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miniMe_rust

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File Comments posted by miniMe_rust

  1. 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 🫶

    Raidable Bases

       38,836    3888

    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

    Monument Owner

       1,998    185
    13 hours ago, VENIQQ said:

    Thanks!

    Did you get answer to your question above?

    I would also like to have this cooldown on the whole team

    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.

    Monument Owner

       1,998    185
    1 hour ago, VENIQQ said:

    Hi,

    Are teams supported in this plugin?

    I mean - if Player A becomes monument owner - does his teammates Player B,C etc have full access to that monument?

    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

    • Love 1

    Abandoned Bases

       4,263    592
    9 hours ago, nivex said:

    @devnull

    I don't know. that's not my plugin, but if it still uses the PVE hooks then it should.

    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.

    • Like 2

    Auto Unload

       39    2

    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?

    SimplePVE

       2,667    297

    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.

    image.png.0378d2d4eec586a82da7c2eb757b3825.png

    Monument Owner

       1,998    185

    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,

     

    SimplePVE

       2,667    297
    On 6/10/2025 at 6:53 PM, Aero70 said:

    Hello,

    It is possible to control an automatic turret with a computer table. The plugin don't protect players from this technique when in PVE.

    Is it possible to fix this flaw ?

    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.

    • Like 1

    Server Wipe System

       269    39
    37 minutes ago, RickySpanish343 said:

    yeah just wondering it the map voter would work with this is all like if it would change the map depending on the map picked if this was installed to do the wiping is all 

    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".

    Server Wipe System

       269    39
    2 hours ago, RickySpanish343 said:

    Does this support the use of a map voter?

    This plugin manages your wipe. Any voting for maps is outside of this plugin.

    Monument Owner

       1,998    185

    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! 👍

    Server Wipe System

       269    39
    15 hours ago, kingmilk said:

    Hi - getting error with [Oxidation.Wiper] [ERROR] Configuration state: Default [contact the developer]?

    Unsure as to the issue any chance of help on this one? Installed and setup correctly as far as I'm aware?

    image.png.ed18735cb0f9be0623d53f7f23494f7c.pngimage.png.ad13509436e4eec45f270540c6600e58.png

    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.

    SimplePVE

       2,667    297
    1 hour ago, Bones64Z said:

    I'm moving over from TruePve. I had the option to allow NPC's to kill each other, ie, NPC can hurt NPC, is it possible to add something like this.

    Also, I used Abandoned Bases, so I don't really want the players bases to be raidable during PVP sessions.

    Might be easier to create a ruleset editor similar to the one we have for editing the PVE rules. 

    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.

    Server Wipe System

       269    39
    18 hours ago, RickySpanish343 said:

    does this edit the startup or the server config when it chooses the new map?

    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.

    Abandoned Bases

       4,263    592
    4 hours ago, Wanderer9090 said:

    Hi does this plugin work with SimplePvE

    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.

    • Like 1

    Raidable Bases

       38,836    3888
    56 minutes ago, phlex said:

    Someone before you entered zone of raidable bases was there. This message has confused players on my server too thats why i have deactivated death notes at AutoTurret.

    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.

    Raidable Bases

       38,836    3888

    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.

    image.png.60a5c6936ffd0eb2901e52b7c1c31ae9.png

    I never had this with oxide. I'm completely puzzled.

    Any ideas? Maybe something I should check in Raidable Bases config?

    Raidable Bases

       38,836    3888
    43 minutes ago, nivex said:

    @miniMe_rust

    very strange that the debris spawned after death would have anything to do with physics before death.

    please let me know if it happens again. I think it is coincidence

    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.

    Bildschirmfoto vom 2025-02-14 20-22-35.png

    Raidable Bases

       38,836    3888
    1 hour ago, nivex said:

    @miniMe_rust

    heya, what you're explaining is how it should work. if you disable Divide Rewards Among All Raiders then everyone should get the total reward, not a divided amount.

    Only Award Owner Of Raid will grant the reward to a single player, the owner, but this is not fair as no one else will get the ladder reward. I don't see a reason for that, so I'll make sure they get the ladder reward next update if that's enabled.

    you will need to disable Not The Owner under Event Messages or it will tell them they didn't get a reward because they're not the owner.

    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

    Quote

    hi, you can delete this from the .cs if you think it's causing it and let me know

    decay.debrisPrefab.guid = null;

    @nivex

    Bildschirmfoto vom 2025-02-14 19-32-27.png

    Raidable Bases

       38,836    3888

    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

     

    Raidable Bases

       38,836    3888
    1 hour ago, urbanviking said:

    The walking through walls I haven't seen myself it was just reported by a player. They may have been mistaken nobody else has mentioned it happening.

    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.

    • Like 1

    SimplePVE

       2,667    297
    On 2/10/2025 at 8:23 PM, rxzabyss said:

    ist installiert es geht dennoch nicht es steht zwar jetzt da PVE aber das Interface üffnet sich dennoch nicht.

    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

    SimplePVE

       2,667    297
    7 hours ago, RickJamesBitch said:

    is there a way to remove that cheesy PVE status green button from appearing? I've turned all the trues to falses and still see it. 

    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

    • Love 2

    SimplePVE

       2,667    297
    Just now, hid333 said:

    server.pve is naturally false.
    As mentioned above, other settings are reflected normally.
    Only the above damage is not reflected.

    Then idk I'm just a SimplePVE user not the author - @Iftebinjan might be able to give a better answer

    SimplePVE

       2,667    297
    Just now, hid333 said:

    Damage to players, turrets, mines, etc. occurs normally as set,
    but damage such as wooden floor spikes and damage often placed on volcanoes in RUST EDIT do not occur.

    These will also be reflected correctly if you disable the SimplePVE plugin.

    Sounds to me like you have set server.pve = true which should be false when using SimplePVE

    SimplePVE

       2,667    297
    1 minute ago, hid333 said:

    Damage from vehicles is occurring normally. Only fall damage from pogos is absent.

    Traps are also set to cause damage.
    However, no damage is actually occurring.

    And if you disable the simplePVE plugin, all of the above is resolved and damage is reflected normally.

    Sounds to me like you have set server.pve = true which should be false when using SimplePVE

    SimplePVE

       2,667    297
    On 1/28/2025 at 10:43 PM, phlex said:

    Is it normal if you can do damage in pve mode to turrets of other players which are not with you in clan or friend?

    Hey there, damage to players and player entities like turrets, barricades, etc. can be configured using the /sprules chat command.

    • Like 1

    SimplePVE

       2,667    297

    Hey there, damage to players from traps can be configured using the /sprules chat command.

    On 1/17/2025 at 8:51 PM, hid333 said:

    When I switch to PvE mode, some traps and other things don't do any damage. Turrets and things like that work fine, but wooden floor spikes and things like that don't work. Is there a way to fix this?

    Also, there will be no fall damage from Pogo or other similar items.

    But tbh regarding your Pogo question I've got no clue. Fall damage is not handled by SimplePVE, but vehicle damage is. Might be that your Pogo stick is seen as vehicle.

    WarnMenu

       42    11

    Hi @Zeeuss,

    first of all thanks for making this plugin.

    In day-2-day use it turns out that players either don't understand what they see, or they don't notice warnings as such. Oftentimes they connect and need more time to actually start playing, so that the warning message already disappeared unseen. This is unfortunate, as the warning to the player disappears into thin air.

    Right now the only use I see as a server owner is that I can stick notes to players and treat it as first or second strike, and take action otherwise.

    Would it be possible to make the warning more persistent, e.g. require the user to actually confirm it to make it go away? This could be an option, so that server owners can either decide to keep the current way of working or make the warnings persist until they were actually confirmed by the player.

    • Love 1

    Raidable Bases

       38,836    3888

    Dears, maybe this is a stupid question, but I wonder whether it is the game itself, another random plugin (like e.g. BoxLooters) or Raidable Bases which is causing this console spam:

    [BoxLooters] Saved Boxlooters data
    ... more lines before ...
    Entity is NULL but is still in saveList - not destroyed properly? m249.entity
    Entity is NULL but is still in saveList - not destroyed properly? ak47u.entity
    Entity is NULL but is still in saveList - not destroyed properly? ak47u.entity
    ... more lines after ...
    Saved 99,591 ents, cache(0.32), write(0.07), disk(0.06).
    Saving complete

    My observation is, that it must be somehow related to Raidable Bases. I am running 2 PvE servers where one has the Raidable Bases plugin, the other one not. Both servers use the BoxLooters plugin. Only on my server with the Raidable Bases plugin I see this kind of console spam. This console spam appears to be triggered every time BoxLooters saves.

    A while ago nivex added the "/rb savefix" feature which appears to solve relieve the issue, but sadly does not solve the underlying problem since only a few minutes later the same console spam shows again. Hence the savefix appears to be cosmetics to reduce the noise in the console.

    Is there already any insight, or are we still treating symptoms without knowing the root cause?

    Thanks in advance for sharing your thoughts, and to nivex for this great plugin.

     

    Update 2024-10-21:

    I received a warning from Codefling for nothing - seems like somebody didn't like the comment above. 😐

    SimplePVE

       2,667    297

    Will this plugin need to be updated for the September force wipe? I see a lot of plugin updates being pushed with the remark "will only compile after installing the September update" due to the changed pooling.

    Monument Owner

       1,998    185
    On 8/4/2024 at 12:51 AM, Snaplatack said:

    Okay so is there a way to have permissions added for use? I host a PVE and PVP server and would like the monuments to be blocked off for PVP players and PVE players when a PVE player owns the monument (The plugin will act like this when the owner has this permission). Then if a PVP player owns the monument, then the monument is free for other players that have the correct permission to counter the monument and take it over from the other player.

    Honestly I don't get what you're trying to achieve here. In my eyes you can use the plugin on your PvE server and don't use it on PvP, but I don't see your point where permissions would make any sense. You probably meant to ask for some configuration to set, so that in PvP players can more easy take over a monument, like configure what happens when a player kills the current owner of a monument.

    Since you didn't get a response yet, I assume I'm not the only one having problems with understanding your use case. It might make sense to elaborate a bit, or make a ticket in the author's Discord.

    Server Wipe System

       269    39

    Hi @golgolakk,

    this looks like a good idea - even though I'd rather lean towards the way rustmaps.com handles map sizes on their URLs. Use of comma as a size/seed separator might have side effects - rustmaps is using an underscore _ to separate. Since this plugin overrides whichever seed you may have set in your server config, it should also be able to override which ever world size you have configured.

    However, I can't speak for the developer, but I think that's a good idea. Would be great to have that as a feature.

    • Like 2

    Monument Owner

       1,998    185
    4 hours ago, Infidel said:

    How do we disable map markers(the trolly shop marker) ? It makes the map look untidy and cluttered.

    You can disable map markers by editing the config files for each zone in oxide/data/MM_Data/MonumentOwner (subfolders Events or Monuments). Look for this section in the *.json files and change according to whether you want markers to be shown or not:

      "Display settings": {
        "Enable the display of the radius of the zone on the map": true,
        "Enable the display of the zone marker on the map": true,
        "The position of the marker relative to the position of the monument": "(0, 0, 0)",
        "The text that will be displayed in the marker": "Owner:"
      },

     

    • Like 1

    Railroads on smaller maps

       381    30

    Hi @kasvoton,

    would it be possible to add support for "Travelling Vendors"?

    In July-2024 update notes (rust.facepunch.com/news/road-renegades) it says that the "Travelling Vendor" spawns if there is a ring road present on the map, which should be the case on maps >= 4000. However, most of us use your excellent Harmony plugin to enrich our maps with surface train rails, even though map size would be too small. It would be awesome if you could update (or make another paid plugin) so that we also get a ring road.

    Quote

    We've added a brand new event! The Travelling Vendor. The vendor will spawn naturally on maps with ring roads (4000+) and traverse the roads.

    server.worldsize
    server.worldsize: "3750"
    travellingvendor.startevent
    Can't spawn Travelling Vendor: No roads available to spawn on.
    Failed to spawn Travelling Vendor.

    I wonder if we can trick the "Travelling Vendor" to spawn if we manage to get a ring road.

    Thanks in advance for looking. 👍

    • Like 2

    Raidable Bases

       38,836    3888

    You sure can. Check your config folder in oxide/data/RaidableBases/Profiles and find the json files per difficulty. You can either choose to spawn your bases "silently" as the line says, with no visible dome, no map markers and no announcements in chat. That is what I do with easy, medium and hard raidable bases. Or you can use the other switch to disable the domes. There are also switches for arena walls and NPCs to spawn.

      ...
      "Spawn Silently (No Notifcation, No Dome, No Map Marker)": true,
      ...
      "Create Dome Around Event Using Spheres (0 = disabled, recommended = 5)": 5,
      ...

     

    • Love 1

    SimplePVE

       2,667    297

    Just checking the update plugin - kudos to Iftebinjan ❤️

      "Loot Protection Excluded Entitys": [
        "mailbox.deployed",
        "dropbox.deployed"
      ],

    In the config you can now specify loot container to exclude from loot protection. I will give it a spin and see how it is received by my players. Only downside is that again parts of the configuration are hidden in the oxide/config/SimplePVE.json file.. No problem if you know where to look, but could be a hurdle for less savvy users. Thanks for a great plugin. 🙂

    • Like 1

    Server Wipe System

       269    39
    13 hours ago, poebny said:

    how to add custom map (levelurl ) for wipe?

    Hi poebny,

    as far as I understand the config you need to edit your "HarmonyMods/Oxidation.Wiper.json" and insert a map URL instead of a map seed into the list

      "Maps": [
        "29764255",
        "http://your.server.url/yourAwesomeRustMapGoesHere.map"
      ]

    The list should contain your current seed and the map you're gonna use. Then issue the "wipe forced" or "wipe weekly" command through rcon. Your server should then wipe and use the custom map you specified. Be aware this is untested, as I exclusively use procedurally generated maps (seeds).

    Raidable Bases

       38,836    3888

    Hi, I'm currently having silently spawning raidable bases enabled. Our players love it, and I'm trying to figure out how to use for higher tier bases. As far as I found out this option does a little more than it advertises:

    "Spawn Silently (No Notifcation, No Dome, No Map Marker)": true,

    - edit -

    nevermind, I found it. I had walls and NPCs disabled on medium and easy bases and forgot about it. Thanks for a great plugin!

    • Like 1

    SimplePVE

       2,667    297

    Hi @Iftebinjan, regarding preventLooting it would be a nice addition to be able to exclude certain containers, e.g. small boxes, from that protection so that you can actually share items with other players. The way it is handled now appears to overshoot the target, and will drive players to use other plugins and not use the built-in features. Pretty sure that this is not intended. Other than that your plugin works great for me - did not hear a single complaint so far.

    Raidable Bases

       38,836    3888

    Hi guys,
    I love the idea of having dynamic difficulties, even though it is not clear to me what the consequence of it would be. Like, adjust difficulties based on player count / time of day / weekday / player raid statistics / player in team yes or no / you-name-it. However, adding even more classes of difficulty wouldn't have an impact on how well such an "inferno" base for instance is built, and how difficult it would be for a seasoned player to beat it. In other words, I do believe that the existing 5 levels of difficulty already offer a wide spectrum to play with if used consequently.
    Also great input @PistOffBastd didn't even think of removing the map markers and domes. Our players love raidable bases, and jump on it when they pop up on the map. Do you also remove the NPCs guarding the base, and the ring walls around it, so that it looks like a player base?

    Monument Owner

       1,998    185

    Hi, big thanks for your excellent plugin - worth every cent. I love it! The players on my server are super-happy with it, even though there exist some shortcomings. Overall the functionality is a giant leap in quality of life. I love the configuration options you provide, and found them working really well. Also the first time I see monument locking working even for small places like supermarkets and gas stations. This is great!

    Some shortcomings I'd like to mention is regarding some inflexibility of the plugin.

    • When the ownership ends a cooldown kicks in. Should the player still be inside the monument area, it should be possible that (s)he can become owner right again, e.g. by looting the next container or operating e.g. Excavator. Especially Excavator is impossible to foresee how long the player needs, and conflicts with the next player becoming owner will happen. Some players come with 3 Diesel, others have many more. Ownership should be handled more flexible, like make it an option that the serverowner can decide a cooldown only kicks in when the player left the area, otherwise ownership can prolong or be regained.
    • It should be possible to define a Discord Hook, so that plugin activity can be monitored. This creates transparency, as messages could go to a public Discord channel, where players can see ownerships and such changes.
    • It should be made more obvious whether ONE OF some criterions must be met, OR A COMBINATION. Players get confused and don't see when they need to do multiple things. It could be given different colors, like red for combination of things and amber for one-of criterions.

    Again, thank you for your great work. 😃

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