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File Comments posted by BetterDeadThanZed
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2 hours ago, Chill Roleplay said:
Oh my bad, I read that wrong sorry I thought they were asking where the dealers are.
I have had players ask the same though it might be best to test with 1 seed first if the location will work, I'm not sure why some of the indoor computers wont deliver aswellWe did test with 1 seed. I am pretty certain is has to do with what is above the base. It seems that a clear area can not be found when the drone is requested and as a result, the error message appears and the player loses what he paid for the seeds. It's a very game breaking bug that makes me question if I should leave the plugin on the server because I don't want players losing their scrap because their base doesn't have a 100% clear sky.
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4 hours ago, Chill Roleplay said:
Did you add the dealers where you want them to spawn? and I think some players order it but don't relies the package can bounce and they loose it. i found deep inside some bases it just wont visit, tell them to try placing the computer in a new area
My suggestion make at least 6 dealer locations so they are not always in the same locations (when you add a dealer he will stand there until he fall into the next business hours loop)
I'm pretty new to this plugin aswell so I hope this helpsAlso I don't know if you care about your severs economy but I would take off 50-70% of what drugs sell for as default. I had 2 players make 80k scrap in 8 hours with 50% less value for there sales. definitely needs some balancing otherwise I would have your dealers in high risk areas
I'm not sure what the drug dealers have to do with markers where the drugs land when they're dropped by the drone....
However, to answer your question, I have 1 dealer and he's in the Bandit camp 24/7.
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Could we get a marker on the map showing the location of where the drugs were dropped to help the player find it, if they don't get outside fast enough to see the drone drop it? I've had a couple people either tell me that they can't find the drugs or that the drone "never came".
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Disregard this comment. The feature I asked about already exists
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A player has told me he had 3900 fuel in his virtual quarry and that it was running before logging off. Today his fuel is gone and there's no resources in the VQ. I don't have any errors in my console or any more information. Has anyone else had a player report this problem?
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3 hours ago, Julio Ruajez said:
Hi, you just need to add this in the plugin to block cloning:
object CanTakeCutting(BasePlayer player, GrowableEntity plant) { if (plantsData.currentPlants.Contains(plant.net.ID)) { Message(player, "You cannot clone this plant"); return true; } return null; }
Hopefully that will be added to the next version.
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3 hours ago, srten said:
@BetterDeadThanZed they can't get anything form the red berry seed. only coca seed can produce coca leaf
Yes, the player was trying to clone the coco seed. I figured it wasn't possible but he wanted to try anyway.
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My players found that cloning a coca plant creates a red berry plant. I assume this is because of the reskinning for the plugin. Would there be a way to block any attempt to clone the plant?
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This looks really great. I could imagine a variety of plugins that are similar to this to allow for more RP situations. I imagine a version of this, but for farming could be made. Players could grow specific things and sell them to a local market, maybe an NPC at the Supermarkets.
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When I went to the car lift, it says insufficient power.
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When I download this, Windows tells me that the zip file it is trying to open is invalid.
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I see Economics is supports. Will Server Rewards be added at any time? What about a choice for the player to choose between currency and economics/server rewards?
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What advantage does this plugin have over the free one on umod?
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I have a suggestion. If a player destroys his virtual quarry, would it be possible to have any fuel/resources that are still in the virtual quarry to either be dropped to the ground or put in the player's inventory?
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Sorry I posted in the wrong plugin!
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Maybe that's a Linux thing? I've got a 12 core server and I'm sitting around 15% out of 100%
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1 hour ago, Steenamaroo said:
It's a 6 core CPU with each reported as % so his system's pretty much idling.
Thanks though.
So that's all of the CPU's added together and not the average CPU usage?
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Your CPU usage hits 130% to 140!?!? Did you accidentally put a 1 in front of those numbers?
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I just bought this. I LOVE the plugin. How long does it usually take for the skins to appear in the skin menu? I can click on a skin in the skin menu and it changes the skin on the item in my inventory, but I still have the default Rust emblem showing in the skin menu. The skins for some hide clothes that I tested with has shown in the skin menu, but for example, the rock skins are still showing the default Rust emblem. Is the plugin downloading the skins so that they can replace the default Rust emblem? I reloaded Image Library once already.
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I've never heard of "Oxide's sandbox". What is that and does doing that have the potential to affect other plugins?
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What is the command for the snowmobile? It's not on the description page.
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On 2/26/2022 at 2:57 PM, nivex said:
need to enable the automation on server startup, or every x seconds, in the config file
you can do this by typing /sar at the base. check the documentation for the commands and required permissions
I just confirmed that the /sar command only works if you are authed.
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On 2/28/2022 at 4:25 PM, suicidemayhem said:
If you're the admin, you own everything. You can give yourself TC and do it.
If I try to authenticate myself on someone's locked TC, it says I'm not authorized. Probably because of the TruePVE 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?
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On 2/26/2022 at 2:57 PM, nivex said:
you can do this by typing /sar at the base. check the documentation for the commands and required permissions
I thought that only let you turn your own base into a raidable base.
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I have a feature request: A command for admins that let them turn any base they are looking at into an abandoned base.
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16 minutes ago, beetle said:
Nivex has this to say
rbe setowner name
rbe clearownerThis command, if you are an administrator, will set the
raidablebases.allow
You do not need to grant this permission to the administrators group to use this command.
If you want to use this command, you must either 1) make the player you want to use it on an administrator, or 2) grant raidablebases.allow
These are the ways to enable the command.
However, it is dangerous to grant this permission to anyone other than a trusted player, as it is equivalent to managing all raid base plugins.And I think, there are so many permissions in this plugin. With a clear explanation.
So, the permission "raidablebases.ownercommand" does not exist.
I just wanted to give my moderators permissions for those two commands. I don't want them to have access to all of the other commands that comes with raidablebases.allow.
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4 hours ago, nivex said:
@BetterDeadThanZedthat's not what I said. I said it shouldn't be given to players. you can give it to whoever you trust of course.. but that's on you. it is admin permission to the plugin
I guess there's something lost in the translation.
I was wondering if there was a permission to only give access to those two commands. I guess from your curt reply that there is none.
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Is anyone currently running this map? I'd be interested in trying it out before buying it.
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2 hours ago, nivex said:
@BetterDeadThanZedthis doesn't require permission for admins. raidablebases.allow is the equivalent admin permission and should not be given to players
So there's no way for me to give those to my moderators?
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What perms are needed to use these commands?
rbe setowner name - Sets the player as the owner of the raid
rbe clearowner - Clears the owner of the raid-
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2 hours ago, David said:
The new scaling is bit of problem. If your buttons are on bottom of the screen, you have to change your base anchors in config to "0.5 0". You will have to reposition them little bit in game but they should be scaled based on resolution now. If you have buttons at bottom and top that will be problem now.
I tried that and the buttons disappeared. They are at the bottom of the screen.
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I've had a few players comment that some of the buttons are overlapping certain UI elements. On my screen, they are fine, so I assume this is related to their resolution settings. Is there anything that can be done to scale the buttons according to the player's resolution?
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From what I've read, this doesn't currently work with HumanNPC? If not, do you know when it will work with HumanNPC? You've mentioned this big update. When will that come?
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Oh, there's only one item with the word "crate". I guess it's "metal_crate_b"?
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4 minutes ago, Raul-Sorin Sorban said:
Yes, you can. Check the config for "crate".
What is the name of the crate?
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So that hacking box a result of this plugin? Can I set it so the box can't be hacked/open?
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This is what I'm seeing in the console:
01/28 15:58:09 | [Safe Kick] Position in Outpost (assets/bundled/prefabs/autospawn/monument/medium/compound.prefab) is: x: 9.906178 y: 0.187191 z: 32.08991 01/28 15:58:09 | [Safe Kick] Position in Water Well (assets/bundled/prefabs/autospawn/monument/tiny/water_well_d.prefab) is: x: 96.38696 y: -7.632233 z: -168.4815 01/28 15:58:09 | [Safe Kick] Position in Abandoned Supermarket (assets/bundled/prefabs/autospawn/monument/roadside/supermarket_1.prefab) is: x: 291.9279 y: -1.403238 z: 53.88051What do I put in the config? I executed this in the outpost.
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I have a suggestion, if it's even something that can be done, make the bots immune to damage from catcus. When the bots walk into the cactus in the desert, they are taking damage. Kind of annoying.
EDIT Nevermind, it looks like they actually do NOT take damage...
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I have a suggestion: Add commands to call in specific level Bradley, similar to the plugin that lets you call in an attack chopper on yourself, but it spawns it at launch. It should check to see if there's already a Bradley there.
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Sounds awesome. I do plan on buying this tomorrow when I am going to work on the map for the next wipe.
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Does this work with the pumpjack too?
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In the video, it shows the author placing a piece of sewer tunnel, then he clicks on a spot on the monument, then goes and clicks on a spot on the tunnel and a green line appears. The two parts then connect seamlessly. How is this done?
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1 hour ago, Raul-Sorin Sorban said:
Having a look at this. This is a very weird problem. Is RusterNET_data.json found in the oxide/data folder after you run the "save" command on your server? Having a look now at the other photographs issue
I don't manually use the save command. I let the server save itself.
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On 1/16/2022 at 5:35 AM, BetterDeadThanZed said:
I'm not really that concerned with the Marketplace. I'm more concerned about the posts disappearing. I'm the only one that posted anything so far and I'll log into the server and my posts are gone. There's also the problem of the photos, which I put in a support ticket with you about.
Any updates on this?
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I'm not really that concerned with the Marketplace. I'm more concerned about the posts disappearing. I'm the only one that posted anything so far and I'll log into the server and my posts are gone. There's also the problem of the photos, which I put in a support ticket with you about.
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I'll have to look again, but I didn't see a restock button. Maybe I didn't give myself the right perms.
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1 hour ago, Raul-Sorin Sorban said:
So purchased and active advertisments will show up on most of the feeds (that being players' feeds, any other feeds than the marketplace), your advertisments will be promoted and as more people will see them which increases the chances for your sales exponentially (especially when the marketplace is flooded with many posts) and your posts aren't being noticed enough.
Yes, you get the 2 items in your inventory, drag and drop them on your belt bar and press the corresponding number to select the slot, Ruster.NET's UI should pop up which will look like any other New Post setup but that is exclusively creating an advert out of your sold listing.
SQL is not mandatory, it's just another way to save/restore the data from Ruster.NET. At the moment Ruster.NET is not designed to work with multiple servers using the same database for it, but I am planning in the future to be able to do that. Disappearing posts can be caused by a number of reasons, are there any pointer references you could provide me with? Any console errors around that time frame? They should never disappear if you have not wiped the data file.
I don't understand your explanation of the Marketplace. I click on the button to make a New Post in the Marketplace. I go to Select Item and click on that. It opens my inventory. I drag the item I want to sell to the box to the right of my inventory, complete the description and click Publish. The ad shows up, but it seems the ad is disappearing, perhaps after my daily server restart? I also do not understand the restock feature. The description of the plugin talks about using a box and hitting it with a hammer but I don't understand. My players so far have all told me it's too complicated so they aren't using it.
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I searched the console for RusterNET and found these errors. The bottom 2 are from 2.3.5:
01/14/2022 22:33:14 | Failed to call hook 'OnPlayerLootEnd' on plugin 'RusterNET v2.3.6' (NullReferenceException: Object reference not set to an instance of an object) at System.IO.File.WriteAllBytes (System.String path, System.Byte[] bytes) [0x00007] in <eae584ce26bc40229c1b1aa476bfa589>:0 at Humanlights.Extensions.OsEx+File.Create (System.String file, System.Byte[] contents) [0x00008] in <52806caa88e54a949aec9f4ea23fd958>:0 at Oxide.Plugins.RusterNET.OnPlayerLootEnd (PlayerLoot playerLoot) [0x0026e] in <432353e52ec74aa79f75f12f729dffd4>:0 at Oxide.Plugins.RusterNET.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00ad5] in <432353e52ec74aa79f75f12f729dffd4>: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 <12678b905a6d43c3a9cc366104306651>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <12678b905a6d43c3a9cc366104306651>:0
01/12/2022 18:33:40 | Failed to call hook 'Unload' on plugin 'RusterNET v2.3.5' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.RusterNET+RusterBrowser.UnlockPlayer () [0x00017] in <84604dd071bd42ba9caae6430c2501e8>:0 at Oxide.Plugins.RusterNET+RusterBrowser.CloseProfile () [0x00034] in <84604dd071bd42ba9caae6430c2501e8>:0 at Oxide.Plugins.RusterNET.Unload () [0x00129] in <84604dd071bd42ba9caae6430c2501e8>:0 at Oxide.Plugins.RusterNET.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x007ab] in <84604dd071bd42ba9caae6430c2501e8>: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 <12678b905a6d43c3a9cc366104306651>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <12678b905a6d43c3a9cc366104306651>:001/12/2022 14:09:20 | Calling hook CanCombineDroppedItem resulted in a conflict between the following plugins: CustomSkinsStacksFix - False (Boolean), RusterNET (True (Boolean))-
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Another issue... my posts are disappearing on the community feed. I posted something last night and now it's not there. My Marketplace listing is also gone that I posted last night. Am I missing a step? Am I supposed to be using the SQL database? It seemed like that was an optional step because it wasn't really explained very well.
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Can you explain the marketplace a little better? When I open the Marketplace, I have an option to buy a 24h ad or a 1 week ad, but I can still post things for sale on there without that. When I buy a 24h or 1 week ad, I get a piece of paper in my inventory. This just seems a little confusing.
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It's a nice addition for any map, but a height, splat and biome mask would be awesome.
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32 minutes ago, Raul-Sorin Sorban said:
Not possible to see it within the feed as of now, due to resizing limitations. You must open up the full post to see the picture.
Thanks for the response. I need help with the marketplace. I've gotten as far as selecting the item I want to sell but I can't figure out how to edit what I want for it.
Also, I don't see the internet browser/feature. Where is that? -
I'm confused about the photos. I make a post with a photo and when I'm done, the pop up window shows the photo but when I close it, the photo doesn't show on the feed. I only see the text of the post. What am I doing wrong?
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Where does RusterNET_Languages.json go?
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I've had a few players complain about this... any way to stop the event from despawning if a player is doing it? I had one player tell me it happened three times today.
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Probably should put this in a support ticket, but I just got this when starting my server with the new Rust version:
Failed to call hook 'OnEntitySpawned' on plugin 'BotReSpawn v1.0.6' (KeyNotFoundException: The given key was not present in the dictionary.) at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <eae584ce26bc40229c1b1aa476bfa589>:0 at Oxide.Plugins.BotReSpawn.DoEvent (System.String name, UnityEngine.Vector3 pos) [0x00000] in <25db4cbb3f34479fa1154b77379bc970>:0 at Oxide.Plugins.BotReSpawn.OnEntitySpawned (HackableLockedCrate crate) [0x0003d] in <25db4cbb3f34479fa1154b77379bc970>:0 at Oxide.Plugins.BotReSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00763] in <25db4cbb3f34479fa1154b77379bc970>: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 <9882f28dc2204b4dba514a9ad18f5042>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <9882f28dc2204b4dba514a9ad18f5042>:0
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I hate to be a pain in the ass, but are we going to get the ability to edit the possible loot the AI drops? I tried that other plugin to manage the loot and it's overly complicated. A section of the BotReSpawn config, where we can define "loot tables" for them would be a perfect solution.
BTW - Thanks for the recent update. Things are looking great with the plugin! -
Can you provide more information on how to use Customloot with BotReSpawn?
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Is there any update on returning the sounds to the zombies and editing the loot? Was there a practical reason for switching to all scientist AI for this? I liked having the scarecrow AI. Now, my zombies move back and forth when targeting a player, like a scientist.
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Best bet is to say something on the Codefling Discord. They are good about responding to authors who abandon their plugins.
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1 hour ago, Steenamaroo said:
Hi,
Yeah, I don't think compound/bandit npcs/turrets target any npcs at all.
That would be expected behaviour.The Turret_Safe option is more for preventing player-placed turrets from targeting BotReSpawn npcs.
I know that the outpost turrets target the zombies.
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It looks like the guards/turrets at Bandit aren't shooting the zombies that I spawn with this plugin. Config is set so that they aren't safe from turrets.
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