-
Posts
3,599 -
Joined
-
Last visited
-
Days Won
207
Content Type
Profiles
Warranty Claims
Downloads
Forums
Store
Support
DOWNLOADS EXTRA
Services
Posts posted by Steenamaroo
-
-
-
It's way more plugin that you need but free PlayerRanks plugin includes Economics as a stat.
You can customise the chat command to whatever you want and could set "CommandOpensTop30" to true in the config,
so that when players use the command it goes straight to the top 30 page,
then for each category in the settings you could disable it (EnabledInPersonal/EnabledInTop1/EnabledinTop30 false)
except for Economics where you'd leave EnabledInTop30 true.There's an optional timed print-to-chat of the top X players per category so, likewise, you could set IncludeInChatBroadcast false for everything except Economics.
That way you'd get a print of the top X Economics players in chat every Y minutes.
(you customise X + Y in the config file),
and you'd give players access to a UI that lists the top 30 Economics players on the server.It's killing an ant with a lump hammer but at least if you're stuck you have one option.
-
It'll drop whatever you want it to drop.
If you want the npc's clothing to be lootable then set Wipe_Clothing_Percent to 0
If that doesn't work then either some other plugin is wiping the npc's clothing, or something has changed in Rust that I'm not aware of.
Let me know and I'll pursue it if needed. -
Hi,
If you're talking about the vanilla npcs then NPCKits is what you're looking for.
-
Hi,
Are you using RustRewards to let your players earn ServerRewards currency?
If so, are you seeing any relevant console errors in your log?
Are players getting notifications (from RustRewards) that they've earned SR for various tasks, if you have that enabled?Is the RustRewards config set as follows?
"UseScrap": false,
"UseEconomics": false,
"UseServerRewards": true -
My pleasure.
-
Hi,
Are you seeing a compile error or something?
The current version definitely compiles just fine so I'd recommend deleting BotReSpawn.cs from your server and from your downloads folder,
then re-download from Codefling and copy to the server /plugins folder.
Watch the console whilst doing this. If any error is thrown when you copy the plugin over, please copy and paste or screen shot it here. -
Hi,
I'm afraid that's not something I'd have control over.
If the SkillTree plugin already issues XP for BotReSpawn npc kills, I'd have no way to alter or modify that.
BotReSpawn does have API to return NPC profile name - string NPCProfile(NPCPlayer npc) - returns profile name or "No Name" if it's not a BotReSpawn npc.
Maybe the SkillTree author can do something with that, allowing users to specify profilenames and multipliers, or specific amounts? -
Hi,
I'm not sure if that'd be popular as a public feature but it's easy enough to add - I wouldn't mind writing it in for you.Not sure what you mean "when the command is initiated". Can you clarify?
-
Should be all good now @MastrJedii
-
Hey man.
Those sort filters exist although, admittedly, they could be named better.
Click the 'Plugins' tab on the main page to show plugins only.
'Recently Updated' is the default view but you can click Sort By > Start Date to order by when they were added.
I'll mention to @Death about changing 'Start Date' to the words 'Recently Added' or something more obvious.There's no option to opt out of UpdatesChecker. If the plugin is on Codefling and the author uses conventional version numbering, increasing as they go,
UpdatesChecked should tell you.-
1
-
-
Ah good stuff! Sorry the reply was so late.
Pretty sure I don't get pinged for stuff in here - Need to check more often!-
1
-
-
Hi,
I didn't see this in general support. @mcoulter876
That was not added to 2.1.1 but will be in 2.1.2.
-
Hi,
It's not something I know that much about but you might want to look into HumanNPC, ServerRewards and Quests.
I think between the three you can set up currency and have a value on killing npcs, or players.Any more info than that and someone else will have to chime in but maybe it'll point you in the right direction.
-
Hi,
I have a plugin called CustomLoot which can handle the various types of barrel.The setup takes a little getting used to but for your purposes you'd just make a loot table that has "Resources" have probability 1, and "Scrap" (within resources) probability 1.
With everything else being zero, as it would be from default, your barrels will now contain nothing but scrap.You can alter the min/max amounts too and if you ever want to add in any other possible loot that's easy enough to dial in.
-
This is more or less complete, and accurate.
Release shouldn't be too far away. -
Hi @joransrb I removed the image at the request of the server owner.
Just letting you know.
-
Hi,
Q: What weapons can my bots use?
A: I recommend sticking to basic bullet-weapons, hand tools and melee weapons.Bows have worked on and off over the years but they were never recommended or officially supported.
-
It has not but it's on the to do list.
-
It is. BotSpawn only really supports held melee weapons and regular bullet weapons.
Anything else is iffy.
-
also, feel free to jump in to my discord and/or Codefling discord.
-
Ok, thanks for trying that. Since I can't replicate it I can only make suggestions.
How about unloading AlphaLoot to test? -
No, you have the right idea. It's working fine here, though.
I suspect you're not getting CustomLoot at all.
Maybe change "lootTable" to something new then in that new loottable just set weapons category probability to 1, and a bunch of individual weapons to 1.
That way it's super obvious if it's CustomLoot you're seeing, or just the regular rust loot. -
Hi,
There was an update for AlphaLoot about a month ago which addressed an issue where disabling NPC profiles was ignored.
Are you up to date?
-
Yes, that's right. For any profile to spawn automatically 'AutoSpawn' needs to be true, whether they're Murderer types or not.
No, there's no option for that right now. There is an in-game chat command to spawn toplayer but no console command.
A few people have asked so I'll hook up a console command for it in the next update. -
You've got AutoSpawn false for all four biomes. That would need to be true.
No, Kits are optional.
The murderer prefab started spawning naked a while back - I presume that's still the case? Not sure.Either way, I made BotSpawn give them the scarecrow outfit if no Kit is specified.
-
Ok. Have a look through your server logs and see if there are any warnings "Failed to find spawnpoints at <BiomeName>"
-
Hi,
Make sure you've allowed enough time because Biome spawns begin after a delay.
The delay is longer the more npcs you ask for - It could even be a minute or two before BotSpawn scans and finds enough spawn points in the correct biomes. -
Hi,
You're doing nothing wrong. BotSpawn NPCs don't attack animals or APCs.
-
-
Hi,
This is already an option. Just click "Plugins" in the main nav and the default view should already be sorted by "Recently Updated".
If it's not you can click "Sort By" at the top right of the plugin panel and choose "Recently Updated".-
1
-
-
I'm not sure I have control over that but I'll take a look some time.
I made a choice a long time ago not to play with troublesome weapons, partly because a lot of it was outside of my control and partly because the AI was constantly changing at that time.
I didn't want to get into a pattern of having to regularly fix up janky rocket/arrow/flamethrower fixing code.
If there's a simple way to make the sound effects happen I'll certainly do it but I just wanted to give you a bit of background as to why I drew a line at bullet/melee weapons.-
1
-
-
-
1
-
-
Ok, thanks for letting me know.
I'll get it sorted on my test server.The chainsaws aren't really supported. I recommend bullet and non-throwable melee weapons only.
Others may work but if they don't they don't. -
-
Hi,
Most likely they're getting run over.
It's something I've been meaning to look at.
-
It's no problem. I'll add a global config option for Staggered_Despawn in the next update.
Thanks.-
1
-
-
It doesn't matter much to me whether they despawn gradually or all at once.
I just thought gradual would have been preferred by most so that a large chunk of population doesn't suddenly vanish to any players who happen to be in the area.I'll add a global option for instant despawn in the next update.
-
1
-
-
Hi,
There's a check for population/time of day every 10 seconds and npcs are killed off one at a time.
That means if you have 5 npcs for day and 1 for night and night time is 20 hours, it might be 20:40 before you reach population of 1.The reason for this is just so multiple npcs don't suddenly vanish all at once.
-
1
-
-
Hi,
If you view the page for one of your prefabs or monuments you should see 'Edit Details'.
Click that and, scrolling down a little bit, you should see selections for free/paid, with a box to change price.
You should be able to select 'Free' then scroll to the bottom and save.-
1
-
-
Hi,
Can you list some features you'd like to see in such a plugin?
-
Not seeing a problem here with BotSpawn 2.0.8 and DeathNotes 6.3.5.
-
Ok.
Are you on BotSpawn 2.0.8?
-
Also...do I know you from discord?
-
Hi,
Yeah that sounds about right. I'll see about making sure the attacker is correct in the HitInfo.
Thanks for letting me know. -
This is nothing short of badass! Love it!!
-
1
-
-
-
Keirox's previous bundled files were for an out-of-date BotSpawn and some changes (Bots is now Day_Time_Spawn_Amount) would be needed to make it work with current version but, other than that, his bundled spawn points should work just fine.
If a handful of them are too far away from Navmesh that's either an oversight on his part or the result of recent stricter water checks in BotSpawn.
Either way you should be able to just manually move the ones which aren't good.
If you create a spawn point in, or move one to, an no-good location, current BotSpawn will print a message to chat to say something like
'consider moving this point or enabling Stationary option', so at least you don't have to keep reloading to check if you've fixed it.
-
4 minutes ago, SPATCH said:
tried editing it in the custom data JSON and spawn data JSON to see if i could move the spawn point closer to the navmesh, but nothing I try works
Hi,
I can't remember if BotSpawn saves down spawns files, from memory, on unload/reload or not but either way you'd be better using the built in chat commands to move spawnpoints.
You shouldn't ever need to manually edit a BotSpawn spawns json file.When you've identified a problem spawn do /botspawn edit <thatprofilename> then /botspawn movespawn <TheSpawnPointNumber>
It should tell you straight away, in chat, if the new location is too far from navmesh.
If it is move around and do 'movespawn' command again until you get a usable spot.
-
Welcome to the party, Nick!
-
-
1
-
-
Hi TheEye,
I'm planning to do a basic setup video soon, and include some example loottables with the download,
but, for now, here is some info.
/config/CustomLoot.json contains all the 'container' categories that CustomLoot can modify.
For the containers you want to change you need to specify a loot table name.
If a loottable/file of that name doesn't exist, CustomLoot will create it when you reload.You can use the same loottable for multiple container types, or make each container type have its own loot table.
That's up to you.Example -
"Murderer": { "enabled": true, "lootTable": "MurdererLootTable", "maxItems": 1, "minItems": 1, "gunsWithAmmo": false, "noGuns": false, "MaxBps": 3, "MinWeaponCondition": 50, "MaxWeaponCondition": 50, "ClearContainerFirst": true }
With that ^ set up, and the plugin reloaded, you now have /data/CustomLoot/MurdererLootTable.json.
Open that.
There's two stage probability here. The scale is relative - You make it up.All Item categories are listed then, further down, all the items in each category are listed.
You need to set probability greater than one for at least one category and, also, for at least one item with that category.
Eg
"Weapon": { "probability": 1, "allowBlueprints": true }and
"Weapon": { "bone.club": { "probability": 2, "maxStack": 1, "minStack": 1, "blueprintChancePercent": 50, "skins": [] }, "bow.compound": { "probability": 1, "maxStack": 1, "minStack": 1, "blueprintChancePercent": 50, "skins": [] }, ///etc
With this set up your murderer corpses will have one item of loot in them.
That item will be a bone club or a compound bow, with bone club being 2X more common than the bow. -
Best comments ever ^.
-
+1 to that!
-
Quick post to say a huge thank you to @Death for the huge amount of work he's put in to creating this platform
Welcome to everyone who has joined so far.
If you like what you see please do take a moment to invite some friends here or, if you have a Rust server discord, please @everyone in there to let people know.
The more users and devs there are the better the community will be!
-
1
-
1
-

Our stance on AI-generated content
in Announcements
Posted
I agree with rejecting AI submissions.
Codefling has always placed importance on our creators truly owning, and fully understanding, their work.
This stance initially emerged due to how easy it is to take snippets of other people's work without permission but it should apply just the same, in my opinion, to 'AI' generated work.
Understanding exactly how a work was created and how it works is essential when it comes to maintaining that work and troubleshooting potential issues with it.
We've had exceptions in the past where we allowed submission of 'bought and paid for' works on the condition that any required maintenance would be handled by the original developer,
essentially allowing 'the creator' to be a support middle-man.
I think I'm correct in saying it doesn't work and we don't allow it anymore.
Where paid assets are concerned it's a competitive environment.
There are many ways to maintain an edge and be successful, such as how you handle support requests, how well tested your code is,
how quickly you respond to wipe issues, your personality, etc,
but whether you wrote and/or understand the code should not be in that list.
That should be mandatory.
If someone wants to use AI as a learning or development tool I'm all for it. Whatever works for you...
but if any reviewer has any doubt at all that a submitting creator could recreate any given work 100% from scratch with no assistance,
that work should be declined.