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Everything posted by BetterDeadThanZed
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- 49 comments
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- 1
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- #performance
- #admintool
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(and 3 more)
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I was told by Nivex that he will fix this but he's busy fixing other plugins, although from what you guys are saying, this has been fixed. He just hasn't released it.
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I use Furnace Splitter (https://umod.org/plugins/furnace-splitter). I had a player tell me this: "It seems the furnaces are bugged, if you have them upgraded and have multiple stacks of wood in them, after the first stack is burned it no longer burns the other stacks at the increased rates." When he used a small amount, like 2 stacks of 100, it worked fine. When he tried stacks of 100,000 wood (I use a stacks plugin too), it stopped using the upgraded rate after the first stack of 100,000. When he disabled Furnace Splitter, this didn't happen. So, is this an issue that can be fixed on this plugin or do I need to go to the dev of Furnace Splitter?
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I just came here to ask about this myself... someone pointed out no points for killing brad.
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- 573 comments
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- #rust
- #rust plugin
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- 573 comments
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- #rust
- #rust plugin
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In the ticket I opened in Discord (which apparently was closed), I mentioned how non-abandoned bases were getting caught in the radius of the abandoned bases. That makes them raidable when they shouldn't be. Will this be addressed soon? It seems like a major bug. Shouldn't this plugin just make all entities owned by the player raidable, instead of creating a bubble where everything is raidable?
- 573 comments
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- 1
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- #rust
- #rust plugin
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- 573 comments
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- 1
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- #rust
- #rust plugin
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- 573 comments
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- 1
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- #rust
- #rust plugin
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Custom base K, when you go inside and look down into the entrance, you don't see the water until you jump in.
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I am trying to use this on a custom map (Frontier by Gruber) and there's no reaction when I type the /getmonumentpos command. The plugin loads properly with the o.reload command and there's no error in the console.
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Regarding these settings: "Do Not Destroy Player Built Deployables": false, "Do Not Destroy Player Built Structures": false, Does this only destroy player structures within the raid dome?
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- 8 comments
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- #map
- #custom map
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(and 5 more)
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How to get into the outpost
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
Answered on Discord. -
I finally got around to putting this on my map. I am confused how to get into the outpost once I get down into the tunnels. Attached is a screenshot. How do you open that door to continue in?
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That was the first thing I tried before submitting this.
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I tested this on my test server and now I moved it to my live server, but I'm getting this error: 02/08 07:48:31 | Failed to call hook 'OnServerInitialized' on plugin 'HungerGames v1.1.10' (ArgumentException: An item with the same key has already been added. Key: ele) at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x000c1] in <eae584ce26bc40229c1b1aa476bfa589>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0 at Oxide.Plugins.HungerGames.FindButtonIDs () [0x0011e] in <9647a9265cd5448c8dd1726d6cc48fe9>:0 at Oxide.Plugins.HungerGames.GetLobbyLocations () [0x00016] in <9647a9265cd5448c8dd1726d6cc48fe9>:0 at Oxide.Plugins.HungerGames.CheckAndSetup () [0x0005e] in <9647a9265cd5448c8dd1726d6cc48fe9>:0 at Oxide.Plugins.HungerGames.OnServerInitialized (System.Boolean initial) [0x00138] in <9647a9265cd5448c8dd1726d6cc48fe9>:0 at Oxide.Plugins.HungerGames.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00930] in <9647a9265cd5448c8dd1726d6cc48fe9>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <60c318df79ed41688ea59335e48d61ad>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <dfcb48ea05694263bbc08e62a39c274c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <dfcb48ea05694263bbc08e62a39c274c>:0 02/08 07:48:31 | Calling 'OnServerInitialized' on 'HungerGames v1.1.10' took 1258ms
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Nevermind. I watched the video and I see that loot is spawned by the plugin now. I would like to know if there's a way to prevent those nodes from spawning though.
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I forgot about the topology. I have edited and removed the ocean topology but there's still a section that is wide open. I'll look at that again. I've noticed that there doesn't seem to be any loot in the arena. Last time I used this, there were boxes around the arena, including inside of the buildings. Did I do something wrong that causes the loot not to be spawning? I checked it out in noclip, so the event wasn't running. Does the loot only spawn when the event is live? There's also a large number of nodes. Is there a way to prevent the nodes from spawning?
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I used this on my server previously, but now when I add it, I'm not getting any trees in the hunger games island. Why would that be?