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DOWNLOADS EXTRA
Support Replies posted by Brad Copp
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Hi, I will add that
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1
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After updating from 2.0.1 to 2.0.4
Auto Pickup doesnt work, with error in console. All players affected.
It worked 1 time, then not working, even after plugin reload.
(18:29:33) | Failed executing chat command 'pnpc' in 'PersonalNPC v2.0.4 by walkinrey' [callback] (Collection was modified; enumeration operation may not execute.) at bool System.Collections.Generic.List<CollectibleEntity>+Enumerator.MoveNextRare() at bool System.Collections.Generic.List<CollectibleEntity>+Enumerator.MoveNext() at CollectibleEntity[] Oxide.Plugins.PersonalNPC+PlayerBotController.GetPickupResourcesInRadius(bool wood, bool metal, bool sulfur, bool stone, bool hemp, bool corn, bool mushroom, bool pumpkin, bool berries, bool potato) in D:/TCAFiles/Users/filipz/7365906/carbon/plugins/PersonalNPC.cs:line 5425 at bool Oxide.Plugins.PersonalNPC+PlayerBotController.StartAutoMode() in D:/TCAFiles/Users/filipz/7365906/carbon/plugins/PersonalNPC.cs:line 5150 at void Oxide.Plugins.PersonalNPC+BotAutoMode.EnableMode(bool disable) in D:/TCAFiles/Users/filipz/7365906/carbon/plugins/PersonalNPC.cs:line 3272 at void Oxide.Plugins.PersonalNPC.chatCommand(BasePlayer player, string command, string[] args) in D:/TCAFiles/Users/filipz/7365906/carbon/plugins/PersonalNPC.cs:line 2545 at object System.Reflection.RuntimeMethodInfo.Invoke(object obj, BindingFlags invokeAttr, Binder binder, object[] parameters, CultureInfo culture)
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Changed Status from Pending to Work in Progress
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Followed up in the game4freak thread you created. Happy to work with vis to figure this out.
In the meantime, if you have a specific display name or at least a tag in the name for the raidable boat NPCs, you can exclude them in the config -
In the meantime do /deepsea forceclose
After 10 mins, /deepsea open and see how it goes
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Thanks for the report, i will investigate this asap
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Makes sense, it did cross my mind , thanks !
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1
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6 minutes ago, SiCkNeSs said:
Can you send me your config file
{ "Default Skins": { "box.wooden.large": 3588571100, "furnace": 3588586960, "door.hinged.wood": 3590994485, "door.hinged.metal": 3591005762, "door.double.hinged.wood": 3639526071, "largebackpack": 3639503723, "box.wooden": 3639515678 }, "Change Crafted Item Skins": true, "Change Placed Item Skins": true, "Version": { "Major": 1, "Minor": 0, "Patch": 0 } }
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Hi Stormo, the plugin does not touch any loot in crates so it's probably caused by something else.
If you need to roll everything back to vanilla without restarting, run these commands in console after closing deep sea
deepsea.wipecooldownmax 5400
deepsea.wipecooldownmin 5400
deepsea.wipeduration 10800
deepsea.wipeendphaseduration 1800
deepsea.wiperadiationphaseduration 300
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Changed Status from Pending to Work in Progress
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Testing.
What you can do for now is set the config like this this:
"Set DeepSea Enabled Flag (restart may be required)": true, "DeepSea Enabled": false
this is better option if you want it fully disabled. -
It should definitely exist, its in the code for the last 2-3 versions

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Changed Status from Pending to Work in Progress
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Hi Stormo, something about the implementation of deepsea causes things to spawn even if they already exist. Im already aware of this. Will look into the crates problem too.
For now, try tunning /deepsea dedupe
This should clean up most or all duplicates
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1
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Changed Status from Pending to Work in Progress
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Thank you for reaching out. Will investigate and provide updates.
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On 3/9/2026 at 6:54 AM, Stormo said:
The same problems have started again. The only thing that helps is what’s written above. But last time it only happened on one server, and now it’s happening on all three. I’ve had to perform recovery actions several times. Is there any way to fix this? I have a lot of things tied to items, and when something like this happens, many things stop functioning properly.
Log says the item is being registered twice. Can you attach your custom items data file here, or send in dm if secret
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Changed Status from Pending to Not a Bug
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Changed Status from Pending to Can't Reproduce
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Hi Ungerone
I've tested this the last few days, but have not found a problem. The plugin compiles, and the helicopters are not grouping at the deep sea entrance. I will continue to keep an eye on this but have not noticed a problem at this moment.
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Hi BaluDog, i've set it up on a new server today and could not replicate, whats shown in the console when loading the plugin with Enable Debug Messages = true?
On load you should see something like this
Spoiler(16:00:13) | Unloaded plugin WoundedNPC v1.0.9 by BadCop (16:00:13) | Requested 'WoundedNPC' for compilation (16:00:13) | Loaded plugin WoundedNPC v1.0.9 by BadCop [129ms] (16:00:13) | Unloaded plugin Tape Library v0.0.2 by Nikedemos (16:00:13) | [WoundedNPC] TapeLibrary plugin reloaded. (16:00:13) | [WoundedNPC] WoundedNPC plugin initialized. (16:00:14) | Loaded plugin Tape Library v0.0.2 by Nikedemos [117ms] (16:00:14) | [Tape Library] OK: CRC32 3583998928 already exists in server storage DB. (16:00:14) | [Tape Library] pain1.ogg (CRC32: 3583998928): OK ; SIZE : 0.2248878 MB (V) ; DURATION: 31.08 s (V) ; SAMPLE RATE : 48000 ; BIT RATE : 80000; COMMENTS: (16:00:14) | [Tape Library] OK: CRC32 150717991 already exists in server storage DB. (16:00:14) | [Tape Library] pain2.ogg (CRC32: 150717991): OK ; SIZE : 0.06630421 MB (V) ; DURATION: 23.16 s (V) ; SAMPLE RATE : 48000 ; BIT RATE : 80000; COMMENTS: (16:00:14) | [Tape Library] OK: CRC32 1856059651 already exists in server storage DB. (16:00:14) | [Tape Library] pain3.ogg (CRC32: 1856059651): OK ; SIZE : 0.1396017 MB (V) ; DURATION: 19.0503958333333 s (V) ; SAMPLE RATE : 48000 ; BIT RATE : 80000; COMMENTS: (16:00:14) | [Tape Library] OK: CRC32 3904750678 already exists in server storage DB. (16:00:14) | [Tape Library] pain4.ogg (CRC32: 3904750678): OK ; SIZE : 0.08957767 MB (V) ; DURATION: 14.496 s (V) ; SAMPLE RATE : 48000 ; BIT RATE : 80000; COMMENTS: (16:00:14) | [Tape Library] OK: CRC32 3708253394 already exists in server storage DB. (16:00:14) | [Tape Library] pain5.ogg (CRC32: 3708253394): OK ; SIZE : 0.2248764 MB (V) ; DURATION: 31.08 s (V) ; SAMPLE RATE : 48000 ; BIT RATE : 80000; COMMENTS: (16:00:14) | [Tape Library] OK: CRC32 2450494816 already exists in server storage DB. (16:00:14) | [Tape Library] pain6.ogg (CRC32: 2450494816): OK ; SIZE : 0.04189396 MB (V) ; DURATION: 4.608 s (V) ; SAMPLE RATE : 48000 ; BIT RATE : 80000; COMMENTS: (16:00:23) | [WoundedNPC] OK: Tape Library is loaded in, downloading all configured OGGs if missing... (16:00:23) | [Tape Library] TRYING TO ENQUEUE https://files.serena.gg/files/ogg/pain1.ogg... (16:00:23) | [WoundedNPC] OK: File "pain1" already exists and it was requested to leave it alone. (16:00:23) | [Tape Library] TRYING TO ENQUEUE https://files.serena.gg/files/ogg/pain2.ogg... (16:00:23) | [WoundedNPC] OK: File "pain2" already exists and it was requested to leave it alone. (16:00:23) | [Tape Library] TRYING TO ENQUEUE https://files.serena.gg/files/ogg/pain3.ogg... (16:00:23) | [WoundedNPC] OK: File "pain3" already exists and it was requested to leave it alone. (16:00:23) | [Tape Library] TRYING TO ENQUEUE https://files.serena.gg/files/ogg/pain4.ogg... (16:00:23) | [WoundedNPC] OK: File "pain4" already exists and it was requested to leave it alone. (16:00:23) | [Tape Library] TRYING TO ENQUEUE https://files.serena.gg/files/ogg/pain5.ogg... (16:00:23) | [WoundedNPC] OK: File "pain5" already exists and it was requested to leave it alone. (16:00:23) | [Tape Library] TRYING TO ENQUEUE https://files.serena.gg/files/ogg/pain6.ogg... (16:00:23) | [WoundedNPC] OK: File "pain6" already exists and it was requested to leave it alone. (16:00:23) | [WoundedNPC] All OGG files dealt with (check the output above). The plugin will continue loading. (16:00:23) | [WoundedNPC] Processing data... (16:00:23) | [WoundedNPC] Loaded OGG file: pain1 (16:00:23) | [WoundedNPC] Loaded OGG file: pain2 (16:00:23) | [WoundedNPC] Loaded OGG file: pain3 (16:00:23) | [WoundedNPC] Loaded OGG file: pain4 (16:00:23) | [WoundedNPC] Loaded OGG file: pain5 (16:00:23) | [WoundedNPC] Loaded OGG file: pain6
And when wounding an NPC:
Spoiler(16:00:33) | [WoundedNPC] NPC Scientist (26) wounded. (16:00:33) | [WoundedNPC] Attempting to download tape from URL: https://files.serena.gg/files/ogg/pain4.ogg (16:00:33) | [Tape Library] TRYING TO ENQUEUE https://files.serena.gg/files/ogg/pain4.ogg... (16:00:33) | [WoundedNPC] Tape downloaded successfully. Attempting to create tape item from pain4 (16:00:33) | [WoundedNPC] Playing tape: pain4 - TapeItem: cassette (16:00:33) | [WoundedNPC] Boombox for NPC Scientist (26) spawned and playing tape. (16:00:53) | [WoundedNPC] Boombox and sphere for NPC Scientist (26) removed. (16:00:53) | [WoundedNPC] NPC Scientist (26) removed from downed list. (16:00:53) | Scientist[26] died (Bullet)
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1 hour ago, Ungerone said:
FP hotfix broke it again.
For real? With the post wipe hotfix they released? I'll take a look next day
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28 minutes ago, Mathew Richards said:
DeepSeaOptions] DeepSea dedupe: dupeClusters=0 extraEntities=0 killed=0 (radiusXZ=1.5 yTol=2.5) My deep sea is not opening at all any ideas.
Tried with /deepsea open ??
FP made a change so deepsea doesnt open on wipe -
Changed Status from Pending to Fixed
Changed Fixed In to 1.0.9
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Hello, , will upload another update shortly - sorry i missed it in 1.0.9
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Changed Status from Pending to Fixed
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Hello @Junk Rat Rust
Sorry about this, please try the updated version
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Changed Status from Work in Progress to Fixed
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Changed Status from Pending to Work in Progress
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Changed Status from Work in Progress to Cant Reproduce
Changed Fixed In to 1.0.6
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Hi Zim, there's not much in the plugin that could put so much stress on the CPU (and doesn't in tests), but i've removed some unnecessary overhead - settings only enforce on server and plugin startup, rather than at a default interval. Hopefuilly this will help.
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@SlayersRust minimal patch, checks if planter is in deepsea and not owned by a real player.
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//#define Debug using HarmonyLib; using Oxide.Core.Plugins; using System.Collections.Generic; using UnityEngine; using System; using Oxide.Core; namespace Oxide.Plugins { [Info("Planterbox Defender", "kaucsenta", "3.0.0")] [Description("Only owner, owner team or if clans plugin present, clan can harvest grownable entities")] public class PlanterboxDefender : RustPlugin { [PluginReference] private Plugin Clans, Friends; private static PlanterboxDefender _instance; [AutoPatch] [HarmonyPatch(typeof(GrowableEntity), "TakeClones", new Type[] { typeof(BasePlayer) })] public class Patch_TakeClones { public static bool Prefix(GrowableEntity __instance, BasePlayer player) { return _instance.CanLootGrowableEntity(__instance, player) == null; } } [AutoPatch] [HarmonyPatch(typeof(GrowableEntity), "PickFruit", new Type[] { typeof(BasePlayer), typeof(bool) })] public class Patch_PickFruit { public static bool Prefix(GrowableEntity __instance, BasePlayer player, bool eat) { return _instance.CanLootGrowableEntity(__instance, player) == null; } } private void OnServerInitialized() { _instance = this; permission.RegisterPermission("planterboxdefender.admin", this); } private void OnEntityBuilt(Planner plan, GameObject seed) { var player = plan.GetOwnerPlayer(); var isSeed = seed.GetComponent<GrowableEntity>(); if (player == null || isSeed == null) { return; } var held = player.GetActiveItem(); NextTick(() => { if (isSeed.GetParentEntity() == null || !(isSeed.GetParentEntity() is PlanterBox)) { return; } else { if (!(isSeed.GetParentEntity() is PlanterBox)) { return; } else { if (held == null) { return; } PlanterBox temp = (PlanterBox)isSeed.GetParentEntity(); ulong plantowner = temp.OwnerID; if (plantowner == player.userID) { #if Debug PrintToChat("You can harvest0"); #endif return; } if (SameTeam(plantowner, player.userID)) { #if Debug PrintToChat("You can harvest1"); #endif return; } if (SameClan(plantowner, player.userID)) { #if Debug PrintToChat("You can harvest2"); #endif return; } if (HasFriend(plantowner, player.userID)) { #if Debug PrintToChat("You can harvest3"); #endif return; } BuildingPrivlidge PrivlidgeToHarvest = temp.GetBuildingPrivilege(); if (PrivlidgeToHarvest?.IsAuthed(player) == true) { #if Debug PrintToChat("You can harvest4"); #endif return; } player.ChatMessage(lang.GetMessage("Noharvest", this, player.UserIDString)); #if Debug PrintToChat(player.userID.ToString()); #endif var refund = ItemManager.CreateByName(held.info.shortname, 1); if (refund != null) { player.inventory.GiveItem(refund); } return; } } }); } object CanLootGrowableEntity(GrowableEntity plant, BasePlayer player) { if (player == null) { Puts("Player error"); return true; } if (plant == null) { Puts("Plant error"); #if Debug PrintToChat(player.userID.ToString()); #endif return true; } if (player != null && permission.UserHasPermission(player.UserIDString, "planterboxdefender.admin")) return null; var planter = plant.GetPlanter(); if (planter != null) { ulong plantowner = planter.OwnerID; if (!plantowner.IsSteamId() && DeepSeaManager.IsInsideDeepSea(planter.transform.position)) { #if Debug PrintToChat("DeepSea non-player-owned planter: allow harvest"); #endif return null; } if (plantowner == player.userID) { #if Debug PrintToChat("You can harvest0"); #endif return null; } if (SameTeam(plantowner, player.userID)) { #if Debug PrintToChat("You can harvest1"); #endif return null; } if (SameClan(plantowner, player.userID)) { #if Debug PrintToChat("You can harvest2"); #endif return null; } if (HasFriend(plantowner, player.userID)) { #if Debug PrintToChat("You can harvest3"); #endif return null; } BuildingPrivlidge PrivlidgeToHarvest = planter.GetBuildingPrivilege(); if (PrivlidgeToHarvest?.IsAuthed(player) == true) { #if Debug PrintToChat("You can harvest4"); #endif return null; } player.ChatMessage(lang.GetMessage("Noharvest", this, player.UserIDString)); #if Debug PrintToChat(player.userID.ToString()); #endif return true; } #if Debug PrintToChat("missing planter"); #endif return null; } private bool SameTeam(ulong playerID, ulong friendID) { if (!RelationshipManager.TeamsEnabled()) return false; var playerTeam = RelationshipManager.ServerInstance.FindPlayersTeam(playerID); if (playerTeam == null) return false; var friendTeam = RelationshipManager.ServerInstance.FindPlayersTeam(friendID); if (friendTeam == null) return false; return playerTeam == friendTeam; } private bool HasFriend(ulong playerID, ulong friendID) { if (Friends == null) return false; return (bool)Friends.Call("HasFriend", playerID, friendID); } private bool SameClan(ulong playerID, ulong friendID) { if (Clans == null) return false; //Clans var isMember = Clans.Call("IsClanMember", playerID.ToString(), friendID.ToString()); if (isMember != null) return (bool)isMember; //Rust:IO Clans var playerClan = Clans.Call("GetClanOf", playerID); if (playerClan == null) return false; var friendClan = Clans.Call("GetClanOf", friendID); if (friendClan == null) return false; return (string)playerClan == (string)friendClan; } protected override void LoadDefaultMessages() { lang.RegisterMessages(new Dictionary<string, string> { ["Noharvest"] = "You can't harvest this." }, this); } } }
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hi zim, will investigate asap. would recommend closing deepsea before the update. Can you please also share your config so can test with the same settings if not defaults.
If you need older version, they can be accessed from the updates section by clicking see changelog drop down. Link will be at the bottom :
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Changed Status from Pending to Work in Progress
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Changed Status from Pending to Closed
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Changed Fixed In to 1.0.5
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Changed Status from Pending to Feature Request
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Hey WarKingz
Player Boat decay is in a separate plugin from the deep sea stuff
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"Set DeepSea Enabled Flag (restart may be required)": true,
"DeepSea Enabled": false
above should do the job
and you can close existing deepsea with /deepsea forceclose -
Still working on this, but i have been able to replicate this without the plugin being loaded between restarts. I hope i'm not sweating over something which is a game bug
Will follow up as soon as I have any more findings
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Updated download links
{ "Enabled: ": true, "Chance for NPC to become wounded: ": 100.0, "Wounded timer: ": 20.0, "Chance to die after wounded timer: ": 25, "Do not allow looting of wounded NPC: ": true, "NPC Prefab paths to exclude: ": [ "assets/prefabs/clothes/halloween.scarecrow/scarecrow.prefab", "assets/prefabs/npc/scarecrow/scarecrow.prefab" ], "Exclude NPC where their displayname contains: ": [ "Marauder", "Pirate", "Scarecrow", "scarecrow_dungeon", "Zombie", "Murderer" ], "Boombox Prefab Path: ": "assets/prefabs/voiceaudio/boombox/boombox.deployed.prefab", "Wounded Sounds URLs: ": [ "https://files.serena.gg/files/ogg/pain1.ogg", "https://files.serena.gg/files/ogg/pain2.ogg", "https://files.serena.gg/files/ogg/pain3.ogg", "https://files.serena.gg/files/ogg/pain4.ogg", "https://files.serena.gg/files/ogg/pain5.ogg", "https://files.serena.gg/files/ogg/pain6.ogg" ], "Enable Debug Messages: ": false }
let me know if they're accessible -
1 hour ago, Kobani said:
I think I found a possible cause of the spawn rate issue, because I can reproduce it consistently.
Steps to reproduce:
Set DeepSea to stay open (no close cycle).
Let it run normally.
Restart the server while DeepSea is still active.
After the restart:
• Existing NPCs, nodes and loot remain
• Spawn activity increases on top of the existing entities
• NPC numbers grow
• Nodes and barrels begin stackingIf I restart again, the problem becomes even worse.
It seems that after a restart:
• DeepSea entities are loaded from save
• The spawn system initializes again
• Spawn timers or spawn groups start running again without checking existing spawned entitiesThis results in effectively stacked spawn rates after each restart.
Hope this helps.I think this is very close. I was actually testing this today, but could not get it to happen. Added some debugging to the code and will let it run naturally until scheduled restart on a live server, hopefully learn more and then see about preventing it.
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Changed Status from Pending to Work in Progress
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed
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looks good, if the timers goes below 10 minutes, it should reset to 1 hour without closing
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Hi Mathew Richards
Timer will always be counting down, but the option Refill when below secinds will reset it to Keep time left around seconds.
Recommend default time settings if using always open.
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unknown reason, investigating
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2 minutes ago, BaluDog Gaming said:
Hey @Bad Cop sorry for the delay getting back to you, just seen your messages now. I have tried as you write above. Used the config and reloaded the plugins. When I do kills, nothing players but the console is showing this -
Loaded plugin WoundedNPC v1.0.9 by BadCop [98ms]
Unloaded plugin Tape Library v0.0.2 by Nikedemos
Loaded plugin Tape Library v0.0.2 by Nikedemos [81ms]
[Tape Library] TRYING TO ENQUEUE http://188.34.198.3/files/ogg/pain1.ogg...
[Tape Library] STARTING DOWNLOAD REQUEST COROUTINE...
Non-secure network connections disabled in Player Settings
InvalidOperationException: Insecure connection not allowed
[Tape Library] TRYING TO ENQUEUE http://188.34.198.3/files/ogg/pain2.ogg...
[Tape Library] STARTING DOWNLOAD REQUEST COROUTINE...
Non-secure network connections disabled in Player Settings
InvalidOperationException: Insecure connection not allowed
[Tape Library] TRYING TO ENQUEUE http://188.34.198.3/files/ogg/pain3.ogg...
[Tape Library] STARTING DOWNLOAD REQUEST COROUTINE...
Non-secure network connections disabled in Player Settings
InvalidOperationException: Insecure connection not allowed
[Tape Library] TRYING TO ENQUEUE http://188.34.198.3/files/ogg/pain4.ogg...
[Tape Library] STARTING DOWNLOAD REQUEST COROUTINE...
Non-secure network connections disabled in Player Settings
InvalidOperationException: Insecure connection not allowed
[Tape Library] TRYING TO ENQUEUE http://188.34.198.3/files/ogg/pain5.ogg...
[Tape Library] STARTING DOWNLOAD REQUEST COROUTINE...
Non-secure network connections disabled in Player Settings
InvalidOperationException: Insecure connection not allowed
[Tape Library] TRYING TO ENQUEUE http://188.34.198.3/files/ogg/pain6.ogg...
[Tape Library] STARTING DOWNLOAD REQUEST COROUTINE...
Non-secure network connections disabled in Player Settings
InvalidOperationException: Insecure connection not allowed
[Tape Library] TRYING TO ENQUEUE http://188.34.198.3/files/ogg/pain1.ogg...
[Tape Library] STARTING DOWNLOAD REQUEST COROUTINE...
Non-secure network connections disabled in Player Settings
InvalidOperationException: Insecure connection not allowed
[WoundedNPC] ERROR: It's been more than 30 seconds and Tape Library has still not reported all the required files present/downloaded. Check the output above. The plugin will continue loading, but the sounds might not work correctly. If this problem persists, you can just upload the required files manually to the /oxide/data/ogg/ folder (provided Tape Library is loaded in).
Thanks baludog, error because no certificate on the hosting URL. Will resolve that ASAP -
Changed Status from Pending to Not a Bug
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No problem, anytime !
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23 minutes ago, rode85 said:
What settings should I setup for no decay at all?
There is no specific "no decay" switch , best way currently is to set this :
"Minutes until decay starts (-1 = vanilla)": 99999,
So the decay should never start
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Close that deepsea ( /deepsea forceclose )
Wait few minutes, then open it ( /deepsea open)
The plugin doesnt interact with the generation, liekly something went wrong somwhere between the updates and opening/closing. Let me know how it goes and if there are steps to replicate this.
Ideally use noclip/vehicle to get in, vanish can still be a little temperamental. -
Changed Status from Not a Bug to Closed
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Changed Status from Pending to Closed
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Changed Status from Work in Progress to Closed
Changed Fixed In to 1.0.3
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Changed Status from Pending to Closed
Changed Fixed In to 1.0.1
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Changed Status from Pending to Work in Progress
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7 hours ago, ChardaZAR said:
Hey @Bad Cop
This is becoming one of my favorite plugins!
Love the latest update. So damn good!
I noticed something with the RCON commands
If I send RCON command:
mail.send * "Convoy is back!" "Convoy plugin has updated and the lag fix has been implemented.\n\nPlease let me know if you have any lag issues.\nThanks"I'll get confirmation that the message was sent to all players
But no one actually gets the message, regardless if they are online or offline at the time
I've tried different flags related to images and redeems but have had no luck
What am I doing wrong?
Hi ChardaZAR,
Try:
mail.sendall "Convoy is back!" "Convoy plugin has updated and the lag fix has been implemented.\n\nPlease let me know if you have any lag issues.\nThanks"
think i scrapped * in one of the patches (still works with chatcommand - mail.send *)Will update description soon if you confirm all good on your end
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Changed Fixed In to 1.0.4
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Changed Status from Pending to Work in Progress
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Added foundation limiting in 1.0.4 , hope it does the job. Missed the upgrading, might come back to that
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I think its ok, the idea is that they don't hit the magic invisible wall that's just past the point which teleports you to deep sea, which in turns allow them to go through it, then that gets detected and triggers a kill on them.
You will hopefully not see any more of them stuck as they spawn and fly off naturally over the coming day
Here's a generated representation of what the deep sea portal is actually like, since the CH47 wasnt triggering entering the portal , it was just hitting the backing collider and gettin stuck there
In vanilla, that wouldnt be a problem, but in the plugin we drastically increase the height of the portal, to allow flying vehicles to get in (rather than getting killed for being outside map bounds) -
@TritonianYeti try the new .cs included in 1.0.3 update
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Added to will look into it list
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Changed Status from Pending to Work in Progress
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Hi
I have also noticed this... phenomenon.
I will investigate and let you know.
Regarding the deepsea not being accessible after ent kill - it looks like the ch47 are getting stuck in the deep sea portal. It is like a huge invisible box, so when you ran ent kill, it targeted the box and removed it.
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6 minutes ago, SODVenom said:
Have you set this???
"Loot Settings": {
"When the car is destroyed, loot falls to the ground [true/false]": true,
"Percentage of loot loss when destroying a сar [0.0-1.0]": 0.5,
Of course not.
Recently started the config from beggining and missed that
Thank you SODVenom, i tip my hat to you sir.
/CLOSE
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At the moment, crate preset loot doesnt look to be dropping when vehicle is destroyed - the loot is lost
It would be better if the loot dropped, for example if using invisible crate inside a car, requiring car to be destroyed to get the loot -
Changed Status from Work in Progress to Fixed
Changed Fixed In to 1.0.1
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Thanks for letting me know, please check update v1.0.1



Support for Garry's Mod Tool Gun
in Water Wheel Upgrades
Posted
Changed Status from Pending to Work in Progress
Changed Fixed In to Next Version