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Everything posted by Steenamaroo
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Oh, didn't see you had put 'Bradley' in the title. The APC_Safe option was replaced in the last update, as described in the update notes.
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The latest version has a new option 'Bot_Take_Damage_Percent' which you could set to zero.
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That's great. Thanks for taking the time. I'll patch that very soon, along with another issue I've identified, and update either today or tomorrow. In the short term, the issue is coming from homing missiles so a short term fix would be to remove those from BotReSpawn npc's kits.
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Something like that would probably make more sense as part of ServerRewards plugin, or Economics plugin. RustRewards doesn't keep records of players currencies as they're stored by the chosen currency plugin, and as player can probably earn ServerRewards/Economics from other sources, as well as through RustRewards, it wouldn't really make sense for RustRewards to be governing that.
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You just need to unload ServerRewards and delete whatever data file it has that stores players currencies. Looks like it's /data/ServerRewards/player_data.json
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Alright, thank you.
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Hi, Which version are you on? Do you have your server logging to file? If so could you check it, please? It usually logs more detail.
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Hi, ServerRewards will have its own config and data files. You'll probably need to wipe one of those. The data files for RustRewards don't store anything to do with currencies.
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Hi, Just set the reward to 0, in the UI, for whatever it is they're growing and harvesting.
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By default CustomLoot affects nothing at all, so you'd have to configure it to populate this crate or that npc. That means, if you want, you could keep everything vanilla except specific crates/barrels/npc types that you choose. Note, though, that you can't tell CustomLoot to only give one item without it giving that item all the time. I.E. If CustomLoot is enabled for some particular container, it has to put something in there, and if you only have one item enabled it will always be that item. If you want some degree or rarity for that item you would have to enable other items to balance it against. A solution might be to just balance it against something low value like, for example, small quantities of wood.
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Yes, this is certainly a thing if the SQL connection attempt times out. I'm not sure if there's a way around that now, it's possible, but there wasn't when I last looked into it. It's not ideal, for sure, but shouldn't be a problem once the credentials are all correct and tested + working. Have you had timeouts under these circumstances?
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To be honest, I couldn't really say. The current version doesn't really lend itself to expansion and has been begging for a rewrite for quite some time. I put a fair bit of work in last year and got a replacement maybe 90% of the way there? I would like to finish it up and release it but, like so many things, it's finding the time. I'll try to make some time for it in the coming weeks, or months, and see if I can, at least, get it to private testing stage.
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Hi, Not with the current version, no, but there are plans for that in future.
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OK, thanks for confirming. Which npcs are you testing with? OilRig npcs would probably be a solid test, as there's no real ambiguity out there.
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Hi, Looking at your files, it should be working. No, you don't need BotReSpawn. CustomLoot can put loot on BotReSpawn corpses but it can also handle all the groups of vanilla npcs, many, or all, of which you've enabled. Did you reload CustomLoot after making your file edits? Was there any error in console relating to your scientist loot table? Failing that I'd guess maybe some other plugin is overriding the loot. It might be worth temporarily unloading all plugins then just loading CustomLoot, to test.
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Oh, ok. Two different boxes on the same local network. I just fired up mamp on my laptop and successfully saved PlayerRanks SQL from my server computer - They're two different machines on the same local network. It worked fine. What error are you getting from PlayerRanks when you do console command 'playerranks.save'? All I did at the SQL end was create a blank db with a name that I put in PlayerRanks config, and create a new SQL user with privs for insert/update/delete/create/drop. For the user make sure host name is set to either % for wildcard, or the specific IP of the Rust server computer.
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Hi, Are you saying the Rust server and SQL server are running on the same box? If so you might try localhost or 127.0.0.1 in the sql_host field.