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Everything posted by IIIaKa
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Welcome to the SilentItemsGive Plugin Discussion Section! Hello! This section is exclusively for discussing SilentItemsGive plugin. Encountered Issues? If you're facing any difficulties with the plugin's functionality, feel free to create a topic in the Support section for assistance! Ideas and Suggestions? Have ideas to share or new features to suggest? Feel free to start a discussion by creating a topic in the Support section. Feel free to share your thoughts and experiences - together we can make our plugin even better!
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Agree with AI-generated code. Regarding AI-generated images: I use them for cover designs in some of my plugins because maintaining my plugins already takes a lot of time. I think it would be reasonable to establish some design guidelines, but banning AI-generated images entirely doesn’t seem necessary.
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Hello, this plugin is compatible with Carbon, the compatibility section was just auto-filled. Regarding the collected data, you can find the full list in the "Collected Data" section on the plugin's description page. However, this is not a final list, it can always be expanded. Just let me know what additional data you would like to be collected.
- 5 comments
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- #rust
- #reputation
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I'm telling you, new plugins are released every day, and I don't see the point in giving special attention to each one. I'm simply asking you to add universal hooks for PvE plugins(2-3 lines), player entry and exit(and bags after death) from the arena. That's it, our interaction ends there, there’s no need for a plugin reference. You're worried about the performance difference between HookMethod and CallHook, but again, your arena isn't running 24/7, players aren’t entering and leaving it by the hundreds every second, and your plugin only allows creating one arena at a time(at least, that was the case last time). And again, I already tested the proposed method back in November last year, everything worked as expected if you notify about player entry and exit, as well as the "entry" of the bag(entity) after death. If I'm not mistaken, you forcibly create it yourself. The RealPVE plugin is subscribed to universal hooks that notify PvE plugins about PvP interactions for players and entities. Nothing more is needed in this regard. You're hard to understand, you say you understand why I don’t want to add your hook to the one(OnEntityTakeDamage) that triggers every time damage is received, yet at the same time, you say you won’t add universal hooks "just for one plugin". But how else am I supposed to know that a player is in PvP mode? Fine, you can also call these hooks not through Interface.CallHook but through RealPVE.Call, but what’s the advantage of a direct dependency? You could simply use Interface.CallHook, and any other plugin could subscribe to this hook in the future as well. That way, you wouldn’t have to do the same thing for every new plugin.
- 117 comments
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- #rust
- #real
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(and 56 more)
Tagged with:
- #rust
- #real
- #pve
- #pvp
- #solo
- #build
- #friendly
- #raid
- #npc
- #monument
- #monuments
- #loot
- #looting
- #farm
- #newbie
- #custom
- #bar
- #ui
- #cui
- #panel
- #vehicle
- #claim
- #limit
- #limits
- #sleeping
- #bag
- #sleeping bag
- #bed
- #shelter
- #permission
- #permissions
- #vip
- #economy
- #economics
- #rad
- #town
- #radtown
- #queue
- #bypass
- #vehicles
- #raidable
- #base
- #bases
- #raidablebases
- #raider
- #raiders
- #humannpc
- #event
- #events
- #copy
- #paste
- #copypaste
- #plugin
- #plugins
- #umod
- #oxide
- #carbon
- #iiiaka
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Players enter and exit the arena far less frequently than the OnEntityTakeDamage hook is triggered. So, what’s the point of checking whether a player is in the arena every single time OnEntityTakeDamage is called? Instead, you can simply notify all PvE plugins once when a player enters the PvP arena and once when they leave. What is the benefit of your suggestion? Your approach involves a constant check on every damage event.
- 117 comments
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- #rust
- #real
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(and 56 more)
Tagged with:
- #rust
- #real
- #pve
- #pvp
- #solo
- #build
- #friendly
- #raid
- #npc
- #monument
- #monuments
- #loot
- #looting
- #farm
- #newbie
- #custom
- #bar
- #ui
- #cui
- #panel
- #vehicle
- #claim
- #limit
- #limits
- #sleeping
- #bag
- #sleeping bag
- #bed
- #shelter
- #permission
- #permissions
- #vip
- #economy
- #economics
- #rad
- #town
- #radtown
- #queue
- #bypass
- #vehicles
- #raidable
- #base
- #bases
- #raidablebases
- #raider
- #raiders
- #humannpc
- #event
- #events
- #copy
- #paste
- #copypaste
- #plugin
- #plugins
- #umod
- #oxide
- #carbon
- #iiiaka
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Hello, Adding the 'CanEntityTakeDamage' hook will indeed solve this issue for your plugin, but it's a workaround rather than a proper solution. You seem to be forgetting that a server can have over 100,000 entities(depending on map size and other factors). Every entity takes damage, and multiple entities can take damage per second. Each instance of damage is already processed by the RealPVE plugin, and if we add additional calls to your hook, that will at minimum double the number of calls. Then other plugins will start requesting their own hooks as well, just to avoid handling support requestsб further increasing the number of operations per damage event. Additionally, your arena is not active 24/7, meaning that in most cases, calls to your hook would be wasted. When they are relevant, they still create unnecessary server load. That’s why RealPVE is designed to work with general-purpose hooks(listed in the Developer API section) that allow marking or unmarking entities and players as PvP. This avoids the need for extra hook calls every time something takes damage. These are universal hooks, meaning your plugin doesn’t need to know about RealPVE, nor does RealPVE need to be referenced in your plugin. You simply call these hooks when a player enters the arena(PvP mode) and when they leave(there’s no need to call the hook on death). This makes the hooks not only efficient but also universal, any future PvE plugin, not just RealPVE, can utilize them. Your plugin doesn’t need to care about PvE plugins, and PvE plugins don’t need to care about your plugin. Nobody needs to worry about future plugins breaking compatibility. I’ve thoroughly documented these integrations in the Developer API section, probably more extensively than most other developers do for their plugins. You just need to read the documentation and copy-paste a few lines into the appropriate places, replacing them with your identifiers. Before adding these hooks(in November 2024), I even discussed this with you in private messages, explained their purpose, and asked you to add them. I even pointed out exactly where to insert the three necessary lines. I personally tested everything at that time, and it worked perfectly with those changes. However, you stopped responding. So I don’t quite understand why you are now asking me to add this hook when there is a proper solution that you already know about, one that will save server owners valuable performance.
- 117 comments
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- #rust
- #real
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(and 56 more)
Tagged with:
- #rust
- #real
- #pve
- #pvp
- #solo
- #build
- #friendly
- #raid
- #npc
- #monument
- #monuments
- #loot
- #looting
- #farm
- #newbie
- #custom
- #bar
- #ui
- #cui
- #panel
- #vehicle
- #claim
- #limit
- #limits
- #sleeping
- #bag
- #sleeping bag
- #bed
- #shelter
- #permission
- #permissions
- #vip
- #economy
- #economics
- #rad
- #town
- #radtown
- #queue
- #bypass
- #vehicles
- #raidable
- #base
- #bases
- #raidablebases
- #raider
- #raiders
- #humannpc
- #event
- #events
- #copy
- #paste
- #copypaste
- #plugin
- #plugins
- #umod
- #oxide
- #carbon
- #iiiaka
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- 117 comments
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- #rust
- #real
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(and 56 more)
Tagged with:
- #rust
- #real
- #pve
- #pvp
- #solo
- #build
- #friendly
- #raid
- #npc
- #monument
- #monuments
- #loot
- #looting
- #farm
- #newbie
- #custom
- #bar
- #ui
- #cui
- #panel
- #vehicle
- #claim
- #limit
- #limits
- #sleeping
- #bag
- #sleeping bag
- #bed
- #shelter
- #permission
- #permissions
- #vip
- #economy
- #economics
- #rad
- #town
- #radtown
- #queue
- #bypass
- #vehicles
- #raidable
- #base
- #bases
- #raidablebases
- #raider
- #raiders
- #humannpc
- #event
- #events
- #copy
- #paste
- #copypaste
- #plugin
- #plugins
- #umod
- #oxide
- #carbon
- #iiiaka
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- 117 comments
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- #rust
- #real
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(and 56 more)
Tagged with:
- #rust
- #real
- #pve
- #pvp
- #solo
- #build
- #friendly
- #raid
- #npc
- #monument
- #monuments
- #loot
- #looting
- #farm
- #newbie
- #custom
- #bar
- #ui
- #cui
- #panel
- #vehicle
- #claim
- #limit
- #limits
- #sleeping
- #bag
- #sleeping bag
- #bed
- #shelter
- #permission
- #permissions
- #vip
- #economy
- #economics
- #rad
- #town
- #radtown
- #queue
- #bypass
- #vehicles
- #raidable
- #base
- #bases
- #raidablebases
- #raider
- #raiders
- #humannpc
- #event
- #events
- #copy
- #paste
- #copypaste
- #plugin
- #plugins
- #umod
- #oxide
- #carbon
- #iiiaka
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Hello, most settings are located in the data folder(*SERVER*\oxide\data\RealPVE\) in separate files. The reason is that RealPVE has many settings, and keeping them all in one file could make it very easy to get confused. You can configure the starter kit in this config file: *SERVER*\oxide\data\RealPVE\NewbieConfig.json Yes, you can forcibly allow everyone to pick up others' items, bypassing personal settings, in this config file: *SERVER*\oxide\config\RealPVE.json, using the property "Is it worth allowing all players to pick up items dropped by others? If enabled, personal settings will be ignored". I’m not quite sure what you mean by "i will automatically stand backup" You are welcome!
- 117 comments
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- #rust
- #real
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(and 56 more)
Tagged with:
- #rust
- #real
- #pve
- #pvp
- #solo
- #build
- #friendly
- #raid
- #npc
- #monument
- #monuments
- #loot
- #looting
- #farm
- #newbie
- #custom
- #bar
- #ui
- #cui
- #panel
- #vehicle
- #claim
- #limit
- #limits
- #sleeping
- #bag
- #sleeping bag
- #bed
- #shelter
- #permission
- #permissions
- #vip
- #economy
- #economics
- #rad
- #town
- #radtown
- #queue
- #bypass
- #vehicles
- #raidable
- #base
- #bases
- #raidablebases
- #raider
- #raiders
- #humannpc
- #event
- #events
- #copy
- #paste
- #copypaste
- #plugin
- #plugins
- #umod
- #oxide
- #carbon
- #iiiaka
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- 74 comments
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- #rust
- #industrial
- (and 25 more)
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Hello, you can disable tracking of all monuments entirely or specific ones. To disable it completely, you can remove the MonumentsWatcher plugin, but only if no other plugin is using it. Alternatively, you can delete all tracked monument categories in the configuration file(*SERVER*\oxide\data\RealPVE\MonumentsConfig.json) under the "List of tracked types of monuments" property. If you want to disable tracking for specific monuments, specify the required monument IDs in the following property of the monument configuration file.
- 117 comments
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- 1
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- #rust
- #real
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(and 56 more)
Tagged with:
- #rust
- #real
- #pve
- #pvp
- #solo
- #build
- #friendly
- #raid
- #npc
- #monument
- #monuments
- #loot
- #looting
- #farm
- #newbie
- #custom
- #bar
- #ui
- #cui
- #panel
- #vehicle
- #claim
- #limit
- #limits
- #sleeping
- #bag
- #sleeping bag
- #bed
- #shelter
- #permission
- #permissions
- #vip
- #economy
- #economics
- #rad
- #town
- #radtown
- #queue
- #bypass
- #vehicles
- #raidable
- #base
- #bases
- #raidablebases
- #raider
- #raiders
- #humannpc
- #event
- #events
- #copy
- #paste
- #copypaste
- #plugin
- #plugins
- #umod
- #oxide
- #carbon
- #iiiaka
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- 117 comments
-
- #rust
- #real
-
(and 56 more)
Tagged with:
- #rust
- #real
- #pve
- #pvp
- #solo
- #build
- #friendly
- #raid
- #npc
- #monument
- #monuments
- #loot
- #looting
- #farm
- #newbie
- #custom
- #bar
- #ui
- #cui
- #panel
- #vehicle
- #claim
- #limit
- #limits
- #sleeping
- #bag
- #sleeping bag
- #bed
- #shelter
- #permission
- #permissions
- #vip
- #economy
- #economics
- #rad
- #town
- #radtown
- #queue
- #bypass
- #vehicles
- #raidable
- #base
- #bases
- #raidablebases
- #raider
- #raiders
- #humannpc
- #event
- #events
- #copy
- #paste
- #copypaste
- #plugin
- #plugins
- #umod
- #oxide
- #carbon
- #iiiaka
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Hello. This plugin does not register permissions. You need to specify already existing permissions in the list and set personal settings for them. However, if you want this plugin to also register permissions, I can add such functionality, and it will register all permissions that start with "activityrewards".
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- 74 comments
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- #rust
- #industrial
- (and 25 more)
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Hello, thanks for reaching out. But no, this plugin will not work with plugins designed for TimedPermissions unless they add support for the TemporaryPermissions plugin. The integration is simple and only requires a few lines of code in the right places. As for migrating data from TimedPermissions, unfortunately, that's not available either. While TemporaryPermissions serves the same purpose, it has a different structure and is significantly more functional.
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- 74 comments
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- #rust
- #industrial
- (and 25 more)
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Hello, I didn't quite understand what you meant. However, this plugin is designed to automate fertilizer farms, specifically auto-splitting the item specified in the configuration(dung by default). Regarding auto-splitting alone, you can, of course, simply deny players permissions to modify stands and composters, leaving only the splitting feature, but then what's the point of the plugin?
- 74 comments
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- #rust
- #industrial
- (and 25 more)
