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miniMe_rust

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Everything posted by miniMe_rust

  1. miniMe_rust

    SimplePVE

    Fridges are no longer loot-protected
  2. 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.
  3. miniMe_rust

    SimplePVE

    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.
  4. 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.
  5. 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.
  6. miniMe_rust

    Raidable Bases

    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.
  7. miniMe_rust

    Raidable Bases

    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?
  8. miniMe_rust

    Raidable Bases

    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.
  9. miniMe_rust

    Raidable Bases

    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
  10. miniMe_rust

    Raidable Bases

    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
  11. miniMe_rust

    Raidable Bases

    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.
  12. miniMe_rust

    SimplePVE

    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
  13. miniMe_rust

    SimplePVE

    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
  14. miniMe_rust

    SimplePVE

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

    SimplePVE

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

    SimplePVE

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

    SimplePVE

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

    SimplePVE

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

    WarnMenu

    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.
  20. miniMe_rust

    Raidable Bases

    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.
  21. miniMe_rust

    SimplePVE

    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.
  22. 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.
    This plugin does exactly as it says - threw it into my 3000 worldsize server and since then have a Travelling Vendor. Keep up the great work guys! Cheers!
  23. 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.
  24. 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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