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OneCubixMeterofAltosd

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Everything posted by OneCubixMeterofAltosd

  1. My issue was 1.1.1.2 was working fine. I updated to 1.1.1.4 and noticed the stutter right away and rolled back to 1.1.1.2 - removed all the plugin, config, data, etc and started the plugin from scratch with 1.1.16. Though I removed the horse speed addons by changing the flags to false, the boat speed ones were intact. People immediately started having issues again. Removed all the boat speed flags changing them to false, and resetting all player data again. Stuttering/glitchy vehicles now for everyone!! I can share my config if it helps.
  2. Upgraded to 1.1.1.6 and all vehicles are stuttering, and glitchy, I think any of the benefits from horse and boat speed have been negated with this horrible experience - its the same thing when you first introduced horse speed, you had to turn the radius off but I am not sure whats causing this now. It's basically making SkillTree unplayable on the server. The video above is indicative of horses, modular cars, and boats.
  3. I found with 1.1.1.4 that modular cars were stuttering, people would kind of rubber band, regardless of their skills. I had to do a rollback to 1.1.1.2 to make the stuttering stop. https://www.youtube.com/watch?v=ME5FqeQivYs is the example my players recorded the other day before i rolled it back and the issue stopped. Any ideas if this was fixed in .5 or .6? or do we need to investigate further? thanks.
  4. Thanks will try this, this week. Looking forward to a code locking version
  5. I have been noticing that at 0, 0, 0 there are thousands of keylocks, chairs, and some rhib storage just chilling - is this what you mean Fandago? Or are there other entities just appearing somewhere?
  6. So, if I spawn a quarry and a pumpjack next to each other, does the first bubble cover the other entity? My situation is that we allow admins to spawn those two entities - pumpjack-static and miningquarry_static - as admin perks - but regular players can come up to them and use them still. With this recent update, if they are next to each other, we have found that people can run/walk/break through the bubble and access the quarries. Is there a way to just let this quarry manager have a feature that lets admins add a code lock (for admins use only) to these static entities to lock them so they cant be used or looted to code holders, or a way to make it so that the bubbles for static quarries dont let people run through them once they have been turned on and fueled? Right now, I cant look at a static quarry and add or remove users from it, because the commands dont recognize it as a quarry that I can restrict people from. Unless my config and default user permissions are incorrect. Thanks for your update, and continued efforts to improve this plugin. I am open to any feedback or questions to help make this the best experience for all users of the plugin!!
  7. 1.0.6 - I did testing with a few of the servers players watching my stream and they feel with the plugin on its breaking horses - didn't realize it was patched, as I only started using 1.0.5 and upgraded to 1.0.6 when it was released the same day. The turn radii for players on horses with it on, even with no buffs in the skill, is quite apparent. They lag and latency, and get stuck on the smallest hills, on flat areas and overall move quite buggy. With the plugin disabled, there are no issues with horses for players. Unsure what to say as the only plugin added to the server this month has been skill tree and it has not been without issues and we are patiently waiting for an update to 1.0nextversion. Edit 2 - can you explain what the issues were with the old versions?
  8. Hi team, After using the plugin for a couple weeks, I am getting a few complaints about horses not being properly rideable. The members of the team here have either no points into the horse speed, yet they are experiencing the additions of the horse speed, causing issues with turning, and the ones with points in riding speed, are experiencing latency and buggy turning radii. Turning the plugin off, seems to resolve the issue, but then turning it back on, the horses just seem to fail to thrive. Anyone else having issues with horses + skill tree? (didnt want to put this under support to ensure there was proper conversation as I am not sure if its a bug or rust issue) Thanks!
  9. Covfefe, tried it, and it doesnt work due to the plugin incompatibility - would only work when the plugin enhanced hammer was turned off.
  10. Hi Team, Love this plugin, it's really awesome. I was hoping that you could help with some cross function in an upcoming version. SO my server uses enhanced hammer to help people upgrade their bases quicker, but after testing, this seems to conflict and stop the Thrifty Renovator from providing any refunds to the players. The players still have to use resources to do the upgrades, there is a zero chance of getting them with this plugin active. Any thoughts as to what might be able to be done to help out? Again, keep up the great work on this awesome plugin. {edit 1 this is the one - https://umod.org/plugins/enhanced-hammer by misticos} Rick.
    This map is very fun, and exciting to run around - running a PVE server, this map gives my community something new and fresh to experience in the world of Rust. Looking forward to how this map evolves with the game. Map creator, Jtedal is quick to reply and assist on discord. Very good experience so far, and I have confidence that if there are any issues, they will be addressed very quickly.
  11. This ticket can be closed, author has provided support.
  12. Hello Jtedal, I just purchased Luminous World from Codefling.com and I am getting an error when trying to install it. I noticed on Lonewolf, the version is now 1.2 whereas on Codefling it is 1.19. Would this cause any issues? Seems following the dropbox routine, it wont load up - and I was getting a ton of errors in console assets/rust.ai/agents/npcplayer/humannpc/underwaterdweller/underwaterdweller.prefab failed to sample navmesh at position (-1868.0, -21.1, 1848.5) on area: HumanNPC assets/rust.ai/agents/npcplayer/humannpc/underwaterdweller/underwaterdweller.prefab failed to sample navmesh at position (-1929.8, -21.8, 223.5) on area: HumanNPC so not sure whats up appreciate any help - i reached out on discord as well.
  13. admin commands: spawn miningquarry spawn pumpjack-static those are the two quarries this needs to be able to lock as well!!
  14. Still looking and hoping for an update here. I know it can be done as someone took your plugin and modified it on their server to work with static entities. That person is actually another code fling author. They declined to share it publicly as it was your work not theirs.
  15. Keep getting the error in the subject, constantly in the rcon logs. Here is my config file - any help is appreciated { "General": { "Disable decay for all entities": true, "Exclude \"Other Multipliers\"": false, "Use permission": false, "Decay if there is no owner (and perms enabled)": false, "Permission": "nodecay.use", "Output": { "Output to server console": false, "Log to file": false, "Log file name": "NoDecay-Log" }, "Cupboard Settings": { "Disable No Decay if resources placed in TC": false, "Require Tool Cupboard": false, "Any authed on TC": false, "Cupboard Range": 30.0, "Block cupboard wood": false, "Block cupboard stone": false, "Block cupbard metal": false, "Block cupboard high quality": false } }, "Building grade multipliers": { "Twig multiplier": 0.0, "Wood multiplier": 0.0, "Stone multiplier": 0.0, "Sheet Metal multiplier": 0.0, "Armoured multiplier": 0.0 }, "Other multipliers": {} }
  16. I don't recommend anyone use this plugin for your servers, as it is broken.
  17. [Error] Failed to call hook 'OnEntityTakeDamage' on plugin 'LockVehicles v1.0.8' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.LockVehicles+<OnEntityTakeDamage>c__AnonStorey0.<>m__0 (ProtoBuf.PlayerNameID x) [0x00000] in <5df639b64bdf46748b7b9d1196eb0dd2>:0 at System.Linq.Enumerable.Any[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x0002c] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 at Oxide.Plugins.LockVehicles.OnEntityTakeDamage (BaseCombatEntity entity, HitInfo info) [0x00103] in <5df639b64bdf46748b7b9d1196eb0dd2>:0 at Oxide.Plugins.LockVehicles.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00283] in <5df639b64bdf46748b7b9d1196eb0dd2>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <3606d2af539c45e4b5c61658e6a8b307>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <c2afd8354b8b4f3ca451cf5a1aa111c3>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <c2afd8354b8b4f3ca451cf5a1aa111c3>:0 Now its happening so often this plugin is crashing my server - i do not recommend using this plugin.
  18. OneCubixMeterofAltosd

    static entities

    hey this doesn't work with static entities - can you modify it to lock those?? will pay
  19. Update please. Used the plugin for less than 24 hours before started getting weird errors in the console like this. Disabled the plugin, and no issues.
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