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miniMe_rust

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Everything posted by miniMe_rust

  1. Hi @jtedal, I was able to reproduce - started with Excavator, became owner. Continued to Train Yard and hacked a crate, became owner. I headed on to Water Treatment and became owner. Went back to Train Yard, wasn't able to get ownership. Went on to Water Treatment, wasn't able to get ownership. Went on to Excavator, wasn't able to get ownership. That is also what players on my main server told me - monuments eventually fail the player to become owner, regardless of whether they hack a crate or stick around. The blue overlay with the score shows, but points remain 0 - I've attached screenshots from Train Yard and Excavator where you can see that points remain 0. Nothing overly interesting in the logs - I think the problem comes when you return to a monument where you already have been. [BoxLooters] Saved Boxlooters data Saved 65,321 ents, cache(0.09), write(0.03), disk(0.03). Saving complete 185.136.69.80:58380/76561197972574740/miniMe has auth level 2 185.136.69.80:58380/76561197972574740/miniMe joined [windows/76561197972574740] miniMe[76561197972574740] has spawned boneReference is null on Skeleton.Wolf 7461695[7461695] was killed by miniMe[76561197972574740] at (-894.45, 21.09, 724.55) [BoxLooters] Saved Boxlooters data Saved 65,270 ents, cache(0.08), write(0.04), disk(0.03). Saving complete 2394403[2394403] was killed by miniMe[76561197972574740] at (-896.92, 19.17, 724.68) FormatException: Index (zero based) must be greater than or equal to zero and less than the size of the argument list. 5383786[5383786] was killed by miniMe[76561197972574740] at (737.97, 29.71, 258.07) 9281350[9281350] was killed by miniMe[76561197972574740] at (735.18, 32.71, 252.77) [BoxLooters] Saved Boxlooters data Saved 65,275 ents, cache(0.13), write(0.03), disk(0.03). Saving complete FormatException: Index (zero based) must be greater than or equal to zero and less than the size of the argument list. Invalid Position: chicken.corpse[5813901] (1011.45, -501.07, 906.59) (destroying) [BoxLooters] Saved Boxlooters data Saved 65,336 ents, cache(0.08), write(0.04), disk(0.03). Saving complete 185.136.69.80:58380/76561197972574740/miniMe disconnecting: disconnect [event] assets/prefabs/npc/cargo plane/cargo_plane.prefab Checking for new Steam Item Definitions..
  2. It becomes more and more evident: My initial problem is solved - ownership is no longer stuck on players. That's great! BUT There are more problems I found in testing. If this requires a new bug report I'm fine with this support ticket to be closed and can open a new ticket for the new problems. Let me know. Details: Cargo: When Cargo reached harbors, per default config the harbor zone is deleted. But it is not restored when Cargo departs, which results in Harbors no longer having monument zones(!) Large(r) monuments like Excavator or Water Treatment often fail for players to gain ownership, even though players receive points per second and only need 60 points to become owner. Small(er) monuments seem to work fine. I have not seen a single case where gaining or removing ownership didn't work. "Hacking the crate" should give 60 points, but doesn't do anything. Players don't become owner. As already stated in my previous post, players not gaining ownership appears randomly and seems to cause this error message to show in the console: FormatException: Index (zero based) must be greater than or equal to zero and less than the size of the argument list. Other than that there are no error messages in the log I can find or relate to Monument Owner. As of now, gaining ownership is not working reliably. I'm hoping that @jtedal will be able to fix it in subsequent updates, and I will be happy to test more when updated. For now I will stay on version 1.5.8 even though it is not working reliably. That is, because I don't see any harmful problems, and the plugin is working for the most part at least for mid-size and small monuments.
  3. -- deleted -- I had some issues with updating the plugin from 1.4.1 to 1.5.8 on my main server - chat announcements were crippled (only showed the language keys but not the respective texts from the language file) and there were errors in the logs. Long story short, all it needed was a server restart. Unloading and reloading plugins did not solve the issue. Now, after a server restart, chat announcements do work fine just like on my 2nd / test server. Maybe this info can help other users. I found a new issue - probably you will confirm that Discord webhooks are not yet triggered (?) Setup Discord on both my servers, but nothing coming in from Monument Owner. Occasionally it seem to happen that players do not receive ownership of a monument, even though they should have enough points. 60 points needed, hacking a crate gives 60 points, timer per second gives 1 point. After several minutes still not owner of that monument. It seems to be related to the appearance of this error in the logs: FormatException: Index (zero based) must be greater than or equal to zero and less than the size of the argument list. Could this be related to the recent forced update (6-July Facepunch forced update)?
  4. Hi @jtedal, ouff I wasn't aware that 2 monuments are set to "box" by default - Launchsite and Stone Quarry. I was convinced everything is spherical since I never changed those defaults. Hence it never occurred to me to check /modrawedges to see the actual outer edges of monument zones. The values for "Size" you suggested for Launchsite appear to work fine - thanks for that. Since the plugin appears to work so far on my 2nd server and I don't see any errors in the console, I will now transfer plugin and config to my main server. This will intensify tests, and for sure my players will tell me if something doesn't look right. I hope they like the changes just like I do. Thanks again for your quick responses and for a great plugin. Please expect a bit more feedback in a couple of days.
  5. Hi @jtedal, I've upgraded several times 1.5.5 > 1.5.6 > 1.5.7 > 1.5.8 and every time restarted my test (ouch). Monument ownership assignment and release appears to work fine overall. However, I believe your default monument zones config is a bit off. Especially at very large monuments like Excavator or Launchsite you have to get really close to the monument center, before the options to gain ownership show up. I believe that has to do with the monument Radius and Size which appear to be conflicting. I understand that the Size is 100 in each direction x,y,z but the Radius is 300. This is from Launchsite config in version 1.5.8: "Zone shape settings": { "Type (0 - Sphere, 1 - Box)": 1, "Size": "(100, 100, 100)", "Radius": 300.0, "Zone dimmer (0 - remove the dimmer)": 0, "Use colored spheres to display the status of the monument (Green - free; Red - Busy)": false }, While the size of the monument circle on the map appears to be just fine, you have to go like 2/3 of the distance towards the map marker / center, before the ownership options show and you can become owner. Shouldn't the Size be considerably larger? Something in between 150-300 (not sure how to interpret Size here - is it really x,y,z?).
  6. Hi @jtedal, 1) I didn't need to touch the LangKeys, instead I disabled points for collectables, crates, etc. - for now this seems to work for me. I'm going to test it a few hours and come back with feedback. Update 2024-07-06 - upgraded the Monument Owner plugin to version 1.5.7 - still looks good so far. No errors in logs, ownership correctly assigned and removed. Testing further.
  7. Hi @jtedal, I've just installed your new update 1.5.6 and found that - at first glance - ownership seems to get assigned and removed as expected. I need to test more and also refine configuration of zones, before I can give a more conclusive feedback. Things that caught my eye (positive and negative): (+) Ownership gains and losses are now properly announced in global chat again. (+) Map markers are updated properly and show owner and time, or "Nobody" (-) Now I get additional text on what I can do to get points - ond monument ownership. This is definitely too much output, and easily makes global chat unusable for the respective player.. As of now, I restored most of my initial config (no visible sphere, points needed = 60, cooldown = 1 sec, guests can use recycler). This seems to work so far, but after 30 minutes I clearly need to test more before I can say anything. On a bottom line I think there should be a distinction between relevant information (points needed: 60, you have: 25) and redundant information (you can get points for this, this and this). The latter is only relevant the first or second time you see it, then it becomes more and more redundant. Such text should be compressed, maybe by giving the server owner an option to have verbose output, compressed output or no output of such information text. Maybe there could even be a chat command the player can enter to see what to do in order to earn the needed points. This way your info text could be 1 line "enter command /mopoints to see points you can earn in this monument" or something along those lines. Thanks again for a great plugin. I'm looking forwards to spending a few hours on my 2nd server with testing and tweaking the configuration. Hoping that I don't need to downgrade again.
  8. 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. 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.
  9. Hey thanks for getting back to me. I had this problem with several players. Already went back to version 1.4.1 which resolved the problem for me. I didn't record any clips. Checking logs from this morning (nightly server restart till I downgraded Monument Owner from 1.5.5 to 1.4.1) I don't see any errors. Hence whatever it is, it happens silently. Monuments locked by a player stay locked. The map markers still said monuments were locked to players with 572 or so seconds left. The player was logged off for hours already. After server restart monuments were still locked to the same players. I attach the relevant part of the logs. Before I went back to 1.4.1 I unloaded version 1.5.5 and deleted all the config, language and data files. Then I copied the files back fresh from the ZIP file, and configured the monuments (no domes, cooldown set to 1 second as players should immediately be able to re-gain ownership, and 60 points needed to gain ownership). I also made sure files are owned by the server. No errors in the logs that I could find. That was last night. This morning monument locks were frozen in time, no errors in logs, hence I decided to go back to 1.4.1. Here is an exemplary monument config (Airfield.json) - I set them all in a similar fashion { "On/Off": true, "Local position (regarding the monument)": "(0, 0, -26.673)", "Zone shape settings": { "Type (0 - Sphere, 1 - Box)": 0, "Size": "(100, 100, 100)", "Radius": 205.0, "Zone dimmer (0 - remove the dimmer)": 0, "Use colored spheres to display the status of the monument (Green - free; Red - Busy)": true }, "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)" }, "Monument settings": { "Timers": { "Cooldown timer after becoming monument owner during which the player cannot claim the title again in seconds": 1.0, "Timed duration which the player will retaion ownership of the monument in seconds": 600, "The amount of time which the owner can leave the monument area and retain their title in seconds": 300 }, "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 }, "Points for NPC damage": { "On/Off": true, "Number of points per 1 damage": 1 }, "Points for Boss damage (Settings for the \"BossMonster\" plugin)": { "On/Off": true, "Number of points per 1 damage": 1 }, "Points for Bradley damage": { "On/Off": true, "Number of points per 1 damage": 1 }, "Points for crates": { "On/Off": true, "Default number of points (if the entity name is not in the list below)": 5, "Entities": { "assets/bundled/prefabs/radtown/crate_normal_2.prefab": 10, "assets/bundled/prefabs/radtown/crate_normal.prefab": 20, "assets/bundled/prefabs/radtown/crate_elite.prefab": 30 } }, "Points for open doors": { "On/Off": true, "Default number of points (if the entity name is not in the list below)": 5, "Entities": { "Green": 10, "Blue": 20, "Red": 30 } }, "Points for collectable items": { "On/Off": true, "Default number of points (if the entity name is not in the list below)": 5, "Entities": { "assets/bundled/prefabs/autospawn/collectable/hemp/hemp-collectable.prefab": 10, "assets/bundled/prefabs/autospawn/collectable/wood/wood-collectable.prefab": 10, "assets/bundled/prefabs/autospawn/collectable/stone/metal-collectable.prefab": 10, "assets/bundled/prefabs/autospawn/collectable/stone/sulfur-collectable.prefab": 10, "assets/bundled/prefabs/autospawn/collectable/stone/stone-collectable.prefab": 10, "assets/content/structures/excavator/prefabs/diesel_collectable.prefab": 10 } }, "Points for start hacking the crate": { "On/Off": true, "Number of points per launch": 50 } }, "Settings for Monument guests": { "Can a non owner enter or stay in the zone": true, "Can deal damage to NPCs if not an owner": false, "Can deal damage to tanks if not an owner": false, "Can deal damage to barrel if not an owner": false, "Can crates be looted if not an owner": false, "Can collectable items (diesel, cards) be pickup if not an owner": false, "Can crates be hacked if not an owner": false, "Can the doors be opened with a card": true, "Can backpacks be looted if not an owner": false, "Can recycler be used if not an owner": true, "Can NPCs target players if not an owner": true, "Can tanks target players if not an owner": true } } } log.txt
  10. Dears, despite "MonumentOwner" (1.4.1) being bugged badly I will have to go back to that version as it at least handled locking and relesing ownerships somewhat ok-ish and problems can be worked around. In the new version 1.5.5 I'm missing proper announcements for monument locks in global chat, and in addition ownership is not released from monuments even if the player logs off and the server does it's nightly restart. Although I like some of the new ideas, especially having points to lock a monument rather than doing a series of things, locking and unlocking as a core feature has to work reliably.
  11. Hi all, you can disregard this and close. The problem came from Pterodactyl, where I created folders and copied files through their GUI. Files and folders were owned by root and not by the Rust server, which led to the error message. I corrected ownership for files and folders, and now the PlayersData.json file is automatically created as it should be. Sorry for the noise.
  12. miniMe_rust

    Raidable Bases

    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, ...
  13. I've done basically a clean install by removing the old plugin version and deleting each and every file (oxide/data/MM_Data, oxide/config, /oxide/lang, oxide/plugins) related to Monument Owner. Then copied the new files of the ZIP archive into their respective locations (English version) and configured each monument. Finally I copied the .cs file into the plugins folder. After first run the default config was created (oxide/config/MonumentOwner.json) - configuration is set like in previous versions, so players becoming owners or losing ownership should be announced in global chat. This is not the case. I did reload the plugin several times, but no chat notifications showing. What is the problem here? "Notification Settings": { "Prefix": "[MonumentOwner]", "Chat Message setting": { "Use chat notifications": true }, "Facepunch Game Tips setting": { "Use Facepunch Game Tips (notification bar above hotbar)": false, "Style (0 - Blue Normal, 1 - Red Normal, 2 - Blue Long, 3 - Blue Short, 4 - Server Event)": 2 }, "GUI Announcements setting (only for GUIAnnouncements plugin)": { "Do you use GUI Announcements integration": false, "Banner color": "Grey", "Text color": "White", "Adjust Vertical Position": 0.03 }, "Notify setting (only for Notify plugin)": { "Do you use Notify integration": false, "Type": "0" },
  14. This problem report is a bit paradox, because jtedal explicitly requests users to delete the MM_Data/MonumentOwner/PlayersData.json file upon updating to 1.5.5 - however, if you do that there is a lengthy error showing when the plugin is supposed to initialize. I made sure the path oxide/data/MM_Data/MonumentOwner/ exists, and the file PlayersData.json actually does not exist. Then I loaded the plugin which threw below error message. Rust server is running inside a default Pterodactyl Wings node, mostly vanilla. The only way to bypass below error is to manually create an (empty) PlayersData.json in the respective location, and then reload the plugin. [MonumentOwner] Creating a default config... [MonumentOwner] Creation of the default config completed! Failed to call hook 'OnServerInitialized' on plugin 'MonumentOwner v1.5.5' (UnauthorizedAccessException: Access to the path "/home/container/oxide/data/MM_Data/MonumentOwner/PlayersData.json" is denied.) at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <e3aa8db986d7457ca73f10110f1283f5>:0 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.IO.FileOptions options) [0x00000] in <e3aa8db986d7457ca73f10110f1283f5>:0 at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int,System.IO.FileOptions) at System.IO.StreamWriter..ctor (System.String path, System.Boolean append, System.Text.Encoding encoding, System.Int32 bufferSize) [0x00055] in <e3aa8db986d7457ca73f10110f1283f5>:0 at System.IO.StreamWriter..ctor (System.String path) [0x00008] in <e3aa8db986d7457ca73f10110f1283f5>:0 at (wrapper remoting-invoke-with-check) System.IO.StreamWriter..ctor(string) at System.IO.File.WriteAllText (System.String path, System.String contents) [0x00026] in <e3aa8db986d7457ca73f10110f1283f5>:0 at Oxide.Core.Configuration.DynamicConfigFile.WriteObject[T] (T config, System.Boolean sync, System.String filename) [0x0003f] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.DataFileSystem.WriteObject[T] (System.String name, T Object, System.Boolean sync) [0x00007] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.DataFileSystem.ReadObject[T] (System.String name) [0x0000f] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Plugins.MonumentOwner+PlayerDataManager.LoadFiles () [0x0001b] in <7a50ab0e20f34d74be6f8445060ef41f>:0 at Oxide.Plugins.MonumentOwner.OnServerInitialized () [0x0003a] in <7a50ab0e20f34d74be6f8445060ef41f>:0 at Oxide.Plugins.MonumentOwner.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00165] in <7a50ab0e20f34d74be6f8445060ef41f>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <795304323ac74a298b8ed190a1dfa739>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0 Loaded plugin MonumentOwner v1.5.5 by jtedal [MonumentOwner] Image Scores_jtedal download is completed. [MonumentOwner] Image Crown_jtedal download is completed. [MonumentOwner] Image ExitTime_jtedal download is completed. [MonumentOwner] Image Guest_jtedal download is completed.
  15. miniMe_rust

    Zones

    You sure can - check the config files for each zone in "oxide/data/MM_Data/MonumentOwner/Monuments" and set the value in the "Zone dimmer" line to 0. I did the same. If you leave the "Use colored spheres" setting true, the plugin will draw red or green borders around monuments, depending on whether it is busy or free. Pretty neat, "Zone shape settings": { "Type (0 - Sphere, 1 - Box)": 0, "Size": "(100, 100, 100)", "Radius": 90.0, "Zone dimmer (0 - remove the dimmer)": 0, "Use colored spheres to display the status of the monument (Green - free; Red - Busy)": true },
  16. miniMe_rust

    SimplePVE

    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.
  17. 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).
  18. miniMe_rust

    Raidable Bases

    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!
  19. miniMe_rust

    SimplePVE

    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.
    The "Server Wipe System" plugin works flawlessly and on top lets you specify which files to explicitly remove on wipe - or keep, despite of the other settings. The author is active and also provided an update right in time for the 2-May update, where FP updated the Harmony version. Thanks to this plugin all wipes are now fully automated and all that is left for me to do is to take care of applying updates to the host machine once in a month. A true time saver! Only thing I still couldn't figure out yet is whether I can use wildcards to exclude e.g. oxide/data/RaidableBases/Profiles/*.json from being deleted, where all other data is completely wiped, or if you can exclude an entire folder. Other than that I'm pretty happy with my purchase, even after a bumpy start where I struggled to set which seed to use on the subsequent wipe. That was clearly a "me" problem, not the author's fault. Highly recommended purchase!
    This plugin works great for me. I've got 2 servers with map size 3750. When picking seeds from rustmaps.com and comparing maps between what I get on my servers and what I can see on rustmaps.com, I practically always have all the monuments on the map that are also shown in rustmaps. Plus the fully functional rail ring. Truly happy with this plugin. The plugin author is actively updating his plugins, and also provided an update just in time for 2-May force wipe. I'm using 2 plugins from this author (railroads and server wiper) and so far I am happy with my purchases. Keep up the good work!
  20. miniMe_rust

    Raidable Bases

    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?
    This plugin does a very good job limiting "spamvertising" through my servers through user names. Also helps prevent users showing up with user names similar to the server owner's or staff members. Highly recommended.
    You get what you pay for, but nothing more, which is a bit disappointing. When I had questions with the plugin and joined the author's Discord, I quickly found it was mostly dead. From 2 questions asked I only got 1 delayed answer. Don't buy if you've got questions and expect any (timely) help. Other than that I can recommend this plugin, which I'm currently testing on my secondary server which ran the vanilla PvE mode before. This plugin requires you to set "server.pve = false" to work correctly No more unability for players to remove their own structures, and no need to install extra plugins like the uMod remover tool Damage is no longer reflected back to the player, while preventing damage or looting of players, boxes, sleepers or backpacks If you check the discussions there seem to be some issues when used together with Raidable Bases, especially such PvP bases Plays nicely together with plugins like Monument Owner Compared to other plugins SimplePVE is much easier to set up, and configuration options are easily accessible The /sprules command gives you access to most of the configuration in a GUI, but for some of the config you will have to edit a file Nonetheless the author did an outstanding job to make configuration accessible, which should be more than enough for most usecases In my eyes would be worth 5 stars with a more active community, or better commitment of the author to answer questions and provide all necessary info to users for an exceptional experience. I can't see any ambitions to improve documentation or build and facilitate a community where users help other users. In total you really get what you pay for, but nothing extra. You will need to accept "trial and error" with configuration options due to lack of commitment to help users set up their usecase, or answer questions.
  21. Hi kasvoton, I think I worked out how to configure. My mistake was that I set the "Seed" line to "null" before wipe, and gave the plugin only 1 seed in the "Maps" array. I managed to successfully wipe my server by leaving the current seed on top of the json config file, and added my new seed alongside the current seed into the "Maps" array. Upon wipe the wiper plugin successfully chose the new (correct) seed. I think that solved it for me, and this ticket can be closed. Thanks again!
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