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dustyhansen

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Everything posted by dustyhansen

  1. dustyhansen

    Abandoned NPC

    Any ideas what might cause this to happen?
  2. dustyhansen

    Event End

    Is this still being worked on? It has been over a year now, thanks.
  3. dustyhansen

    Event Indicators

    @Monsteris this something you might add?
  4. dustyhansen

    Overlap

    We have a plugin called Building Workbench that makes your workbench work anywhere in TC radius. We also have Skill Tree which creates a virtual workbench on a player. So because of these, there are times where you have workbench access but are not next to a workbench.
  5. Is this something that is still coming?
  6. dustyhansen

    Mini Fridge Support

    Any updates???
  7. dustyhansen

    Radiation Prevention

    Are you still working on this?
  8. @Mr01samI believe this was the related thread to my DM to you...
  9. Any update on this issue?
  10. dustyhansen

    Pelican/Wisp Support

    It appears that this bot may not work with Pelican and/or Wisp servers. This is a shame because both are based on Pterodactyl and Wisp is used by Physgun which is now a pretty large server provider. Are there any plans to add support for these? Or do I need to find a new solution for wiping?
  11. dustyhansen

    Rocks & XP

    so what is the fix here? or is there not one?
  12. There are two related bugs that together explain why the vote doesn't appear consistently. Bug 1: Failed votes incorrectly block future votes (primary cause) StopVote(), line 939: else { _skippedNight = _config.Time.MissedNights; // BUG: sets counter even when vote FAILED ... } When a vote runs out of time and fails (not enough players voted), _skippedNight is set to MissedNights — the same value as a successful skip. IsLimitedSkippingNight() then returns true and blocks the next night's vote, even though no night was ever skipped. This is the direct cause of players being "forced to have multiple in-game nights in a row." Bug 2: CanResetSkippingNight() can never return true Line 1443–1444: private bool CanResetSkippingNight() => _skippedNight > _config.Time.MissedNights && _config.Time.MissedNights > 0; _skippedNight is only ever assigned _config.Time.MissedNights (in both StartSkip() and the failed-vote branch of StopVote()). It is never set higher than MissedNights, so the > condition is never true. The OnDay() reset to 0 never fires, meaning once the counter is set, it only ticks down via the OnMinute() day-check — and compound with Bug 1, this can leave the plugin perpetually blocking votes. How to fix Fix 1 — Don't penalize failed votes: // StopVote(), around line 939 — remove the _skippedNight assignment from the else branch else { // _skippedNight = _config.Time.MissedNights; <-- REMOVE THIS LINE if (_config.Votes.EnabledPay && _config.Votes.RefundWhenCanceled) foreach (var votedPlayer in _votedPlayers) _config.Economy.AddBalance(votedPlayer, _config.Votes.SkipCost); } Fix 2 — Increment the skip counter instead of resetting to a fixed value, so CanResetSkippingNight() can actually fire: // StartSkip(), line 1345 — increment instead of assign _skippedNight++; // was: _skippedNight = _config.Time.MissedNights; And update IsLimitedSkippingNight() to match: private bool IsLimitedSkippingNight() => _config.Time.MissedNights > 0 && _skippedNight >= _config.Time.MissedNights; And CanResetSkippingNight() becomes unnecessary since OnDay() can just always reset it when the counter is spent — or simplify to reset via OnMinute()'s existing decrement logic. The simplest approach: OnDay() resets to 0 unconditionally when MissedNights > 0 and the forced night has been endured, but with the increment approach IsLimitedSkippingNight() naturally becomes false once _skippedNight drops below MissedNights via the existing day-decrement in OnMinute(). In short: The root cause is line 939 — a failed vote sets _skippedNight = MissedNights, which then blocks all subsequent vote prompts as if two nights had already been skipped.
  13. dustyhansen

    Stack Sizes

    here ya go:
  14. I believe this needs to be updated to work with the new industrial.electric.furnace added this update.
  15. The plugin does not compile after today's June update.
  16. UltimateLeaderboard (7).json
  17. I have the permission to hide myself from the leaderboard. When I did /leaderboard.hide it said I was already hidden and unhid me, but I was not hidden. I then did it again and it said I was now hidden, but I am still not hidden.
  18. The button for collapsing and expanding the panel appears to be on a different layer than the rest of the panel. For example, when I am in the inventory screen I see that button, but not the panel. Would it be possible to change this to match the rest of the panel or provide a option to move it from Overlay to Hud or something?
  19. @Monsterhow do we adjust the layer that the buttons are on? They are blocking my welcome screen. Is it the Parent field? If so, what are the valid values besides 'Overlay'? Nevermind I figured it out, sorry.
  20. Agreed, it doesn't look like any of the code changed either.
  21. It appears that they respawn after server restart.
  22. dustyhansen

    Can't Pickup New Items

    The new mess hall/picnic table and bench wont allow you to pick them back up or remove them once they have been mounted. Even the command doesn't work.
  23. dustyhansen

    Deep Sea Plus

    It would be nice if there was a countdown (or if the existing countdown applied) for when the deep sea is opening. Every time it opens there is lag and it would be nice to warn players that it is opening soon.
  24. dustyhansen

    Bandit Vendors Missing?

    So we loaded the vending profiles and edited the map and it appears that there are no Bandit vendors at all. The Outpost and Horse are th ere, but not Bandit.

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