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Everything posted by miniMe_rust
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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?
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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 ...
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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.
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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
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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
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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 ...
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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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Failed to call hook 'CanLootEntity' on plugin 'SimplePVE v1.2.6
miniMe_rust replied to Bam-Bam's Support Request in Support
Update: It seems the error message is related to the "Zone Rules" - errors went away when I set this option to "false" through /sprules. "Use ZoneManager": true, change to "Use ZoneManager": false, That option appears to be "true" by default. On my servers I don't have Zone Manager installed, and this appears to cause the error which was reported. However, it appears that personal supply drops still can be looted, but with the option set to "false" it is no longer possible to loot a player, which is already an improvement. -
Failed to call hook 'CanLootEntity' on plugin 'SimplePVE v1.2.6
miniMe_rust replied to Bam-Bam's Support Request in Support
The same error message still pops up in version 1.2.7 loot protection is handled by SimplePVE loot protection active for everyone incl. admin personal called airdrops can be looted despite it should be protected players can loot players and sleepers despite this should be protected players cannot loot a dead player's bag players cannot loot boxes, furnaces, etc. Failed to call hook 'CanLootPlayer' on plugin 'SimplePVE v1.2.7' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.SimplePVE.GetAllZones (BaseEntity entity) [0x00039] in :0 at Oxide.Plugins.SimplePVE.ZoneManagerCheck (BasePlayer player, BaseEntity entity) [0x00000] in :0 at Oxide.Plugins.SimplePVE.CanLootPlayer (BasePlayer target, BasePlayer player) [0x000bf] in :0 at Oxide.Plugins.SimplePVE.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x007d4] in :0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in :0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in :0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0 Failed to call hook 'CanLootPlayer' on plugin 'SimplePVE v1.2.7' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.SimplePVE.GetAllZones (BaseEntity entity) [0x00039] in :0 at Oxide.Plugins.SimplePVE.ZoneManagerCheck (BasePlayer player, BaseEntity entity) [0x00000] in :0 at Oxide.Plugins.SimplePVE.CanLootPlayer (BasePlayer target, BasePlayer player) [0x000bf] in :0 at Oxide.Plugins.SimplePVE.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x007d4] in :0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in :0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in :0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0 Failed to call hook 'CanLootPlayer' on plugin 'SimplePVE v1.2.7' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.SimplePVE.GetAllZones (BaseEntity entity) [0x00039] in :0 at Oxide.Plugins.SimplePVE.ZoneManagerCheck (BasePlayer player, BaseEntity entity) [0x00000] in :0 at Oxide.Plugins.SimplePVE.CanLootPlayer (BasePlayer target, BasePlayer player) [0x000bf] in :0 at Oxide.Plugins.SimplePVE.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x007d4] in :0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in :0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in :0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0 Failed to call hook 'CanLootPlayer' on plugin 'SimplePVE v1.2.7' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.SimplePVE.GetAllZones (BaseEntity entity) [0x00039] in :0 at Oxide.Plugins.SimplePVE.ZoneManagerCheck (BasePlayer player, BaseEntity entity) [0x00000] in :0 at Oxide.Plugins.SimplePVE.CanLootPlayer (BasePlayer target, BasePlayer player) [0x000bf] in :0 at Oxide.Plugins.SimplePVE.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x007d4] in :0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in :0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in :0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0 Failed to call hook 'CanLootPlayer' on plugin 'SimplePVE v1.2.7' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.SimplePVE.GetAllZones (BaseEntity entity) [0x00039] in :0 at Oxide.Plugins.SimplePVE.ZoneManagerCheck (BasePlayer player, BaseEntity entity) [0x00000] in :0 at Oxide.Plugins.SimplePVE.CanLootPlayer (BasePlayer target, BasePlayer player) [0x000bf] in :0 at Oxide.Plugins.SimplePVE.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x007d4] in :0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in :0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in :0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0 Failed to call hook 'CanLootPlayer' on plugin 'SimplePVE v1.2.7' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.SimplePVE.GetAllZones (BaseEntity entity) [0x00039] in :0 at Oxide.Plugins.SimplePVE.ZoneManagerCheck (BasePlayer player, BaseEntity entity) [0x00000] in :0 at Oxide.Plugins.SimplePVE.CanLootPlayer (BasePlayer target, BasePlayer player) [0x000bf] in :0 at Oxide.Plugins.SimplePVE.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x007d4] in :0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in :0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in :0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0 Failed to call hook 'CanLootPlayer' on plugin 'SimplePVE v1.2.7' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.SimplePVE.GetAllZones (BaseEntity entity) [0x00039] in :0 at Oxide.Plugins.SimplePVE.ZoneManagerCheck (BasePlayer player, BaseEntity entity) [0x00000] in :0 at Oxide.Plugins.SimplePVE.CanLootPlayer (BasePlayer target, BasePlayer player) [0x000bf] in :0 at Oxide.Plugins.SimplePVE.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x007d4] in :0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in :0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in :0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0 Failed to call hook 'CanLootPlayer' on plugin 'SimplePVE v1.2.7' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.SimplePVE.GetAllZones (BaseEntity entity) [0x00039] in :0 at Oxide.Plugins.SimplePVE.ZoneManagerCheck (BasePlayer player, BaseEntity entity) [0x00000] in :0 at Oxide.Plugins.SimplePVE.CanLootPlayer (BasePlayer target, BasePlayer player) [0x000bf] in :0 at Oxide.Plugins.SimplePVE.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x007d4] in :0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in :0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in :0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0 Failed to call hook 'CanLootPlayer' on plugin 'SimplePVE v1.2.7' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.SimplePVE.GetAllZones (BaseEntity entity) [0x00039] in :0 at Oxide.Plugins.SimplePVE.ZoneManagerCheck (BasePlayer player, BaseEntity entity) [0x00000] in :0 at Oxide.Plugins.SimplePVE.CanLootPlayer (BasePlayer target, BasePlayer player) [0x000bf] in :0 at Oxide.Plugins.SimplePVE.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x007d4] in :0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in :0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in :0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0 -
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.
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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.
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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.
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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.
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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:" },
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Highly recommended purchase! I run 3 servers in total, 2 of which are PvE, and needed a solution to handle which player can claim and loot which monument at which time. Problem here - you get new players trickle in who don't care or don't read or understand server rules, and then just loot whatever entertains them. A constant source of frustration for your fellow server residents and a bad situation for the server owner / admin, who has to enforce server rules. First started with the "Monument Lock" plugin, also available here on Codefling. Loved it, but eventually got errors with it and had to learn that there was no help or (timely) reaction from the plugin author. Can't blame the author, that plugin is free and you can't expect more than best effort. I moved on and found "Monument Owner" which was the "one size fits all" solution for my needs. Configurable cooldown, lootables are really protected, clear zones and map markers with info on the in-game map, adjustable zone sizes and so much more. Players love it! In contrast to other plugins I bought here on Codefling I found @jtedal to be a very active author, even though we had a bumpy start. jtedal not only rewrote the entire plugin which led to the 1.5.x series of updates, he also reacted extremely fast to bug reports and pushed updates and improvements. This is far above the usual standard you get elsewhere and adds to what I call outstanding user experience. So, what makes this plugin stand out? highly configurable monument zones. Config files are mostly self-explanatory wide range of possibilities to lock a monument to a player. I like it simple and want my players to easily claim a monument, but you can make it as challenging as you want, like set a higher score to reach, or let players fulfill tasks e.g. open a security door with a card possibility to set (or disable) cooldowns, so that not a single player blocks a monument all the time and others get a chance you can enable or disable zones as you like - maybe disable monuments like Excavator, and have that handled with another plugin Monument Owner plays nicely together with both, TruePVE and SimplePVE active plugin developer who listens to users Final thoughts: In a perfect world there exists no such things as software bugs. However, reality is a beast, and plugins sit on top of the code Facepunch puts into Rust, known for ... debatable quality, and changes in the game can (and will) break plugins partially or entirely. Let alone there can be bugs in the plugin which need to be addressed. If you encounter any bugs it is key not to wait for a miracle to happen, or to think "somebody else will report it". While that may be true, you can actively help find a timely and good response on any bugs. Thanks to jtedal I learned that a short video clip depicting the error holds much more value than a text of any length, as a video can speak for itself. The solution - an update with the bugfix - came almost instantaneously which deeply impressed me. Highly recommended purchase! Thanks again for a great plugin and all the hard work. Love your plugin!
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