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Steenamaroo

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Everything posted by Steenamaroo

  1. Steenamaroo

    NRE

    The "failed to get enough..." issue should be easy enough to sort. If that's a profile that's getting random spawnpoints in the area, I.E. not using manually placed custom spawn points, it probably just means the profile isn't in a great location, or the radius is a bit too small. That can happen easily at, for example, the Dome, because the building itself gets in the way so, generally, increasing profile radius slightly is enough to work around that. The other error shouldn't be something at my end, as far as I know. Hopefully just making sure Rust server is up to date and that the oxide version installed is the correct one for that server version should sort it out. Is it a new install, or was this working without issue before?
  2. Steenamaroo

    No data shown

    Oh, great! Glad it was something easy. 🙂
  3. Steenamaroo

    NRE

    Hi, Is this a new server install? Going by that error I'd guess it's server/oxide version mismatched or the install is damaged somehow.
  4. Steenamaroo

    No data shown

    Hi @Daniel Klinder In the config options have you got useTimedTopList set to true? If so, under categories in the config, have you got some categories enabled?
  5. Hey @Swedish Chef You can bind 'checknav' 🙂
  6. Steenamaroo

    KeyNotFoundException

    Ok, I guess that's good, Hopefully your server was on the verge of crashing or something but, if not, that error suggests bad things. Please, if you see anything out of the ordinary, don't hesitate to ping me!
  7. Steenamaroo

    NPC's vs Animals

    Hey man, 99% sure there's no body parts with animals, so no headshots, but I'll check and make sure!
  8. Steenamaroo

    KeyNotFoundException

    We all good in here?
  9. Hi @Covfefe I have a few issues I'm struggling to sort out which take priority but a few people have asked about Junkpile npcs. I could see that happening in a not-too-far-away update. Thanks for the suggestion! 👍
  10. Thank you. I think I have only two people with this issue right now but I'll document and compare both lists and see if I can come up with anything. Sorry I haven't been able to solve this much more quickly, and thanks for the info and understanding!
  11. @BeePssY- Are you still having this issue? If so, would you mind sending me a text list of all your loaded plugins, please? I've had no luck replicating this so far so I want to compare loaded plugins of the few users who are seeing the issue, and see if I can rule out those which are common.
  12. Steenamaroo

    NPCKits

    No, NPCKits doesn't do anything with the default gear that npcs have. It does have an option to wipe, or not wipe, the default stuff, so you could use it to have vanilla npcs with their vanilla gear supplemented with additional gear from your - giving them an extra gun, for example. But no...It doesn't save down or show you what an npcs default loadout would have been.
  13. Steenamaroo

    NPCKits

    I haven't looked into it much but I think some of them have slightly randomised loadouts. Not 100% sure but I think the weapons can be different, within the same prefab - mp5/lr300, for example.
  14. Well, in your case the npcs were where they were suppose to be, just with incorrect names, so no; I don't expect anything needs to be done. I do, from time to time, see people with 2/300 aggro range, trying to figure out why their npcs are engaging from far away and relentlessly following people.
  15. That's true enough. Things are getting tighter and tighter the more monuments there are. That said, it should be controllable with Aggro_Range as these npcs shouldn't be responding to sound or nearby gunfire. They should only respond to people being within their Aggro_Range radius, or directly hurting them. @Flint Monkey- I appreciate crossover wasn't actually the case in the end, but thought that might be useful info anyway..
  16. I'm not sure how that can happen. RustRewards doesn't rely on hard coding or spawned entities for its list. It gets them right from Rust server Resources. Do you restart your server regularly? If not, please try reloading RustRewards and see if the polar bear entry appears in your list.
  17. Steenamaroo

    msc issue

    That's a good idea - I'll make a note. Thank you. 🙂
  18. Steenamaroo

    msc issue

    Oh, great! Glad to hear that. Thanks for reporting and confirming the fix. 👍
  19. I'll pop you a DM now. Thanks! 👍
  20. Steenamaroo

    msc issue

    Much appreciated! 👍
  21. Hi @Schellby Thank you for the info. That really is appreciated. This is bugging me, and I really want to get to the bottom of it, but I'm still unable to replicate it. With so few cases/reports, I guess there must be some common factor that I'm not taking into account. If you're able to replicate this reliably with a specific npc/profile, would you be willing to have a back and forth with me and maybe test some copies with debug, so I can try to gather some clues?
  22. Steenamaroo

    msc issue

    Thanks for that. At a glance it looks like the config isn't being saved to file. The plugin relies on the Unload sequence for that so I'd guess your server restart isn't happening cleanly and Unload isn't being called. I've added a save on UI close so, if I'm right, the attached copy should fix it. Would you mind letting me know if that's the case? Thanks again. MonumentSpawnControl.cs
  23. Steenamaroo

    msc issue

    Would you mind attaching your /config/MonumentSpawnControl.json for me, please?
  24. Steenamaroo

    msc issue

    Ok, Thank you for all the info. 👍
  25. Steenamaroo

    msc issue

    Ok, thank you for the info. I'll fire up a local map and see if I can get this figured out. Just so I know, have you used the plugin with success for some time, before this issue started?
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