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eov-dev

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Everything posted by eov-dev

  1. eov-dev

    Quarry/Pumpjack permissions

    The issue is not that is is working with or without problem, but that we can't manage the different automations seperatly (unless we create tens or hunreds of groups for every combination of permission). This is exaclty why individual permission system exist. I'll just modify the code of your plugin (or find another plugin to manage quarries and pumpjack automation if modifying the code is not permitted). Thanks again for your help. This ticket can be closed
  2. eov-dev

    Quarry/Pumpjack permissions

    I'm still not sure how I can get to that result: because groups have priority how should I create a group for quarry/pumpjack who's effect would not be overwritten by another group with higher priority? And if that group for quarry/pumpjack has the highest priority, how would it not overwrite permissions of all the other groups? I need to duplicate all my groups for a version with limit = 0 and a version with limit = 1 and then change the way my server assigns permissions to these groups? Sorry but your plugin does a lot, which is great, but having to manage automation for very different things like recycler, planterboxes, animal farms and now even quarries within a same group is very difficult. Having both systems (groups and individual permissions) coexist would be way easier to manage. But maybe I miss something about group priority and players can still have effect of several groups at the same time?
  3. eov-dev

    Quarry/Pumpjack permissions

    I think you misunderstand my problem. The problem is NOT that the players can't place storage adaptors. They can place them without any problem. The issue I face is that even players WITHOUT the industrial.miningquarry permission can place these adaptors. I want only players who have industrial.miningquarry permission to be able to automate quarries (and same with pumpjacks) regardless of the limit amount of groups. My guess is that group limits overwrite the need to have the permission industrial.miningquarry. But my groups have other purposes (for automating animals and plants) and I still want all players to have a limit of 1 to quarry and pumpjacks. The permission industrial.miningquarry is given in another way than the groups. If I put a limit of 0 to a group all groups except for default, players can't place storage adaptors, even if they have the industrial.minginquarry permission if they are in any other group (even tough the limit for group "default" is set to 1). If all groups' limits are set to 0 no one can place storage adaptors, even with the permission industrial.miningquarry. And as soon as I set a limit > 0 to any group, any player in that group can place a storage adaptor even if they don't have the industrial.miningquarry permission. So there seem to be an incompatibility between that permission and group limits (but I might be completly wrong) For the groups: - everyone is in default - some players gain access to the other groups throughout the wipe The limit is set to 1 because I want it to be limited to one quarry and one pumpjack per player.
  4. eov-dev

    Quarry/Pumpjack permissions

    I ran all the commands. These are the console outputs. I only showed for mining quarry, the two outputs that are "missing" are for pumpjacks, which give the exact same result as the ones for mining quarries, so you really don't need anything else. Permission 'ultimateindustrialfarm.industrial.pumpjack' Players: **some players here** Permission 'ultimateindustrialfarm.industrial.pumpjack' Groups: No groups with this permission Permission 'ultimateindustrialfarm.auto_attach.storage_adaptor.pumpjack' Players: No players with this permission Permission 'ultimateindustrialfarm.auto_attach.storage_adaptor.pumpjack' Groups: No groups with this permission
  5. eov-dev

    NRE Since wipe

    Hey, any news on this?
  6. eov-dev

    Quarry/Pumpjack permissions

    To add to my previous message: the quarries do have owners. I am using two other plugins interacting with quarries and pumpjacks: Quarry Levels (they change the skinid of the item I believe, don't know if that changes anything) and Quarry Lock (from umod) that adds locks to quarries/pumpjack (but not automatically and the problem still appears even before locks are put on). All I want is for my players to not be able to automate quarries until they get the industrial.quarry (or industrial.pumpjack) permission, it's strange that the default behavior is to authorise automation. Thanks again for your help
  7. eov-dev

    Quarry/Pumpjack permissions

    Hi, here are the results: Permission 'ultimateindustrialfarm.auto_attach.storage_adaptor.miningquarry' Players: No players with this permission Permission 'ultimateindustrialfarm.auto_attach.storage_adaptor.miningquarry' Groups: No groups with this permission Permission 'ultimateindustrialfarm.industrial.miningquarry' Players: **Some players here** Permission 'ultimateindustrialfarm.industrial.miningquarry' Groups: No groups with this permission Permission 'ultimateindustrialfarm.use' Players: No players with this permission Permission 'ultimateindustrialfarm.use' Groups: default
  8. eov-dev

    Quarry/Pumpjack permissions

    Sent by private message, thanks for your help
  9. eov-dev

    Quarry/Pumpjack permissions

    Hi, Thanks again for your great plugin! I have some problem with the permissions to automate Quarries and Pumpjacks: it seems like the two permissions "industrial.miningquarry" and "industrial.pumpjack" have no effect. I have some profiles set up with a limit of how many quarries/pumpjacks can have storage adaptors, but I only want my players to be able to put those on IF they have these permissions. Thanks for your help
  10. eov-dev

    PookEvent

    Hey I think last update broke the plugin again Can we get a fix? Thanks
  11. Hey, can we get an update on this plugin? will not compile with sept wipe. Thanks
  12. Hey Krungh Crow, I'm getting back to you about this. It works and it kills alpha and omegas. But the problem is it is a very intensive load on the server, all my players are disconnected with "Packet flood: player tick" when I run the del alpha; and if I do it per animal we have 2 to 3 second lag. Is there any way to kill the alpha animals more gracefully and without lag? I am only spawning alpha animals at certain points in time and would like to have them disappear when that point in time finishes. Thanks again for your help!
  13. eov-dev

    Dungeon Events

    Hey Martian, I couldn't find any information about this, and I'm not sure when it started happening. Some of my players mentioned that it didn't behave this way before, but: there seems to be an interaction with the auto doors (https://umod.org/plugins/auto-doors) plugin. When players have Auto Doors enabled, dungeon doors autimatically close after a fex seconds, as expected from auto doors' normal functionnality. Would it be possible to prevent Auto Doors from affecting doors inside dungeons, if that isn't already supposed to be the case? Thanks
  14. eov-dev

    Update Checker

    Hi, great plugin thanks for all the work! I have a small problem: for some reason the plugin thinks I have the harmony version of a plugin (mixing speed) while I have the oxide version. I keep changing the url in the config file for the oxide version but it changes it back to the harmony url every time. Any way to fix this? Thanks
  15. Hey, there is a problem with your plugin, the permission for the Engineer workbench doesn't work, the culprit is on line 157 of your code, you misspelled the permission name "Enginer" instead of the registered "Engineer"
  16. I can confirm that it works even after a server restart. Thanks again!
  17. Hi, thanks for looking into this and for the fix. I can confirm it works, we produce more the higher the quarry level is. However, the values don't seem to follow the plugin description: one lvl 2 quarry does not produce the same amount as 2 lvl 1 quarries (as described in the plugin description). With the default config values, it is about a 10% increase at each level. But maybe that is the intentional behavior? I've found out, it that helps, that changing the "qam" equation in the plugin from "10 + level" to "10 * level" produces the described effect of having one level2 = 2 level 1; one level 3 = 3 level 1; etc. I'll have to wait until tomorrow to confirm that values persist after a server restart; but in the meantime thanks again for fixing this
  18. Hey, did you got a chance to look at this? Thanks
  19. eov-dev

    Deep Sea Plus

    Amazing, thanks a lot for the hard work!
  20. eov-dev

    Deep Sea Plus

    Hey @crash any chance you have time to look into this? Should I open a support ticket? Thanks
  21. Hi, I only recently purchased/tested this plugin so I have no idea how long this hasn't been working properly, but: no matter the quarry (or pumpjack) level, the production amount is always the same (1k stone with default config values for 1 diesel fuel; 4k crude oil for 1 diesel fuel). So level 1 pumpjack = 4000 crude oil, level 2 pumpjack = 4000 crude oil; level 3 pumpjack = 4000 crude oil level 1 quarry = 10k stone, level 2 quarry 10k stone, level 3 quarry = 10k stone and 10k metal ore What does work is the addition of metal, sulfur, hqm and more space in loot container, as well as a reduced time to function. Would it be possible to fix this? I have tested this on a fresh server with no other plugin than PermissionManager, Vanish and QuarryLevels. Thanks
  22. eov-dev

    Custom Loot

    Hey Steenamaroo, have you had a chance to look into this? Thanks
  23. eov-dev

    Raidable Bases

    (edited, sorry I have figured it out)
  24. eov-dev

    Raidable Bases

    Perfect, thank you very much this is exactly what I needed
  25. eov-dev

    Raidable Bases

    Hey, love the plugin, it's amazing! I am trying to do something but I'm unsure if it is possible or how to do it. I've tried looking at support tickets and discussions here but there are too many to find what I'm looking for. I am trying to spawn some bases based on events that happen on my server, and I am using the console command "rbevent [basename] [difficulty]". But I would like to set the owner of that base to a player (and this is happening without me being in game, so I can't use rbe setowner, if I understood what that command does). Is this possible at all? Thanks for your help

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