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Everything posted by miniMe_rust
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- 188 comments
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- #jtedal
- #mad mappers
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Careful with this option. It literally does what it says. Either turn on spheres around monuments or imagine an invisible border between inside and outside the monument zone. If you don't allow damage from outside the zone you might find yourself in situations where a junkpile scientist is just inside the zone and you're outside. He can damage you, but you can't kill him - unless you change position and also enter the zone. This option is not about ownership.
- 188 comments
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- 1
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- #jtedal
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Hey there! You should set server.pve to "false" or remove the line completely from your startup / server config. While SimplePVE may work to some degree, you otherwise should expect for example players getting damage reflected when they try to break their own bases (e.g. remove twig in order to build differently, and die from it). In addition immersion will be tampered with, because you could literally run a monument like Oil Rig with a water pistol, because NPCs don't cause real damage. If you set server.pve as intended (= false) and leave damage handling to SimplePVE it will work just fine. Add "pve" to your server.tags to make your server show as PVE in the server list, if that is what you want.
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Loot Protection not working for player-called airdrops
miniMe_rust replied to miniMe_rust's Support Request in Support
I think the problem lies within how you treat Supply Drops. SimplePVE seems to assume that a Supply Drop entity holds the OwnerID of the rightful owner, which is not the case in reality. The check in SimplePVE line 2392 does not work, and for that reason loot protection fails. Instead of checking for OwnerID you should check who threw the Supply Signal (or requested the drop from Excavator) and follow how those are linked => Cargo Plane => Supply Drop. If you chain it correctly, it will tell through the link chain which Supply Drop (NetId) belongs to which player, and you can decide whether or not it can be looted according to rules by a player or team mate. Thanks in advance for looking into it. If there is interest, I can share a proof-of-concept plugin which uses signal-chains as described to reliably tell which drop belongs to which player. That PoC is based on SupplyLock (free plugin here on codefling) which is using a queue approach (unreliable), and prompted me to dig deeper and investigate. I'm happy to share the (working) source if it helps and you want to use it. See also https://umod.org/documentation/games/rust#onexplosivethrown https://umod.org/documentation/games/rust#onexcavatorsuppliesrequest https://umod.org/documentation/games/rust#oncargoplanesignaled https://umod.org/documentation/games/rust#onsupplydropdropped -
Your settings look fine. But notice you've got loot protection disabled, hence unlocked boxes can be accessed by anyone. That is to be expected. As per "everyone can raid everyone", this is true if attackers manage to auth on the victim's TC. If the TC is indeed locked and players can still raid there must be another plugin interfering. Please post the output of o.plugins (if you are on Oxide) or c.plugins (if you are on Carbon)
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There is a teedy tiny problem. Too many players in PvE leave their bases unlocked (you don't need priv to open a door) and even don't lock their TCs. In my eyes this is where a) the loot protection breaks, and b) damage reflection about entities back to the attacker ultimately fails. So the real problem at hand is: players need to build sound and upgrade their twig asap players need to lock their TCs and not place them on a twig foundation In my eyes it is impossible to hold the players' hand at all times. I could imagine preventing TC auth if no authed person is connected AND in TC range. This would prevent the attack vector of intruders just authing on an unlocked TC and then just accessing any unlocked loot container in the base, or taking it over. Furthermore unlocked TCs and taking auth on it prevents any meaningful "reflect damage to an entity where the attacker has no building permission". Finally there are players who place their TCs on twig foundations. While a locked TC is pretty well protected an attacker can still break the twig foundation with the TC on it, and this way destroy the TC and build their own. SimplePVE fails to prevent destruction of twig foundations. While I like the idea of protecting a player's entities inside their base, I think fitting that into an existing plugin can be quite challenging, whereas preventing player damage is already there. It is not a big step from preventing damage to reflecting it. Hence I believe that is easier and more likely to be implemented soon, should @Iftebinjan decide to do that. Having damage reflection would be nice indeed. The problem with players bypassing loot protection through authing on the victim's TC could be solved by preventing a) OnCupboardAuthorize, b) OnCupboardClearList and c) OnCupboardDeauthorize while the TC is unlocked. This will force players to lock their TC, teach them better and this way solve the TC auth problem.
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Hey there, just out of curiosity: what do you mean "add the reflect damage option"? If you talk about reflecting all damage inflicted to players and sleepers back to the attacker I'm all in for this suggestion. But reflection of damage inflicted to entities back to the attacker is a bad idea. Too easy to accidentally hit a player's entity while fighting a junkpile scientist... and dying from that? No thanks. That's a bad idea to begin with, was already bad in the vanilla server.pve mode. But yeah, an option to reflect damage would be nice, if you can also configure what kind of damage to reflect.
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- 599 comments
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- #rust
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Thank you, that is super helpful. Trying to get away from parsing logs with a bash script, and Abandoned Bases was the last puzzle piece missing. I think there should be 3 maybe 4 stages. When it comes to Abandoned Bases there is always a player involved who might return and ask what happened to their base (some players can't be bothered to check server rules with AB explanation). Base became abandoned but wasn't eligible to be converted into a raidable base Base was (manually?) converted / raid begins >> B OnAbandonedBaseStarted Raid was canceled (base owner came back while the raid was running, or someone ran /sar cancel) Raid was completed (all loot boxes emptied / broken) Raid ended >> D OnAbandonedBaseEnded I'm super happy you hinted me to B and D. Not sure what signatures I have seen in your source. Regarding the not-eligible bases which are directly destroyed I wrote in a support ticket, and I trust you will eventually add that when there is time. No rush. Also the conversion (manual / background scan, could be boolean) would be awesome to have, and maybe a hook for when the raid completed (by default a few minutes before the event ends). Having all this info when a player asks you "hey admin, where is my base?" is super useful. But I would understand if you don't want (multiple) more hooks in your plugin, which might cause follow-up questions and effort. However: This hook doesn't look right: OnAbandonedBaseEnded(Vector3 eventPos, float radius, bool allowPVP, List<BasePlayer> participants, List<ulong> participantIds, List<BaseEntity> entities) I'm missing the base owner, and you got 2x a list about participants (1x BasePlayer, 1x ulong userID) in a row, which doesn't seem to make a lot of sense. I assume one of them should have owner information (?) -- The other hook also doesn't appear to have owner info. Maybe it is just me, but I don't get how you can have a list of intruders already when the Raid begins. Sorry for me asking probably stupid questions. Thanks again!
- 599 comments
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- #rust
- #rust plugin
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Hey @nivex I wonder if you could share hook methods I could subscribe to with my plugin. I want to log some events to Discord, and in the .cs source I found some hook signatures, which seem to be more or less similar to what you have in Raidable Bases (those hooks I successfully subscribe to, that works like a charm). But Abandoned Bases does not seem to play nice. I'm looking for these signatures but on my Logger I get nothing at all. In your source I found this: a) Potential base found OnPotentialAbandonedBaseFound(Vector3 eventPos, ulong ownerId) b) Abandoned Base started OnAbandonedBaseStarted(Vector3 eventPos, ulong ownerId, bool allowPVP, List<BaseEntity> entities) c) Abandoned Base completed OnAbandonedBaseCompleted(Vector3 eventPos, ulong ownerId, bool allowPVP, Dictionary<ulong, BasePlayer> participants, int lootCount) d) Abandoned Base Event end OnAbandonedBaseEventEnd(Vector3 eventPos, ulong ownerId, bool allowPVP) Currently I'm testing by manually running /sar convert - could it be that manual events trigger other hooks? Or do I need to pick other hooks? It would be great if you could shed some light and hint to which hooks to use for a) b) c) and d) Thank you!
- 599 comments
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- #rust
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Hey there! Carbon user here. I'm observing sporadic crashes on my server with Wallpaper Planner, when players use it. The player gets disconnected when this happens.
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Thank you @nivex for all your hard work, especially to address concerns about changed ToS. Personally I will do both, enable the new option to suppress paid and DLC items, and additionally use cleaned loot tables (your original from the Tier 3 bases pack, cleaned using a loot table editor) because APIs can fail and I don't want to blindly trust an option. Nonetheless I find your level of support and commitment outstanding and inspiring. Thank you so much. If you ever decide to sell support packages (= donation) to generate some extra income for your hard work, I'm pretty sure not only me will be happy to buy one once in a while. Such packages could be several sizes, depending on how much a user wants to support or can afford - not sure if codefling allows such "empty" packages. It has been about 2 years since I purchased your plugin and bases pack, and it feels a bit strange to have you working on and improving your fantastic plugin, and getting nothing in return. Keep up the great work!
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Suggestion: Add hook for Abandoned Base too small, filtered, skipped
miniMe_rust posted A Support Request in Support
Hey there! I wonder if you think it is beneficial to add a hook (e.g. OnAbandonedBaseSkipped) for such Abandoned Bases which don't meet the criterions to become raidable, e.g. not enough foundations or all Twig. I'd like to use such an event from Abandoned Bases for logging purposes - currently I only see the converted and finished bases, but the filtered ones slip through. Sometimes players complain about bases being gone, and in such cases my log is empty. Thanks in advance for checking -
Raidable Bases (Tier 3 Package) - Plugin sold separately. Bundle available.
miniMe_rust commented on nivex's file in Bases
Hi @nivex any chance you update the included loot tables to address the changed Facepunch TOS? I followed your suggestion over on the Raidable Bases plugin page and got myself the loot table editor you suggested, also verified it's output with the online check tool for prohibited items (https://app.rustspain.com/facepunch/checkitems). The loot table editor did remove DLC items flawlessly and I got clean loot profiles. But there were warnings from the loot table editor after removing DLC items that bases likely won't have enough items to spawn. I think the problem is that with the removal of the DLC items in the "Difficulty_Loot" profiles the number of available items actually is reduced, and could lead to player complaints about bases having too little and "not good enough" loot. I never changed the original loot profiles you provided with this bases pack, because it was just right and worked great, and players loved the resulting raids. It would be awesome if you could find the time and update the profiles in a sensible way. That would also help customers who buy now and run into the TOS drama. Thanks again -
Hi @nivex, if I understand the rule changes clarifications about Facepunch's TOS and their FAQ right it is all about not being allowed to drop skinned items in a Raidable Base's loot which the participant in the raid does not own. At the same time Facepunch states they have no problem with NPCs using such skins, or decorative elements using such skins. While you're thinking about how to detect which skins a raid owner has in their library, I think the most important configuration change lies within `carbon/configs/RaidableBases.json` within this snippet: "Loot Items": { "Use Identical Skins For Stackable Items": true, "Use Identical Skins For Non-Stackable Items": false, "Use Random Skin": true, "Use Workshop Skins": true, "Use Imported Workshop Skins File": true, "Use Approved Workshop Skins Only": false }, In my eyes all of these lines (except the first line) must be changed from "true" to being "false" - and, if I'm not mistaken - skinned items in a raid's loot should be gone. What is your take on it? Are more configurations needed or suggested? I'm thinking of the option which removes locks from doors when the raid is done, that should be in the raid profiles. That would allow players to pick up skinned doors before the base despawns. That should probably not be possible
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Loot Protection not working for player-called airdrops
miniMe_rust replied to miniMe_rust's Support Request in Support
Hey there! Thanks for getting back to me. Currently I have 2 plugins installed which take care of looting: Horse Lock (not in scope of Simple PVE and should not interfere) Supply Lock (installed to handle player-called airdrops, because Simple PVE fails to handle them) Here is my entire list of plugins (see attached). To be clear, I never used any loot protection plugins until I detected that Simple PVE does not do what the player-called supply drop option says. As you can see in the text file I'm using Carbon (on a Linux server w/ Pterodactyl Panel) with a not-too-many plugins configuration. For the PvE implementation I rely on Simple PVE - in my eyes the best and easiest way to run such a server. If you could somehow get the option do what it says that would be the cherry on top of the pie. plugins.txt -
Loot Protection not working for player-called airdrops
miniMe_rust posted A Support Request in Support
Hey there, there is a problem with player-called supply drops. Even though the loot rules have been configured to only allow the owner to loot such an airdrop, it happens all the time that other players are stealing player-called supply drops. That causes a lot of frustration. Here is the relevant snippet of my `carbon/data/SimplePVE/RulesData.json` "Loot Rules": { "Use Loot Protection": true, "Admin Can Loot All": true, "Teams Can Access Loot": true, "Player can loot other player in PVP Zones": true, "Anyone can open Player called SupplyDrops": false }, -
SimpleStatus not detected on start in carbon
miniMe_rust replied to miniMe_rust's Support Request in Support
Hey there! I don't see this problem anymore. Chances are something in Carbon did cause the problem and was fixed (there have been a lot of fixes and changes in Carbon so hard to say). In addition I decided not to use the status display from Simple Status since player feedback was negative. Players find the additional status information distracting and annoying, therefore we disabled that part. For me the original problem is a non-issue and likely never was caused by Simple PVE -
Hey there! Sadly there has been no response at all. You know these players / teams who have a lot of Diesel accumulated and occupy Exca for a long time. Luckily the community on our server is very cooperative, but every now and then there is a selfish player / team. A minor issue to be fair. Overall players love this excellent plugin as it helps to organize the chaos and helps preventing conflicts and annoyances. There are so many configuration options which I still need to explore, but sadly it seems obvious cool-downs were only considered for individual players, not for teams.
- 188 comments
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- #jtedal
- #mad mappers
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(and 7 more)
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Yes, team members do have the same access as the player who got ownership. The behavior of monument ownership between team members can be configured - important if one team member loots A and another team member loots B. Can lead to ownership going back and forth quickly. Per default should behave like you say and expect
- 188 comments
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I'm using Abandoned Bases with SimplePVE for a long time already, and although there are some quirks, overall it works fine. Quirks: Sometimes players can't inflict damage, and SimplePVE warns that damage was disabled. Next minute the base can be damaged and raided, also rewards are given to raiders as expected when the raid is completed. Another problem is that sometimes the dome and map marker just disappear without a message that the raid completed. In such cases there is no reward given. But as I said, these quirks happen once in a long time, and usually Abandoned Bases just work fine with SimplePVE.
- 599 comments
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- 2
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- #rust
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ammo and fuel in weapons disappear with server restart
miniMe_rust posted A Support Request in Support
Hey there! I have checked out your plugin on my server with Carbon, but it seems that - in conjunction with server restarts as mentioned in other problem reports - there are more problems! Loaded weapons, flamethrowers and chainsaws lose their ammo or fuel. I've added 2 screenshots which depict a) how items were stored in the locker, and b) how the same items were found the day after server restart,. ammo appears to be reverted to how the weapon looks when spawned in fresh the same with the fuel in the flamethrower (was 100, after restart 50) the chainsaw lost all of it's fuel On the bright side weapon attachments (holo visor, extended magazine and weapon flashlight) were unaffected on all 3 guns which had that equipped. I can't see anything interesting / error messages / etc. in the game log. The plugin never complains about anything. There is only the loading message on server startup. If you want to reproduce, that is simple: Load a bunch of guns, a chainsaw or flamethrower and put into your locker. Restart the server. Access the locker. See that your items are no longer fully loaded / fueled. -
Hi there, basements don't seem to support wallpapers. I'm using your excellent plugin on a PVE server with SimplePVE under Carbon, which generally works fine. But added wallpapers disappear in the course of very few hours. See screenshot - I had wallpapers on the walls, ceilings and floors. They started to disappear on the outer walls first, then floors and ceilings, and finally inner walls. Not sure how or why that happens, but can be reliably reproduced. Thanks in advance for checking.
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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 comments
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- #performancefriendly
- #servermanagement
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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.