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Everything posted by Ondraasek
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Hi After new patch NPC Spawn says: Error while compiling: NpcSpawn.cs(1467,45): error CS0115: `Oxide.Plugins.NpcSpawn.CustomScientistBrain.BlazerState.StateThink(float)' is marked as an override but no suitable method found to override Thanks a lot
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have the same problem, not fixed until today, thank you so much
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yeah mlrs is killable with single hit with torch
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Hey, I had always a problem that after server restart MLRS.entity everytime disappeared, so I needed to spawn it manually. The problem is that it started to do with new puzzle/event at trainyard. So when I wiped server, new map there was everything and after server restart its gone. I know that its causing some plugin and I installed new test server and try plugins one by one. added to the server, restart and checked. Everytime when I install raidable bases it happens. even if I have just oxide + raidable, it always caused this, on empty server. Do you have an idea how to fix it? It somehow changes some properties of prefabs or dunno. I saw that its happening that monuments doors are disappearing as well etc. Please help thanks a lot
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Hey, you will figure everything while very quickly. When I purchased it for the first time I was overwhelmed by all these settings, but at the end you ll understand it and figure out that its extremely powerful and customizable. Its one of the most used plugin on my server (pop online 70-100 at evening). I just limited number of concurent raids. cheers
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nvm its fixed thanks a lot
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08/04 20:56:19 | Error while compiling: PowerPlantEvent.cs(1456,23): error CS1061: Type `TrainEngine' does not contain a definition for `decayDuration' and no extension method `decayDuration' of type `TrainEngine' could be found. Are you missing an assembly reference? Hi getting this after last patch, can you fix it? thanks a lot
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and when new version will be released?
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so its fixed now? thanks
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thank you so much THi Nivex, I have: "Remove Ownership From Bases": true, "Remove Ownership From Containers": true, btu the problem is when ppl are building at that zone with NoRaid and True PVE plugin, so others cant destroy their structure. Like if ppl will put their own doors to the abandoned base, nobody can destroy these doors. Is possible to remove ownership on all items once deployed by player during the event? Thanks a lot
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Hi Nivex, I have: "Remove Ownership From Bases": true, "Remove Ownership From Containers": true, btu the problem is when ppl are building at that zone with NoRaid and True PVE plugin, so others cant destroy their structure. Like if ppl will put their own doors to the abandoned base, nobody can destroy these doors. Is possible to remove ownership on all items once deployed by player during the event? Thanks a lot
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- 42 comments
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- #better vanish
- #admin
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Beautiful map, all puzzles etc works. But I have beast dedicated machine and huge community of players. When I added map all players started to complain for huge FPS drops. From 100 FPS+ to 60 etc. I have newest ryzen and RTX 3080 and I went from 100 stable FPS on procedural to 40-50 FPS. Also clean map without players structures loads 80k items during the loading game. So map is huge, nice, but its good just for a servers where is a few players or your friends. Its not for servers with 50-100 online. For more than half community server became unplayable some have almost no FPS and have 50+ FPS on regular procedural map. Also, BetterNpc config is total hell. It puts on the map sniper npcs, npcs bugged under ground (airfield etc) which will kill u on one hit and you even didnt see them. So I needed to play a lot with that to keep it almost a little playable. Server handled it without a problem 120+ Server FPS, but the real and big problem is from the client sides. At this moment, for bigger servers its unplayable. Stick rather with procedural map and dont use BetterNpcs, it kills all players with the best armor on one shot and even when they're flying with minicopter, so theyre getting random snipe shots from monuments from a long distance. I thought It would be nice, heard a lot of good things about Gruber's maps. Its not bad, it must took a lot of time, but that FPS drops are terrible. Very bad FPS. Sorry for this honest review.
- 4 comments
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I think it is 100% not related to the plugin
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I did it already https://umod.org/community/nteleportation/42852-new-patch-lod-error
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I am 100% sure that its doing NTeleportation plugin. Sometimes it freeze up players screen when loading after tele or it crash with error like this below. So its rust or NTeleportation I think. All my players experience it when they do /tp disconnecting: Exception (cs:71423): NullReferenceException: Object reference not set to an instance of an object. LODComponent.GetDistance () (at <00000000000000000000000000000000>:0) LODComponent.ChangeLOD () (at <00000000000000000000000000000000>:0) LODCell.ChangeLOD (System.Boolean force) (at <00000000000000000000000000000000>:0) LODGrid.RefreshAll () (at <00000000000000000000000000000000>:0) BasePlayer+<FinishedLoadingRoutine>d__156.MoveNext () (at <00000000000000000000000000000000>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <00000000000000000000000000000000>:0)
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Thank you sooo much, works very well. You're doing awesome job
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have the same error at console, not sure if its causing raidable bases. I thought its Rust bug. if Nivex figure it out, it will be pretty cool if its raidable base ofc thasnk you so much
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Yes I reverted to 2.4.4 and getting loot OK. something wrong with 2.4.5 version. Maybe config change? Its giving players just explosive ammo, using your TIER3 package of bases. thanks a lot