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Steenamaroo

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Everything posted by Steenamaroo

  1. Are they all custom profiles? Custom profiles automatically disable themselves when wipe is detected, on the assumption that their locations wont make sense on the new map. If that was the case but you recycle maps and don't want this to happen, you can set Disable_Non_Parented_Custom_Profiles_After_Wipe to false.
  2. Steenamaroo

    New animals

    I just checked - They should be added automatically. I'm seeing Panther, Tiger and Crocodile. Are there more?
  3. Steenamaroo

    New animals

    Will do.
  4. Nah, Enable Targeting Hook isn't related. That's a BotReSpawn call to let other plugins decide to let / not let BotReSpawn attack their npcs. CanBradleyApcTarget BotReSpawn - True (Boolean) Your BotReSpawn settings are saying that APC can target BotReSpawn npcs. That means you have APC_Safe false somewhere. You probably want it set to true.
  5. Thanks for doing that and letting me know. For the vanilla loot profiles (Rust_Loot_Source) BotReSpawn does check if you have AlphaLoot and, if so, it does make a call to AlphaLoot to get its version of the loot for that particular source. `DefaultNPC` would be scientistnpc_roam so I guess maybe Alphaloot is set up to give them nothing? You could either make changes in Alphaloot to make sure that npc type gets loot, or change the `Rust_Loot_Source` to something else in BotReSpawn UI.
  6. Hi @Lei_Wong I'd need to look into this. I never actually tested drone defence first hand - I had someone else testing and reporting back.
  7. @Kaj Van der Hallen - Hi again. I just checked and they're getting vanilla Rust loot just fine over here. I had a profile on Default NPC and it gave me some pistol bullets and stuff, then I changed to Beehive and it gave me honey so all looks good. Maybe you've got some other loot plugin wiping the loot for these npcs? If you're struggling to track it down it might be worth unloading any plugins that manage loot (whether they're meant to affect npcs or not), then testing again.
  8. @Kaj Van der Hallen - Thanks for letting me know. I'll check very shortly and see what's going on. @MelodyZE - Hi, I'm not seeing an issue here. Have you used `bot.count` command in console to 100% confirm? It gives you the total number of spawned npcs. `bots.count`, with the 's', gives you a per-profile breakdown. Also type nav_wait into console and see what the result is. It should be true. If it's false it means navmesh gets created after the server boots up, which means there's no navmesh for npcs at startup and you'd need to reload the plugin X minutes later. @TwoShoes - You've got APC_Safe set to false for some profile that's near a Bradley. Doesn't necessarily have to be a Bradley even or Launch site profile. It could be airdrop or a biome or...any profile that's close enough to an APC.
  9. Don't worry about doing any more testing. I looked into this with a few other users and got to the bottom of it a few days ago. That'll also be addressed in the next update. If it's an issue, until then, you can run 1.3.9 without issues. Thanks for the info!
  10. I understand. I have it sorted now. There'll be a an update on or before Thursday, for Jungle biome, so the fix will be in there. Thanks again for reporting. That was just pure oversight.
  11. Hi, I'll take a look at that right now. Thanks for reporting it.
  12. Is that a custom monument or a copy/paste?
  13. Hi, Thanks for the report. Someone else reported this exact thing yesterday ( @funky nugget ) i wasn't able to figure it out because I could replicated it, and even joined there server where i had no issue but they did, but... from your video, I notice that a cursor frequently flickers in the first empty text field. I think that could be the problem. Text fields in Rust are jank - Everything is treated as 'submit', including un-focussing (clicking outside of) the field. I think you're clicking behaviour then a tick or whatever later the input field is doing its thing and refreshing the current (to it) page. I'm going to DM you both a copy with autofucus set to false, to see if that solves the issue. If not I'll update BotReSpawn with 'Submit' buttons beside the textfields and ignore their built in triggers. Thanks for reporting.
  14. Ok, I'm looking into it. Thank you. In the mean time you should be able to use 1.3.9 without issue.
  15. Are you able to give an example of where this is happening at a vanilla monument, so I can recreate the issue?
  16. Hi, Can you show me some examples? Are these at vanilla monuments or custom?
  17. Hi, By default BotReSpawn looks for spawnpoints at terrain level which have an open view of the sky. In the case of the Dome, the structure gets in the way so the solution is either to increase the spawn radius for that profile, or to set UseCustomSpawns true then add some spawnpoints in the area via the UI. If you need any more info, let me know.
  18. Steenamaroo

    BetterLoot Compatibility

    There is a known bug with unwrappables getting loot when they shouldn't be right now. I have an update ready to go to address that. Barring that, though, no. CustomLoot is designed to do nothing upon installing, as all loot crates/corpses/barrels are automatically set enabled : false, If you enabled some kind of scientist and created a loottable for it, that's the only thing CustomLoot would alter.
  19. Thanks for the report. It'll be addressed in the next update.
  20. Steenamaroo

    Tree not paying out

    I don't know what those are. Maybe they're relics of an older version or something? They're not created by the current plugin or present in my current config file.
  21. Steenamaroo

    Tree not paying out

    @oxiigiin - What do you mean by reward per hit? Where do you see that?
  22. Steenamaroo

    Spam since update

    Thank you both for your help in solving this.
  23. Steenamaroo

    Spam since update

    Changed Status from Pending to Fixed Changed Fixed In to 1.4.0
  24. Steenamaroo

    Spam since update

    I think couple of messages may have gone astray in Codefling's recent server/db issues. Long story short it's actually coming from npcs who are (were) happily on navmesh. I think there have maybe been some changes with regard to different navmesh areas, perhaps with the new incoming animals, and the npcs were getting stuck at transition points, but I'm pretty sure I've sorted it. Thanks for the reporting and all the info. I'll be doing a public update this evening.
  25. Steenamaroo

    Map update Question

    Hi, I don't think that would trigger the wipe features as they only happen when a .sav file has to be created by the game, but for extra safety just remove PlayerRanks from the plugin folder until the server is fully booted and can be joined. That way, even if something goes wrong with your map/sav, it still won't wipe. For extra extra safety, just backup the PlayerRanks data files.
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