eov-dev
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Everything posted by eov-dev
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Sent by private message, thanks for your help
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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
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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!
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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
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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
- 307 comments
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- #updates checker
- #plugin
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I can confirm that it works even after a server restart. Thanks again!
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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
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Hey, did you got a chance to look at this? Thanks
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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
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- 236 comments
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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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Hi, great plugin, thanks for your work on it!! I'm trying to do something a bit unusal and I'm struggling to achieve it with your plugin. Before opening a ticket, I wanted to check whether what I'm trying to do is even possible. My goal is to completely disable the default Deep Sea scheduler and only open the Deep Sea in response to specific events on my server. What I've imagined so far is: - Disabling any automatic Deep Sea opening - Using the deepsea.forceopen command to manually open the Deep Sea - Configure the Deep Sea to remain open for 2 hours, as specfied in the config file, and then not open again until I run the deepsea.forceopen command again. However, I've noticed that the Deep Sea still opens automatically from time to time, even when I haven't executed the deepsea.forceopen command. In my config file, I have: - Control Schedule set to true - Schedule Mode set to Disabled! - Disabled - Push next opening set to a very large value - Open TIme (Seconds) is set to the 2 hours I want the event to remain active Is this setup supposed to achieve what I'm trying to do? If so, am I missing a configuration setting that would prevent all automatic Deep Sea openings? Thanks for your help
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- 77 comments
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- #upgrade
- #toolcupboard
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Hi, love the plugin, thanks for the great work! I hava a very minor request, so it's really not that urgent/important, but there is one hard-coded word ("hour", it is also the case for "minute" but it is the same word in my language so it's not problematic in my case.) that I would like to change to my lang, would it be possible to add localisation for these ones too? Thanks!
- 61 comments
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- #roamtasks
- #roam
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Hey, love the plugin, thanks for the great work. I have a minor request, so it's really not that urgent, but could you add lang localisation for the UI text (other than the buttons, as they are already localized). Like all the "Repair Wood", "Select Material to upgrade", etc. This would be awesome, thanks!
- 77 comments
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- #upgrade
- #toolcupboard
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Hi, I've just tested this and it works perfectly both for rhib.deepsea as well as for ptboat.deepsea. The only thing is that it won't update if a change is made while the boats were already spawned in (which really is not a big deal). On another note, but maybe I missed something, I think they also changed the scientist type of the RHIBs and pt boats. The entities I get in console info are "scientistnpc_rhib" and "scientistnpc_ptboat". I'm pretty sure I got their loot succesfully changed in the past but their loot is vanilla again since (I think) this update. I can't seem to find the correct corpse type in CustomLoot for them. Thanks again!
- 236 comments
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- 236 comments
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- 236 comments