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Everything posted by Steenamaroo
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- 195 comments
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- #permissions
- #admin
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(and 7 more)
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There should be a log folder in oxide directly with basic logging. I think it should include all plugin unloads/reloads.
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You can do that, although PermissionsManager also has options to export all Perms + Groups to either a local data file, or MySQL. For a one-off copy/paste @Luuxen's solution is simpler, but if you're likely to want to clone perms or groups between servers fairly regularly, look in to the /perms data menu. ðŸ‘
- 195 comments
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- 2
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- #permissions
- #admin
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(and 7 more)
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Ah, I see. That makes sense. There are no circumstances where BotReSpawn unloads itself. Without any intervention, can you tell me from the server logs if it's loading then being unloaded, or just not loading at all? If it's being unloaded then I can only guess some other plugin may be unloading it?
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Hi, Looks like someone has renamed the plugin, or some other plugin is trying to load/unload it with a mistake in the name. It's BotReSpawn, with the capital S.
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@Mercury- This requires your attention.
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Hi, Every profile, except event profiles (which don't respawn), will have a Respawn_Timer under the 'Death' tab in the UI. This timer is in minutes. If the timer is set correctly and you're seeing 'respawning' too quickly, either ensure that the day and night spawn amounts for that profile are the same, or ensure that there are no plugins manipulating the day/night cycle. If day and night spawn amount are not the same and you have a skip-night plugin, for example, then it can seem like npcs are respawning too quickly, when in fact BotReSpawn is spawning the additional requested npcs for that time of day.
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Hi @nol. If there's a non responsive author and issues which need to be addressed, please let us know. You can use site report function, or the live chat system, or DM one of us, or ping one of us in discord if that's easier. Regarding the review, it may still be pending or it may have been rejected for some reason. Let us know what the asset is when you contact us. 👠Edit - Sorry for derailing your comments section @walkinrey
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OnPlayerConnected hook causing FPS spikes
Steenamaroo replied to TomNXT's Support Request in Support
I think I know what it is and should be able to sort it pretty easily. The questions were relevant to the issue. 👠Thank you. -
OnPlayerConnected hook causing FPS spikes
Steenamaroo replied to TomNXT's Support Request in Support
Hi, I'll look into this. Does that look right...Are players joining and leaving your server that frequently? Also, is your PlayerRanks.json file in the data folder huge? Thanks. 👠-
Hi @TomHud. I don't handle reviews myself but I know they are subject to moderation. Reviews lacking detail or information don't get approved. It doesn't matter if they are positive or negative - If the review simply says "Great work!" or "Bad plugin", it's not going to make it through. If your review lacked detail, maybe try again with a bit more information? If you feel your review already had plenty of detail please let me know and I'll look into - Perhaps something else happened. Edit : I should say, I believe this was a reactionary policy so there are old public reviews which wouldn't get through if they were submitted today.
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Update : V1.2.1 has been public for a few weeks now and I haven't received any major complaints or reports. The small stash model is still basically unusable - That doesn't appear to be fixable, but all other functionality appears to be working well. As before, please don't hesitate to let me know if anything unexpected happens. Thank you to everyone who has kept open comms, testing updates and reporting issues. 👠Fixes in V1.2.0 / V1.2.1 Hoverloot fixed. Added support for QuickSort plugin. Added config option Sort (default true) to toggle sort button in UI. Fixed issues resulting from sleeping player being killed. Fixed physical backpack not updating when group/permissions are changed. Added pagination for backpacks on ground (after death).
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Hi, There's currently no option for that, although I was thinking of adding defaults to the config file so that when new players join and data is created for them, they'll have those settings by default. They'd still be able to change them, as they can now, but at least they'd start off with your default settings.
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Ok, good to know, thanks. I'll add in Bleed_Amount_Is_Percent_Of_Damage, with false as default. That way your setup wont change at all, but people have the option of toggling. ðŸ‘
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Hey @Covfefe How are you finding these new bleeding settings? I'm getting a few reports that it's hard to balance, with the minimum setting (per hit) being too much, so I was thinking of making a few changes. Thought it best to run it by you first, since it was your request. Looks like vanilla rust adds 1/5th of the proper damage as bleeding, so if you get hurt for 20HP, your bleeding can go up 4. I was thinking I should replace Amount_Per_Hit with Bleeding_To_Damage_Percent and set it at 20, so it mimics vanilla, and bleeding is relative to damage taken, but you retain the same, or similar control if you want bleeding to be more, or less, per hit. It would also mean people don't start bleeding out of every orifice when they get hit with buckshot. 😂 I'd also add Chance_To_Cause_Bleeding_Percent, with default 100, so people can randomise if it they want to. Grateful for your thoughts. ðŸ‘
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Hi @LuZifer Ha! Thank you very much. 🙂 I think I've seen your issue before - Kits has an option to set a copy/paste file name in the settings for each kit. I think you have to leave that blank for the kit to work with npcs. If that's not it please come back to me and let me know, but I think that should sort it.
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Rust rewards gives out ServerRewards in integers, since ServerRewards only supports whole numbers, as far as I know. It gives out economics as double, though, since that plugin supports it. If you've rewritten ServerRewards for double then you'd just need to change (int)(amount) to amount twice, in the ServerRewards?.Call lines in RustRewards, but there's not really a lot of point in me doing it publicly while ServerRewards only supports whole numbers. What might be easier is just 10X or 100X your economy. Increasing costs by 10 or 100 eliminates the need for decimals. 😉
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Hi, Behind the scenes everything is double. In the RustRewards.json config file you'll find Reward_Small_Increment and Reward_Large_Increment By default these are set to 1.0 and 10.0, but you could change them to 0.01 and 0.1, for example.
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Hi, I appreciate that but no, I won't be expanding mine to cover other sites. Your best bet would be to use this one - https://codefling.com/plugins/update-checker Although it's not by me, it is on Codefling site, so if there ever was a major problem with it staff would be on-hand to ensure the developer gets it fixed up. To be honest, the release of the linked file pretty much makes mine redundant. 😂
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It's no trouble. The one from Orange' site is a different plugin again, as far as I know. I don't really know anything about these plugins, except my own, but I don't mind messages and I'm glad to hear you got the problem solved. ðŸ‘
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Is this not it?
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Hi, You're quite right - My plugin is UpdatesChecker, with the s. It only checks for Codefling updates - Not other sites. The other plugin, Update Checker, is by tofurahie and checks multiple sites. I'm afraid I don't know anything about it, beyond that. I'm sure the developer would be grateful to hear details of the issue, though. ðŸ‘