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Steenamaroo

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Everything posted by Steenamaroo

  1. Don't worry about doing any more testing. I looked into this with a few other users and got to the bottom of it a few days ago. That'll also be addressed in the next update. If it's an issue, until then, you can run 1.3.9 without issues. Thanks for the info!
  2. I understand. I have it sorted now. There'll be a an update on or before Thursday, for Jungle biome, so the fix will be in there. Thanks again for reporting. That was just pure oversight.
  3. Hi, I'll take a look at that right now. Thanks for reporting it.
  4. Is that a custom monument or a copy/paste?
  5. Ok, I'm looking into it. Thank you. In the mean time you should be able to use 1.3.9 without issue.
  6. Are you able to give an example of where this is happening at a vanilla monument, so I can recreate the issue?
  7. Hi, Can you show me some examples? Are these at vanilla monuments or custom?
  8. I was actually thinking about implementing scroll and lifting that limit recently. I can't promise you a time scale but I'll take a look at this fairly soon.
  9. Two questions per day...
  10. Yes, there's API documented on the front page here.
  11. Hi, I expect that's probably a setting at the npcspawn end or, if not, maybe some PVP/PVE/Damage control plugin you have. From BotReSpawn end if they're firing at the other npcs I've done my bit,
  12. @sykosmurf- Thanks for the suggestion. I'll take a look in to that. @Trade Accept - That sounds like it could get messy fast. If I added a true/false in the config for multiply activity, so you can have activity rewards be fixed (ignoring multipliers) would that help?
  13. Nevermind - I just updated publicly.
  14. "I'm playing on a server running this plugin and it's driving players off the server." Sorry, I just re-read this. Have the server owner/customer contact me or post here, if you would.
  15. Hi, Thanks for reporting it. I'm aware of this and it'll be addressed in the next update. A short term 'solution' is to disable Ai_Weapons_Safe for the affected profiles Alternatively I can DM you the pre-release copy if you're willing to test.
  16. Can you be more specific with plugins names and the exact nature of the problem? If there's something 'better' I can do to address it, I will. BotReSpawn doesn't really do anything until OnServerInitialized which, during server boot, is a long long time after all plugins are loaded, so load order shouldn't really matter? If you want to DM or get me on discord instead, go for it.
  17. Yeah, I can't see why not. I'll take a look some time soon and get in touch.
  18. 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.
  19. It may be a problem but it's not my problem. At least not as far as I know. That usually indicates some issue with PVE settings.
  20. Is your issue that it wont hurt the npcs, or that it's targeting them? For the former, BotReSpawn doesn't control that. You've probably got some rules or settings in a PVE / PVP plugin which need tweaked. The latter - Feb 25th V1.3.6 (latest) update notes `Added per-profile Ai_Weapon_Safe. Replaces APC_Safe/Turret_Safe.` You'd need to set that to true. Note, there are identified collision issues with Ai_Weapon_Safe when set true so the next update will be removing it and adding PVE_Safe and Weapon_Trap_Safe but both will be per profile. It's a long story...
  21. Oooh, saying that...I did have an issue on my test server yesterday where my player was set up twice which, of course, caused all sorts of issues. There was a dead/sleeping me at my feet and plenty of related errors. Did you see anything strange like that happen?
  22. Hi @Tanki Something strange going on there. The trace refers to RustServerMetrics - A harmony patch called 'Delayed'. Sounds like maybe some other plugin or dll is managing timing of what RustRewards is doing? I mean, of course it's possible there's just a RustRewards bug to fix but I haven't seen that on any of the servers I have access to.
  23. Steenamaroo

    NPCKits

    Not with this plugin, no. It just allows you to customise the vanilla compliment. I think some of populations might have convars for control. That might be worth looking into.
  24. You've got two copies installed. The file names are RustRewards and RustRewards(1) so presumably your OS has added the (1) due to there already being a RustRewards.cs is your downloads folder. On the server just delete RustRewards.cs then rename RustRewards(1).cs to RustRewards.cs
  25. Resolved in discord. Patch will be in next update. Thank you!
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