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Everything posted by HunterZ
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Actually this is a nothingburger - I just reloaded the plugin at a bad time.
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Apps like RustPlusDesk seem to still detect when and where CargoShip and Building Blocked volumes spawn, even when they aren't getting map marker data.
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This doesn't have a config file, you have to edit values in the code to turn features on and off.
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One ProtoBuf.AppMarkerType value is missing: TravellingVendor
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It looks like maybe this only blocks chat from the game to the Rust+ client - would it be possible to block things going the other way? Maybe it doesn't matter so much if map markers are disabled though, since it seems that the recent bot phenomenon mostly depends on those? Edit: Seems to be the other way around, which is fine.
- 7 comments
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- #rust plus
- #block
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(and 3 more)
Tagged with:
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Version 1.0.2
22 downloads
What: On each composter update, this plugin composts a total number of individual items roughly equivalent to what players can achieve in vanilla Rust via stack splitting, but without regard for how non-fertilizer items are arranged in the composter. Why: As of time of this writing, vanilla composting logic composts exactly 1 item from each stack in a composter, which forces players to split stacks in order to maximize efficiency. This is annoying, and also non-intuitive due to being inconsistent with the behavior of all other item-transforming deployables at this point. How: This plugin replaces the vanilla composter update logic with the following process: Calculates a "work capacity" (maximum number of individual items to compost) based on the number of composter slots that contain non-fertilizer item stacks, plus the number of empty slots Loops repeatedly over the composter inventory, composting 1 item from each non-fertilizer item stack until either the work capacity is exhausted, or nothing is left to compostFree-
- #compost
- #composter
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Find this option in your data/RaidableBases/Profiles/*.json files and change it to true: "Allow Players To Deploy A Cupboard"
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Not working when players are not in clan or team
HunterZ replied to Franx2Rust's Support Report in Support
Changed Status from Pending to Closed -
Changed Status from Pending to Not a Bug
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- 54 comments
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Not working when players are not in clan or team
HunterZ replied to Franx2Rust's Support Report in Support
What happens if you set "Mitigate damage by the team-mate who was offline the longest" to false? It doesn't generally make sense to set this to true, because usually you want protection to be based on the most recently online player. -
As a plugin co-author, I would like to: Receive notifications when support requests are opened Be exempted from "you're not on the latest version" notices
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Not working when players are not in clan or team
HunterZ replied to Franx2Rust's Support Report in Support
Are you 100% sure they're both authed on the TC when the issue is occurring? Can you post a screenshot showing the auth list? Can you attach your ORP config? -
Here is a small tweak to 4.3.2 to sort the plugin list by plugin name when saving the config file. This makes it easier to compare configs from two different servers. Changes: added IComparable<PluginInfo> interface requirement to PluginInfo class added CompareTo(PluginInfo) interface implementation to PluginInfo class added _config.ListOfPlugins.Sort() call to SaveConfig() UpdateChecker.cs
- 1 reply
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Changed Status from Pending to Not a Bug
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Changed Status from Pending to Fixed Changed Fixed In to 1.3.2
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This is an Oxide command parsing issue. Try surrounding the name in double quotes, e.g. "Some Name". Alternatively, try checking by SteamID instead of name.
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I think I see in the code why this is happening...I'll see if I can figure out a fix. Edit: Yes, in the special case that team/clan checking is disabled, ORP was failing to check the TC auth list. This has been fixed in version 1.3.2.
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Please file a separate support request for this so that it can be tracked separately.
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Zone Manager appears to be hard-coded to nearly instantly kill players on disconnect in `killsleepers` zones, and does not provide a configurable delay. Of course implementing such a thing is possible, but would be best done by Zone Manager itself. Unfortunately the developer isn't maintaining it very actively these days.
- 10 comments
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- #plugin
- #zonemanager
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It's a hypothetical question unless you use some means besides this plugin to do it, but Zone Manager supports a `killsleepers` flag that will kill anyone who logs off in a zone with that flag: https://umod.org/plugins/zone-manager Seems kind of harsh though - what if they disconnect due to a bad connection?
- 10 comments
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- #plugin
- #zonemanager
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- 10 comments
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- #plugin
- #zonemanager
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- 10 comments
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- #plugin
- #zonemanager
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Try setting "Enable team offline protection sharing" to true.
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Can you attach your config file?