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Everything posted by HunterZ
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I think you misunderstand: Your code is using local time, because it's calling `DateTime.Now`. This returns local time: https://learn.microsoft.com/en-us/dotnet/api/system.datetime.now?view=net-8.0#system-datetime-now If your intention is for UpdateChecker to use UTC, then your code needs to be changed to instead call `DateTime.UtcNow`: https://learn.microsoft.com/en-us/dotnet/api/system.datetime.utcnow?view=net-8.0
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- #updates checker
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- 285 comments
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- #updates checker
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- 285 comments
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- #updates checker
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So I accidentally spawned a base on top of an Oxum's, and it permanently pushed a bunch of non-player deployables out of the monument (chairs, toilet, etc.). I also accidentally did this once at Ranch on a previous wipe, and ejected all the horses out lol. Questions: Is there some way to revert them to their original positions, or are they stuck like this until the next map wipe? Is there a way to configure RB so that it ejects player deployables only, and not default ones - or a possible code fix? I noticed that player deployables all seem to have an owner while default ones don't, so it seems like maybe checking for that might work.
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Maintained and scheduled events have a "Time To Wait Between Spawns" setting. Scheduled events also have "Every Min Seconds" and "Every Max Seconds" settings, and I'd like to know how those all interact with each other because it's not obvious. Edit: It's also not obvious what the time unit is for "Time To Wait Between Spawns". Minutes?
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Thanks. I ended up adding this logic, and it does end up triggering quite a lot during Raidable Bases raids (I know this because the log shows a completed raid within a couple minutes of the log message below being spammed): foreach (var id in authorizedPlayers) { if (!id.IsSteamId()) { PrintWarning("OnStructureAttack(): Aborting due to non-player owner"); return null; } break; }
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First I'll mention that the typical hook time has dramatically reduced (from 30s to <1s) since I turned off "protect all prefabs", so I guess maybe it was animals trying to kill each other forever that was causing a lot of it lol. Regarding your suggested logic: This will only ever run one iteration of the loop, because it will either break out of the loop, or bail out of the entire method. Is this intentional?
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Ah, okay thanks. I guess I'll have to trust that the included list is comprehensive enough. I checked ownership on an RB TC, and it says: (2) Authorized Unknown: 4890063 - 4890063 Unknown: 6485344 - 6485344 I'm not sure if these correspond to the NPCs that RB spawned outside, or if they're arbitrary, but in any case they're not players.
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Another funny data point: For some reason, animals keep congregating on my base. Another player saw this while I was offline and said they were unable to kill them - and the animals were unable to kill each other - because of ORP lmao. I'm not sure what would cause this. I just tried turning off vehicle protection in case it's that, but unfortunately the user had already logged off and wasn't able to try again.
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- 285 comments
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- #updates checker
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I recently make a bunch of flame-raidable base designs to comprise a new Easy tier for my server, but they often seem to spawn in the water, which makes them a lot more expensive than intended. Other than tweaking the base designs, is there a way for me to tell the plugin to only spawn bases from a given list on dry land?