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Everything posted by Dr.D.Bug
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Okay, i hope to figure it out tomorrow @ fps.ms somehow. Maybe i come back with some more questions but if i'll find a solution there i will let you know.
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Got this Errormessage @ FPS.ms: npm error code ENOTEMPTY npm error syscall rename npm error path /home/container/node_modules/discord.js npm error dest /home/container/node_modules/.discord.js-PAVAWahc npm error errno -39 npm error ENOTEMPTY: directory not empty, rename '/home/container/node_modules/discord.js' -> '/home/container/node_modules/.discord.js-PAVAWahc' npm error A complete log of this run can be found in: /home/container/.npm/_logs/2024-08-30T18_13_09_098Z-debug-0.log Error: Cannot find module 'discord.js' Require stack: - /home/container/src/linkingHandler.js - /home/container/index.js at Function.Module._resolveFilename (node:internal/modules/cjs/loader:1225:15) at Function.Module._resolveFilename.sharedData.moduleResolveFilenameHook.installedValue [as _resolveFilename] (/usr/local/lib/node_modules/ts-node/node_modules/@cspotcode/source-map-support/source-map-support.js:811:30) at Function.Module._load (node:internal/modules/cjs/loader:1051:27) at Module.require (node:internal/modules/cjs/loader:1311:19) at require (node:internal/modules/helpers:179:18) at Object.<anonymous> (/home/container/src/linkingHandler.js:2:17) at Module._compile (node:internal/modules/cjs/loader:1469:14) at Module._extensions..js (node:internal/modules/cjs/loader:1548:10) at Object.require.extensions.<computed> [as .js] (/usr/local/lib/node_modules/ts-node/src/index.ts:1608:43) at Module.load (node:internal/modules/cjs/loader:1288:32) { code: 'MODULE_NOT_FOUND', requireStack: [ '/home/container/src/linkingHandler.js', '/home/container/index.js'
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How can I prevent a base from being created on the edge of an island? The designated zone by the Zone Manager is slightly smaller than the island itself, but the base often appears right on the island's edge. Unfortunately, even when I reduce the zone size, the plugin still uses the entire island area. Is there a parameter I can use to control this, besides the one that prevents building on water? best regards, Dr..D.Bug ~~ still in love with this plugin 💘 ~~
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My question was about which specific loot the individual profiles in the ""Spawn Alternate Default Scientist Loot": {" section could contain, if you activate this. I would like to have more knowledge about what our players can earn as yield, or at least get an idea how I can better control the loot to give to my players, even a vague idea of what they "could" expect from a base would be fine. 😉
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Is it possible to add an additional level to the RaidBases, like HELL, or just to rename the current available levels? We had multiple discussions especially on nightmare bases where some players are crying, these are to hard and some say it should be a bit harder. My thouhgts are; what if i could install a level "Hell", where i can say; if you try that level you're completely on your own and have no guarantee that you'll ever be able to do it.
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@nivex: Just for your information - if no one had reported this yet - in version 2.7.6 the scientists running around suddenly have more loot. This now roughly corresponds to the standard scientists loot and they now sometimes drop a weapon too. like I said, just FYI. I'm now going back to version 2.7.4, thanks 😉
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I could swear we had the plugin Rusty Bangers here from Codefling. Is Mike Hawke's plugin Rusty Bangers no longer available?
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- #water treatment
- #custom water treatment
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(and 1 more)
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When appliing the height map, there might be a gap near the spheretank under the dockwall floor. Another piece of concrete cube might help there.
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Hi, sorry i haven't noticed your request until now. Copy all of these files in "\RustEdit\CustomPrefabs" or an own folder beneath this like "\RustEdit\CustomPrefabs\anythingelse". Just keep all files in the same folder to apply all of the prefab modifiers. hope this helps best regards