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Everything posted by Steenamaroo
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Hey mate, I'll do an update for this later. For now just reloading CustomBradley should work around it. Thanks for letting me know. ðŸ‘
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Hi, That's a different error. That one looks to be an issue with your RustRewards lang file. Maybe you made a mistake when editing it? You can prove by taking a backup then just deleting the file, then reloading the plugin.
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I can only really reiterate what I said before, because I don't know that plugin, but my assumption would be that if you already have CustomLoot set up to put loot on the type of npc that plugin spawns, then the option provided would let you prevent that from happening for BossMonster npcs. It sounds like when I had 'Allow_Alphaloot' in BotReSpawn. I had dozens of people asking 'where do I put the loot table name' when, really, the option was preventative and should have been called 'Prevent_Alphaloot'. Maybe the author would consider adding "CustomLoot_Profile" as a string option, and making their own call for loot to CustomLoot if that's not empty. That would give more control.
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I updated BotReSpawn 10 days ago to address this issue. All names would have worked again upon install of V1.2.9. ðŸ‘
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Unable to recognize custom items in the kits plugin.
Steenamaroo replied to laodu's Support Request in Support
Yes, I understand, but BotReSpawn just asks Kits plugin for the items then puts them in the npc's inventory. If the items are incorrect in some way that's going to be a question for the Kits plugin developer, rather than me. To prove that, one way or other, strip your character in game and redeem the kit yourself. Are the items you receive correct, or do you see the issue? -
Unable to recognize custom items in the kits plugin.
Steenamaroo replied to laodu's Support Request in Support
I'm not sure I understand properly but if you're somehow putting custom items into Kits and then finding that when the npcs get those items they are just vanilla, then I think that would be a Kits.cs plugin issue rather than a BotReSpawn one. If that's not the case, tell me more. 👠-
Unable to recognize custom items in the kits plugin.
Steenamaroo replied to laodu's Support Request in Support
Hi, CustomLoot can give out custom items (custom names and skins for vanilla items), but you have to set up those items using a chat command. From the plugin description Dec '23 1.2.2 update. Customloot now supports treating specific skinned items as if they are unique items. For example you could create skinned paper as ‘Money’, and it will be treated as unique, with totally separate settings and options from regular paper. The format for creating items is that you hold your skinned item and type /CustomLoot ExistingLootTable Category CustomName so, for example, if you want to skin paper with skin 012345 and use it as ‘Money’ in a loottable called ‘AirdropTable’, hold some paper with that money skin and type /CustomLoot AirdropTable Resources Money You can also specify “All†instead of a specific loottable /CustomLoot All Resources Money -
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Problem with Exception while calling NextTick callback
Steenamaroo replied to Gotteshand1974's Support Request in Support
Ah, ok. That makes some sense. I'll take a look into it soon. Thanks for letting me know. 👠-
Hi, What is itemtext used for in the other plugins? Is it just a clone of the custom name, or does it need to be something you can edit/customise separately? I'm sure we can sort it out, either way.
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Hi, I'm not really sure that's a conflict. BotReSpawn's peacekeeper mode uses player hostility so yes, if some other plugin prevented player hostility then peacekeeping BotReSpawn npcs wouldn't attack them. I guess you probably want to turn peacekeeper off for certain profiles?
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Problem with Exception while calling NextTick callback
Steenamaroo replied to Gotteshand1974's Support Request in Support
Hi, Does it definitely happen when killing them, or when farming their corpse? If it happens upon the kill then do you have any kind of auto-harvest plugin? -
Change of plan. Looks like I can patch around it fairly easily. I'll do updates for BotReSpawn and NPCKits soon.
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Hi, Thanks for letting me know. I'm aware of this. It's something I can work around in BotReSpawn if necessary but for NPCKits it would mean a quite a bit of work for every npc type in the game. I'm hoping FP revert or make a change to accommodate us but who knows. Keeping an eye on it, thanks! ðŸ‘
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Hi, Thanks for reporting it. Looks like Facepunch locked it down making it so that displayName can't be set. There is a way around it but, for BotReSpawn anyway, it's a long way. I think I'll wait it out incase Facepunch reverse the change or accommodate the modding community. It's happened before. See above^^ RadiableBases isn't really relevant here. It's a different plugin.
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Thank you ^ ðŸ‘
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I tested here to confirm, although it's just a simple PrintToChat - Completely unrelated to the displayNames issue and unlikely to break. Maybe something's changed with another plugin that filters or alters chat? I'd suggest double-checking that Announce is true and the text is setup as you want for some profile, then reload that profile. Ensure that the npc spawns either by going there or checking bots.count. If the npc spawns but you see no announcement, I'd probably unload all other plugins then try again.
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Announcement_Text seems to be working fine. Make sure you have Announce_Spawn set to true, as well as putting in your Announcement_Text, and also make sure you make these changes with the plugin unloaded, then load the plugin after the changes have been saved.
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Hi, Thanks for reporting it. Looks like Facepunch locked it down making it so that displayName can't be set. There is a way around it but, for BotReSpawn anyway, it's a long way. I think I'll wait it out incase Facepunch reverse the change or accommodate the modding community. It's happened before.
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Hi, I released V1.2.8 yesterday in anticipation of this. You'll need to update to that.