("F0")); AFTER (WORKS) textLine = textLine.Replace("{playerName}", player.displayName) .Replace("{playerId}", player.UserIDString) .Replace("{playerPing}", player.net?.connection?.GetAveragePing()?.ToString() ?? "0") .Replace("{playerCulture}", "en") .Replace("{playerIP}", player.net.connection.ipaddress) .Replace("{playerHealth}", player.health.ToString("F0"));
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Running today's latest version, there are issues. Error while compiling WelcomeController: 'BasePlayer' does not contain a definition for 'AsIPlayer' and no accessible extension method 'AsIPlayer' accepting a first argument of type 'BasePlayer' could be found (are you missing a using directive or an assembly reference?) | Line: 53, Pos: 49
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Yes Zef, its possible... try this, just change the #'s to what you want. { "Building privilege required": true, "Blacklisted Skins": [ 2618923347 ], "Permissions & their amount of stacked chests lmits": { "cheststacks.use": { "Chest type limits": { "SmallBox": 10, "LargeBox": 10 } }, "cheststacks.vip": { "Chest type limits": { "SmallBox": 15, "LargeBox": 15 } }, "cheststacks.vip2": { "Chest type limits": { "SmallBox": 25, "LargeBox": 20 } }, "cheststacks.vip3": { "Chest type limits": { "SmallBox": 40, "LargeBox": 30 } } }, "Supported box prefab offsets": { "assets/prefabs/deployable/woodenbox/woodbox_deployed.prefab": { "x": 0.0, "y": 0.57, "z": 0.0 }, "assets/prefabs/deployable/large wood storage/box.wooden.large.prefab": { "x": 0.0, "y": 0.75, "z": 0.0 }, "assets/prefabs/deployable/large wood storage/skins/medieval_large_wood_box/medieval.box.wooden.large.prefab": { "x": 0.0, "y": 0.76, "z": 0.0 }, "assets/prefabs/deployable/large wood storage/skins/abyss_dlc_large_wood_box/abyss_dlc_storage_vertical/abyss_barrel_vertical.prefab": { "x": 0.0, "y": 1.2, "z": 0.0 }, "assets/prefabs/deployable/large wood storage/skins/abyss_dlc_large_wood_box/abyss_dlc_storage_horizontal/abyss_barrel_horizontal.prefab": { "x": 0.0, "y": 0.9, "z": 0.0 }, "assets/prefabs/deployable/large wood storage/skins/jungle_dlc_large_wood_box/jungle_dlc_storage_horizontal/wicker_barrel.prefab": { "x": 0.0, "y": 0.8, "z": 0.0 }, "assets/prefabs/deployable/large wood storage/skins/warhammer_dlc_large_wood_box/krieg_storage_vertical/krieg_storage_vertical.prefab": { "x": 0.0, "y": 1.25, "z": 0.0 }, "assets/prefabs/misc/decor_dlc/storagebarrel/storage_barrel_b.prefab": { "x": 0.0, "y": 1.3, "z": 0.0 }, "assets/prefabs/misc/decor_dlc/storagebarrel/storage_barrel_c.prefab": { "x": 0.0, "y": 0.9, "z": 0.0 } }, "Supported prefab path offsets": { "assets/prefabs/deployable/large wood storage/skins/component_storage_boxes_dlc": { "x": 0.0, "y": 0.76, "z": 0.0 } } }
- 95 comments
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- #rust
- #rust plugin
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- 39 comments
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Been using nexuscheatradar now for the last couple weeks, have had few discussions with the author / developer and he's a chill dude, knows his stuff and has put a lot of time and effort into providing the community a cost efficient, up-to-date anti-cheat solution that doesn't cost an arm & leg, or focused on residual payments like some of the other so called premiums. This anti-cheat covers a lot for the money paid, it truly does ... and has only gotten better the last couple weeks. He listens, he's engaged, he takes feedback, and actually spends time trying to implement them if they make sense. I went from running a combination of anti-cheat options that covered everything I wanted, down to a single plugin. It does not appear to be a resource hog, I haven't had any issues with performance. I ran it on a 2-3 of my servers, and will be rolling it out now on the remaining servers this week with confidence. I am honored to leave you your first review @WinterChild84 aka Nexus84, I hope others opt to giving this a chance as well... you did good man, and I appreciate your continued support in providing a solid, affordable solution in the Rust Community.
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@The_KiiiingI was able to replicate the issue as well, once you complete the Large Oil Red card, after killing all the scientists of course... few GHOST NPC / scientists spawn. They don't do anything, but they're unkillable. The issue I think appears to be caused by the plugin interfering with the normal death process of the newer oil rig scientist NPCs introduced in recent Rust updates. When these scientists die, the plugin’s loot-handling logic partially bypasses Rust’s built-in cleanup and death sequence, which leaves the game thinking the NPC is dead while parts of the entity are still active. When the oil rig tries to repopulate scientists afterward, this mismatch creates “ghost” scientists that look normal but do not take damage. The fix is to stop the plugin from overriding the death handling for oil rig scientists and instead let Rust handle their death and cleanup normally while the plugin should only modify the loot afterward. This preserves the game’s internal NPC state and prevents the unkillable respawn issue. I applied the below, seems to have resolved the issue for me. Will leave it to you though to vet how effective this is... as its your plugin. ################ #CODE EDIT 1 ################ [Hook] object OnCorpseApplyLoot2(ScientistNPC2 npc2, LootableCorpse corpse, State_Dead stateInstance) { if (!CanPopulateCorpseHook(corpse)) { return null; } var config = manager.GetConfig(npc2); if (config == null || !config.Enabled) { return null; } if (config.Id.Key == "npc_oilrig" || config.Id.Key == "npc_oilrig_large") { return null; } LootManager.PopulateCorpse2(corpse, config, stateInstance); return true; } ################ #CODE EDIT 2 ################ public static bool Hook(State_Dead instance, BaseEntity owner, LootableCorpse corpse) { // true = skip, false = continue if (owner is ScientistNPC2 npc && corpse != null && Instance != null) { var config = Instance.manager?.GetConfig(npc); if (config != null && (config.Id.Key == "npc_oilrig" || config.Id.Key == "npc_oilrig_large")) { return false; } return Instance.OnCorpseApplyLoot2(npc, corpse, instance) != null; } return false; }
- 1,162 comments
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- 3
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- #loot
- #customloot
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yeah I would agree Steam API key validation is a lower priority for sure, I should have really double checked it so that's on me 100%. lol Would the attached work for you? Nexus Steam API key validation Code.cs
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Just a heads up, I used another Steam API key and it works now, so that was definitely the issue. Bad or Incorrect API maybe ... that being said, for future versions might be worthwhile showing a console error if it doesn't like the API ... or something. Probably super low odds of it happening to anyone else, as I'm always the lucky one for the one offs... but still be pro-active approach to save you a support ticket or two like this one. lol Thanks I will test this plugin and let you know how it goes. If all works out good, be more than happy to leave you your first review and recommendation.
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I will try again tomorrow, with a different API Key, its possible I made error with it. I did have one, but I pulled from notes... not from Steam so, could be on me. I'll let you know how it goes tomorrow.
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The profile is public, its a test account... I double checked the steam profile just to be sure.
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Also, unrelated ... but you should consider changing the below; if (e.DaysSinceLastBan > 0 && e.DaysSinceLastBan <= config.Steam.WarnIfLastBanWithinDays) { risk += 20; reasons.Add("recent ban"); } To something like... int totalBans = e.VacBans + e.GameBans; if (totalBans > 0 && e.DaysSinceLastBan >= 0 && e.DaysSinceLastBan <= config.Steam.WarnIfLastBanWithinDays) { risk += 20; reasons.Add("recent ban"); } Right now, a same-day ban (DaysSinceLastBan = 0) is ignored. With the change same-day bans count as recent, but only when there is at least one VAC or game ban. This should eliminate false positives on clean accounts with 0 / 0.
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I've noticed that the Join Intelligence is only giving me (Partial Steam Data) ... I see player name, player SteamID but does not pull account age, profile, or Steam Summary.
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- 1,162 comments
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- #loot
- #customloot
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- 1,162 comments
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- 1
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- #loot
- #customloot
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- 55 comments
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- #custom map
- #flouones
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