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miniMe_rust

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Everything posted by miniMe_rust

  1. Hi @TheGhostOfChaos I'm scratching my head trying to understand the use case for this plugin. Yes I understand that you can specify and add plugins to a list, which will cause them to be unloaded in a set interval. But I don't get why I would want that - could be my lack of imagination. I either want to have a plugin, then I install it and expect it to be there all the time. When I want to remove it I unload and remove it - no need to keep it unloaded when it is removed. What I understand from the plugin description appears to be a very niche use case, or I just don't get it. I think your plugin could be really useful if you have dynamic rules on your server, maybe want to control the weather or events through other plugins, or disable PVE at certain times. In such a case profiles might be handy, and the ability to schedule over longer time periods - like, for example, every Thursday I want this profile to trigger, which should disable the set of plugins in that profile. When the scheduled duration is passed (e.g. "now" it is Friday) the previously disabled plugins should be loaded again. In the case of a server restart in between start and stop of a profile the intended profile status should be restored. But maybe I'm making it too complicated. Can you give an example use case?
  2. miniMe_rust

    SimplePVE

    Not going to argue with you guys @Aero70 @puddingking130 but let me thank you for your demonstration of ignorance. First things first. It is of course possible to control the turret through a computer station. The turret has to be in Attack Mode, and you need to have set an ID. And of course you can fire the equipped gun from the Computer Station. And you can kill players this way depending on what you configured in /sprules. So ... what are you yapping about? And why should the author fix something that isn't broken? You should use the /sprules command and make sure to set the "Disable Traps" option to "false" and "Traps can damage Player" to "true". You should also look at the "Friendly Fire" and "Player can hurt players" rule and set it as you like. If the latter option is "false" you won't be able to shoot other players through the turret (otherwise that would indeed be a bug in Simple PVE). If you allow Friendly Fire you will be able to shoot team members.
  3. Hey there, this might be a stupid question, but I'm really struggling with getting a bit of justice to my player base (and peace-of-mind to myself). I'd like to make it so that players can own a monument for e,g, 10 minutes (600 seconds) and then have a cooldown of equal length, so that other players have a chance to become owner. While this might work for a distinct player with the cooldown, that player's team mate has no problem to gain ownership straight away. This makes it unfair to everyone else on the server. How would I have to configure e.g. Launch Site, so that during a cooldown nobody from the player's team can become owner? Here is my current config - it doesn't prevent team members to become owner: --- snippet from "Launch Site.json" in [carbon/data/MM_Data/MonumentOwner/Monuments] --- "Monument settings": { "Timers": { "Cooldown timer after becoming monument owner during which the player cannot claim the title again in seconds": 1200.0, "Timed duration which the player will retaion ownership of the monument in seconds": 1200, "The amount of time which the owner can leave the monument area and retain their title in seconds": 120 }, "Settings for obtaining monument owner status": { "The number of points that the player must receive to become the owner of the monument": 60, "Points for time": { "On/Off": true, "Number of points per 1 sec": 1 }, --- snippet from "MonumentOwner.json" in [carbon/configs/] --- "Should the plugin ignore the admin inside the zone": false, "Should the plugin ignore a player with a Noclip inside the zone": true, "Should the plugin ignore the player with Vanish inside the zone": true, "Should the zone forget the player if he went beyond it": false, "Should the zone forget the owner if he went beyond it": false, "Prohibit the team from disbanding or changing its composition if there is a monument owner in it": false, "Prevent a player from entering an monument area if they are the owner of another monument": false, "Prevent a player from entering an monument area if he has a cooldown": false, "Prevent a player from dealing damage to a target if he is outside the zone and the target is inside the zone": false, "Prevent an NPC or Bradley from dealing damage to a target if it is outside the zone and the attacker is inside the zone": false, "Should the player be allowed to become the owner of another monument if he scored the required number of points? (In this case, the owner's status on the previous monument will be lost for him or his teammate)": false, "Can the player loot his backpack if he is in the locked monument zone": true, "The time during which the player can leave the secondary zone without consequences.": 15,
  4. miniMe_rust

    SimplePVE

    Whether or not proper function of an auto turret is a flaw heavily depends on your use case. I think that's quite a stretch. Generally speaking you should be able to control an auto turrent from a computer table. The turret must be in attack mode, and there must be an ID set. It is not possible to control the turret if it is in peacekeeper mode.
  5. Hey there, the automatic addition of items can very easily be stopped. For that open the .cs file in a text editor and remove lines 40 and 41. Before change: [JsonProperty("Blacklist of items")] public List<string> BlackListItem = new List<string>() { "scrap", "rifle.ak" }; After change: [JsonProperty("Blacklist of items")] public List<string> BlackListItem = new List<string>() {}; Save the file & reload the plugin. There will be no more additions of those items to the item blacklist.
  6. Hi, your plugin is a hit with our players, but they've quickly discovered an issue related to the bank cell feature. They've found that they can store very big stack sizes for common items like metal fragments which they got from raiding Raidable Bases. Currently, if a player tries to store three stacks of 1000 metal fragments each, the plugin prevents it. This is because I limited the stack size to 1000 to counter large quantities being stored in a single slot. However, the plugin fails to consider the number of available slots. If a limit of 1000 of an item is set and there are three empty slots in the bank cell, the plugin should allow storing the item in those slots up to their maximum capacity and consider that limit for each individual slot this item uses.
  7. This depends on what you use as map voter. For one you would have to make sure that the seed you've voted on is going into the configuration file of this plugin. Secondly your voter would have to issue a command to the server console, so that the wiper plugin knows to do it's foo. Having said that, something tells me the answer to your question is "no".
  8. This plugin manages your wipe. Any voting for maps is outside of this plugin.
  9. Guys, if you want to add the new "Jungle Ziggurat" monument you can easily do that yourself! Simply copy one of the existing .json files in your "oxide/data/MM_Data/MonumentOwner/Monuments/" directory and rename it to "Jungle Ziggurat.json". For me the Abandoned Supermarket file worked nicely, the zone size fits the Ziggurat perfectly. Copy, adjust name of copied file, done! Thanks again to jtedal for a great plugin!
  10. miniMe_rust

    SimplePVE

    Fridges are no longer loot-protected
  11. Hey there, the snippet you posted looks fine. However, you cut off the "Forced" section of that config file. It would have been better to provide the entire config file. Chances are your json is invalid, e.g. a misplaced or missing comma, bracket, or maybe incorrect indentation or even problematic character encoding. You might want to grab another (working) config file from another plugin in a text editor which is capable to show the used encoding, then verify what you have at hand with the wiper configuration. The "Weekly" section of that config however looks fine to me, even though I wouldn't know why you want to keep e.g. players vanished from wipe to wipe (the files you blacklisted from being deleted). But it is your server, and you probably have good reason to do so.
  12. miniMe_rust

    SimplePVE

    Hi there, why don't you simply unload the Abandoned Bases plugin when PvP begins, and load it back in when PvP is over? Can be achieved easily in the config. Valid point for the enhancements to the rule editor.
  13. No, nothing is changed. This Server Wipe plugin simply overrides whatever map you have configured in your server config - reliably. If you don't add map seeds to the plugin config it will make and use a random seed. If you add a list of map seeds or URLs the plugin will choose either of the maps from your list and set it in it's own config file. The set map in the plugin config is used to override whatever map you have configured in the server config. That's all.
  14. Works, but there are issues e.g. sometimes there is a delay before players can deal damage. But overall working fine with SimplePVE. Carbon here.
  15. miniMe_rust

    Raidable Bases

    Thanks for the hint. I just reconfigured Death Notes to use the same text for turrets and gun traps. Will see how that works, should anyway solve my problem.
  16. miniMe_rust

    Raidable Bases

    Hi there, I might have just another stupid question. I'm running Raidable Bases on Carbon, and since I switched from oxide to carbon I've got a strange behavior of entity ownership in Raidable Bases. When players get killed by auto turrets or flame turrets through Death Notes there is broadcast that the raider was killed by "miniMe's autoturret". This is crazy. When I "/prod" the respective turret it is owned by "unknown" 0 as expected. I made it a habit to "/unown all" a built base before it is added to the raidable bases. I even switched "EntityOwner (true/false)": true changed to "EntityOwner (true/false)": false in CopyPaste.json, and went so far as to edit each and every raidbase and made sure in the json all occurences of "ownerid": 76561197972574740, (which is my SteamID64) is changed to "ownerid": 0, but still my name gets called out through Death Notes. I have no clue how the server knows that I copied those files and added them to the server. I never had this with oxide. I'm completely puzzled. Any ideas? Maybe something I should check in Raidable Bases config?
  17. Dears, I switched to carbon like 2 weeks ago, and get these errors in the game console, which seem to cause player disconnects and some wild errors on connect: ... [event] assets/prefabs/npc/ch47/ch47scientists.entity.prefab [event] assets/prefabs/npc/cargo plane/cargo_plane.prefab 94.140.228.134:61816/76561199638931987/Razoblachitel disconnecting: Exception (cs:112925): NullReferenceException: Object reference not set to an instance of an object. PlayerModel.%7d870015adacc5227b37aa539ac3fee3f23c5765 () (at <00000000000000000000000000000000>:0) PlayerModel.LateCycle () (at <00000000000000000000000000000000>:0) BasePlayer.%771efee5567000660ec63539290f4e7e8f276208 () (at <00000000000000000000000000000000>:0) Client.LateUpdate () (at <00000000000000000000000000000000>:0) [Vanish] miniMe[76561197972574740] just vanished at (-879.26, 26.54, -1387.33) 94.140.228.134:53812/76561199638931987/Razoblachitel joined [windows/76561199638931987] Razoblachitel[76561199638931987] has spawned Calling kill - but already IsDestroyed!? loot_barrel_1 Calling kill - but already IsDestroyed!? oil_barrel Calling kill - but already IsDestroyed!? loot_barrel_1 Schrubber bandit.gg[76561199223970522] died (Generic) Invalid Position: player_corpse[58439675] (1689.07, -500.22, 701.69) (destroying) [BoxLooters] Saved Boxlooters data [WarnMenu] Saving all data into datafile [WarnMenu] All data saved Saved 126,029 ents, cache(0.45), write(0.06), disk(0.07). Saving complete Failed to call internal hook 'CanUserLogin' on plugin 'KickPlayerNames v1.0.2' [1045800646] (Object reference not set to an instance of an object) at object Oxide.Plugins.KickPlayerNames.CanUserLogin(string name, string id, string ipAddress) in /home/container/carbon/plugins/KickPlayerNames.cs:line 132 at object Oxide.Plugins.KickPlayerNames.InternalCallHook(uint hook, object[] args) in KickPlayerNames.cs/Internal:line 26 ...
  18. miniMe_rust

    Raidable Bases

    Hey @nivex you're correct. I observed more Raidable Base events, and saw NPCs phase through arena walls again. The change in the CS file was a red herring. Actually whether or not the NPC phases through the wall seems to depend on how deep the wall is sunken into the terrain. If most of the wall is above ground NPCs seem to stay on their side of the wall. But if the wall spawns deeper in terrain it seems they can walk through the wall as if it wasn't there. You can see the difference in both of my screenshots. In my last post the wall was mostly above ground. Here this side of the ring wall is deep in terrain, and NPCs ignored the wall.
  19. miniMe_rust

    Raidable Bases

    Thanks for the explanation, you're legend! I didn't consider the ladder and was only thinking of giving players something to do and let them use RP as means of payment. Therefore I expected the reward to only go to the player who purchased the raid, so that technically the raid would be cost-neutral (raid price is refunded at the end of the raid), players only bring their boom and what they need to raid, and take what they get from the raid as win. This is meant to motivate players to finish what they start (...) I made the changes as explained by you. Since I had to reload the CS anyways I also did the proposed change to test if the "no debris in broken arena walls" have something to do with NPCs phasing through such walls. Will let you know the result asap. Update: The proposed change to the CS file did the trick for me. NPCs no longer phase through arena walls @nivex
  20. miniMe_rust

    Raidable Bases

    Hey guys, this might be a stupid question. I have setup my bases that players can only buy raids for Reward Points, and when they finish the raid they get their RP back. Problem was that at default settings RP were shared between players, if more than 1 player was in the raid. That led to the reward being 3 RP for example being split between 2 players with 1.5 RP each. Since RP cannot be added in fractions 0.5 RP each were lost. So I disabled sharing RP between players. Today players informed me that Raidable Bases now refunds 2x the amount of RP if 2 players were in the raid. I can only assume it would be 3x the reward with 3 team mates, and so on. My expectation however is, that if sharing the reward is disabled only 1 player - the one who bought the raid - would get the reward. Now I'm puzzled. A hard raid costs 3 Reward Points, and when it was finished 2 players received 3 RP. Did I set something wrong? carbon/configs/RaidableBases.json (a hard base can be bought for 3 RP) ... "Divide Rewards Among All Raiders": false, ... "Buyable Event Costs": { "Require Custom Costs": false, "Require Economics Costs": false, "Require Server Rewards Costs": true }, ... "ServerRewards Buy Raid Costs (0 = disabled)": { "Easy": 1, "Medium": 2, "Hard": 3, "Expert": 4, "Nightmare": 5 }, ... carbon/data/RaidableBases/Profiles/Hard Bases.json (the reward for a hard base is 3 RP) ... "Rewards": { "Custom Currency": { "Plugin": { "Plugin Name": "", "Deposit Method (API)": "", "Withdraw Method (API)": "", "Balance Method (API)": "", "ShoppyStock Shop Name": "", "Currency Name": "", "Amount": 0.0, "Amount Data Type (API) - [ 0 - double | 1 - float | 2 - int ]": 0, "User Data Type (API) - [ 0 - ulong | 1 - string | 2 - player ]": 0 }, "Enabled": false, "Item Shortname": "scrap", "Item Name": null, "Amount": 0, "Skin": 0 }, "Economics Money": 0.0, "ServerRewards Points": 3, "SkillTree XP": 0.0, "Do Not Reward Buyable Events": false }, ... carbon/logs/ServerRewards/serverrewards_spentrp-2025-02-14.txt (player Zelxor paid for the raid) [2025-02-14 11:48:11] [11:48:11] 76561198364349909 - XiriKS has spent 1x RP [2025-02-14 12:53:10] [12:53:10] 76561198328618477 - Zelxor has spent 3x RP [2025-02-14 14:56:41] [02:56:41] 76561198364349909 - XiriKS has spent 1x RP carbon/logs/ServerRewards/serverrewards_earnings-2025-02-14.txt (both team mates get full reward) [2025-02-14 13:44:27] [01:44:27] 76561198328618477 - Zelxor has been given 3x RP [2025-02-14 13:44:27] [01:44:27] 76561198168880871 - morganfox has been given 3x RP
  21. miniMe_rust

    Raidable Bases

    I can confirm seen it myself, NPCs are phasing through arena walls as if they were not there. Might be related to an update to walls nivex did where walls would break without leaving debris. Haven't seen that before the recent update.
  22. miniMe_rust

    SimplePVE

    Sounds to me like you didn't give yourself permission "simplepve.admin" which is required to use the /sprules command simplepve.admin - Required to enable or disable SimplePVE
  23. miniMe_rust

    SimplePVE

    Hey there! You can disable that PVE overlay by editing the config file (in either `oxide/config/SimplePVE.json` or `carbon/configs/SimplePVE.json`) change this line "Show PVE Icon Overlay": true, to this "Show PVE Icon Overlay": false, Then reload the SimplePVE plugin
  24. Hey there, I recently switched over from oxide to carbon, and that went pretty painless. However there seems to be a small race condition between SimplePVE and SimpleStatus, where SimplePVE does not detect the other plugin. Hence if you want to see the PVE status it is necessary to restart SimplePVE after the server started. I'm wondering whether it is possible to add some kind of retry mechanism which tries to find SimpleStatus at least for a short while. It seems if SimplePVE starts before SimpleStatus is loaded, the latter won't be found and SimplePVE will resort to running without any status information. This can only be helped by restarting SimplePVE once after the server started. I never saw this problem with oxide. ... snip ... [SimplePVE] Cleaning up... [SimplePVE] Initializing rules..... Loaded plugin SimplePVE v1.2.7 by Ifte [472ms] Fallback handler could not load library /home/container/RustDedicated_Data/MonoBleedingEdge/x86_64/data-0x5f4ec4d9a430.so Loaded plugin SimpleStatus v1.2.8 by mr01sam [357ms] Fallback handler could not load library /home/container/RustDedicated_Data/MonoBleedingEdge/x86_64/data-0x5f4ec77d5670.so Loaded plugin Telekinesis v3.3.0 by WhiteThunder [70ms] Fallback handler could not load library /home/container/RustDedicated_Data/MonoBleedingEdge/x86_64/data-0x5f4ec5d96690.so ... snip ... [Raid Tracker] Removed 2 raid events older than 7 days SelfWipe v1.1.0 by M&B-Studios / beee hook 'OnServerInitialized' took longer than 100ms [345ms] Image Library v2.0.62 by Absolut & K1lly0u hook 'ImportImageList' took longer than 100ms [826ms] [Sign Artist] Waiting for Steamworks to update item definitions.... [SimplePVE] Please install SimpleStatus plugin if you are enableing status bar. (https://codefling.com/plugins/simple-status) Batch completed! OSI on 36 plugins. Server startup complete ... snip ...
  25. Dears, I've recently made the switch from Oxide to Carbon, and the good news is your plugin does work. I was able to wipe my inventory, building, even "all" - it just worked. However, there seem to be a few quirks where you can improve the last remaining itches in Carbon with (I hope) not too much effort. My Rust server is running on Pterodactyl with the default Rust egg. It has been switched from Oxide to Carbon by basically doing a clean installation and importing all plugins, configs and data from Oxide. I don't see any issues with other plugins, and apart from the error messages with Selfwipe everything just works fine. I think it would be really nice if this issue could be looked into, as very likely addressing these problems in Carbon will also lead to better stability when running in Oxide. And you could update your compatibility info here on Codefling. When I start my server I get these warnings and errors. These are the bits from the logs which appear to be relevant: ... Fallback handler could not load library /home/container/RustDedicated_Data/MonoBleedingEdge/x86_64/data-0x5f4ec3c0a8a0.so Warning! 'SelfWipe' uses UnityEngine.GameObject.FindObjectsOfType. That may cause significant performance drops, and/or server stalls. Report to the developer or use at your own discretion! ... Fallback handler could not load library /home/container/RustDedicated_Data/MonoBleedingEdge/x86_64/data-0x5f4ec5d3f3a0.so Loaded plugin SelfWipe v1.1.0 by M&B-Studios / beee [55ms] ... SelfWipe v1.1.0 by M&B-Studios / beee hook 'OnServerInitialized' took longer than 100ms [345ms] ... [SelfWipe] Player Sphynxinator with Steam ID 76561198045657779 wiped their blueprints. [SelfWipe] Player Sphynxinator with Steam ID 76561198045657779 wiped their builds. Failed executing console command 'resetall' in 'SelfWipe v1.1.0 by M&B-Studios / beee' [callback] (Object reference not set to an instance of an object) at void Oxide.Plugins.SelfWipe.ClearInventory(BasePlayer player) in /home/container/carbon/plugins/SelfWipe.cs:line 182 at void Oxide.Plugins.SelfWipe.ResetAllCommand(IPlayer player, string command, string[] args) in /home/container/carbon/plugins/SelfWipe.cs:line 236 at object System.Reflection.RuntimeMethodInfo.Invoke(object obj, BindingFlags invokeAttr, Binder binder, object[] parameters, CultureInfo culture) ...
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