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Everything posted by miniMe_rust
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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.
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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!
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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!
- 30 comments
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- #trainyard
- #rail
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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?
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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.
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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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How to set up for biweekly wipe ?
miniMe_rust replied to OfflineGotOfflined's Support Request in Support
Hi ChickenNugget, I just checked your json and find sftp links in the "Files" section. Pretty sure you need to put in relative paths seen from the root directory of your game server. Hence instead of e.g. "sftp://[email protected]:2022/oxide/data/SkillTree.json" the line should rather read "oxide/data/SkillTree.json" because that is how it is seen from the Wiper plugin. The rest of your json looks pretty good to me. Though I'm not the plugin author I'm pretty sure you need to configure your game server to run the wipe command for you in your preferred rhythm - e.g. biweekly. You might want to take a look at umod.org "Timed Execute" which can do that for you. You're probably running the Rust server off Pterodactyl Panel / Wings and might be able to use Ptero's scheduler to issue the wipe command, and this way don't need additional plugins like "Timed Execute" BR -
deleted - I solved it, see below Just one question remains: For the "Files" and "Blacklist" sections, is it possible to use wildcards or exclude entire directories from deletion? Example Blacklist lines: "oxide/data/RaidableBases/" to exclude that entire folder plus subfolders from deletion "oxide/data/copypaste/*.json" to exclude my copied structured from deletion
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Hi kasvoton, when I try to "ping" you Discord keeps telling me I can't send a message to you, because you only accept messages from friends.
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- 30 comments
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- #trainyard
- #rail
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Plugin causes "inside terrain violation" player kicks since March 7th force wipe
miniMe_rust replied to miniMe_rust's Support Request in Support
Current status for this plugin: Still waiting for your update, eager to test it. Managed to get the current plugin version work somewhat stable by unloading plugin on initial server start after wipe deletion of "oxide/data/MM_Data/MonumentOwner/CooldownPlayers.json" doing a nightly restart of my server. Upon restart the plugin loads and works fine for the rest of the wipe The problem stays reproducible and causes "inside terrain violation" and "flyhack" kicks right after the server wiped. By doing beforementioned steps the problem can be worked around, even though it does not explain or appear understandable why the workaround works. Not going to question this, patiently waiting for the update to come, and provide more feedback once it arrived. If you want to check / reproduce it yourself, set up a Rust server with oxide/uMod plugin support in Pterodactyl Panel/Wings, install the Monument Owner plugin and wipe your server. After wipe hell breaks loose, and your players get constantly kicked. You can also verify my workaround, and probably find why it works, and use that to solve the underlying problem. Remark: Disabling map markers as I said in my previous post seems to be a red herring and does not solve the problem. I still have markers disabled, as I don't need the extra info they give. The trick appears to be to unload the plugin immediately after wipe, and keep it unloaded until next server restart (which happens to be nightly in my case) Keep up the good work! Love your plugin. -
Dears, this has probably been asked a million times, but I'm really struggling with the setup of this plugin. Trouble begins with the seed I want to use after the wipe. In previous tickets it was said "do no populate the seed and task entries in the json, use the seeds array in the bottom instead". Alright. Looking at my json, there is no "seeds" array anywhere. Instead the part which used to be for the seeds is now called "maps". If I insert my next seed there, it is getting ignored and the wiper sets some random seed. The only success I got so far was by shutting down the server and then populating the "seed" entry with the seed I want to have. Upon reboot a map with the correct seed is getting generated, and I'm good for the wipe. However, when the next wipe comes I enter my new seed into the json "seed" line on top, and run the "wipe" command. When the server restarts, the wiper replaced my manually set seed with something else, only heaven knows where it came from. Hence shut down the server, replace the seed and start it up again. I'm sure I'm doing something wrong. The wiper itself seems to work perfectly fine, and I love it so far. Would it be possible to put out a one-pager which explains configuration? It could be part of the (paid) download. Thanks for a great plugin!
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Plugin causes "inside terrain violation" player kicks since March 7th force wipe
miniMe_rust replied to miniMe_rust's Support Request in Support
Thanks for taking the time and checking my log. Interesting that you say my server is incorrectly installed. It is a fresh install - Pterodactyl "wings-in-docker" - where the entire stack is dockerized. I even tested and reproduced the bug on a 2nd server of mine. The moment I remove your plugin, players are no longer kicked. Foreseeable that you say the error must be on my side, rather than fixing a problem which clearly comes from your plugin. Cheap, that you don't even ask a single question and simply claim my installation is broken. This is simply not true. I understand that you're not interested in sorting these problems. Therefore this has been my first and last purchase. Amendment: Re-enabled the plugin, but reconfigured it not to use map markers. Without markers it seems to work. -
Plugin causes "inside terrain violation" player kicks since March 7th force wipe
miniMe_rust posted A Support Request in Support
Dears, since yesterday's force wipe and game update I had to remove the Monument Owner plugin, because players couldn't play the server anymore and got kicked for "inside terrain violation" errors as soon as they started to move around, e.g. run away from the spawn beach. The problem could be tracked back to the Monument Owner plugin. In a nutshell the [MonumentOwner] plugin loaded fine after wipe, no errors visible. As soon as players connected and started to move around, players were kicked and very lengthy error messages showed in the logs. See attached. In order to solve the problem I unloaded the plugin and checked the config - which is pretty much unchanged. I deleted the /oxide/data/MM_Data/MonumentOwner/CooldownPlayers.json file and reloaded the plugin. I instantly got player kicks again and decided to unload and remove the plugin entirely. It seems some game changes broke the Monument Owner plugin. Please check and correct your plugin, because my players really like it and it adds quality of life to my PvE server. Thank you -
Hi jtedal. not quite sure what you're asking. The cause seems quite obvious. From user side a card was swiped, and then management console the depicted error message showed up. Overall function seemed to be unaffected at that time, as the player could continue on the monument and loot it. Tbh I don't remember whether the lock worked. I can't hint you to what in the plugin caused the problem - you're the author and should know that. Besides that I believe your plugin has more pressing problems, but for that I will make a new post. In my eyes this ticket can be closed.
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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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- #mad mappers
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Failed to call hook 'OnCardSwipe' on plugin 'MonumentOwner v1.4.1' (ArgumentException: Value does not fall within the expected range.) at Oxide.Plugins.MonumentOwner+ControllerMonument.CanPlayerBecomeOwner (BasePlayer possibleOwner) [0x00216] in :0 at Oxide.Plugins.MonumentOwner.OnCardSwipe (CardReader cardReader, Keycard card, BasePlayer player) [0x000d0] in :0 at Oxide.Plugins.MonumentOwner.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01271] 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) [0x000d8] in :0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0
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Hi, since recently the Monument Lock no longer handles locks correctly. When a player locks one monument, and another one locks another, it is likely that the 2nd player gets an error saying their team already had locked a monument, and cannot lock another one. However, both players are totally unrelated to each other and not in a team. Edit 17-Jan-2024 Nevermind, I removed this plugin from my server and replaced with "Monument Owner" which provides similar functionality and a bit more. I liked the "Monument Lock" plugin a lot and would pay for it, if it worked reliably. Thanks for your work, and hoping to see an update soon which puts "Monument Lock" back on the rails.