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steampunkvalley

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Everything posted by steampunkvalley

  1. There's no command to reset a cooldown, correct? Mostly concerned about long cooldowns persisting after wipe and not knowing who might have a cooldown active at the time of wipe.
  2. Interesting. The only difference I can see comparing our config files is the event names. { "Type 0 - chat, 1 - GUIAnnouncements": 0, "Events": [ { "MessagesActive": false, "EventName": "Airdrop", "StartCommand": "em_spawn assets/prefabs/misc/supply drop/supply_drop.prefab", "StartMessage": "" }, { "MessagesActive": false, "EventName": "Chinook 47", "StartCommand": "em_spawn assets/prefabs/npc/ch47/ch47scientists.entity.prefab", "StartMessage": "A <color=#59BBB9>chinook 47</color> has started making its rounds around the valley" }, { "MessagesActive": false, "EventName": "Cargoship", "StartCommand": "em_spawn assets/content/vehicles/boats/cargoship/cargoshiptest.prefab", "StartMessage": "A <color=#59BBB9>cargo ship</color> has set sail to deliver goods to the valley" }, { "MessagesActive": false, "EventName": "Helicopter", "StartCommand": "em_spawn assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab", "StartMessage": "A <color=#59BBB9>patrol helicopter</color> has begun its hunt for blood in the valley" } ] }
  3. In the EventsManager config (not EventsManagerNotifier), change "Disable vanilla auto events?" to True.
  4. I agree and have the same issue. All of the other events we have display the time remaining, not time elapsed. I have a separate request as well. I use Events Manager by Mevent to prevent a ton of events happening at the same time. It's great, but sometimes it starts events that are already active. Most events prevent this from actually happening, but Airfield and Cargo Plane Crash events do not. Examples from console of events that didn't end prematurely and restart: 07/16/2025 07:30:04 | [SatDishEvent] This event is active now. To finish this event (satdishstop), then to start the next one 07/16/2025 05:51:03 | [Sputnik] This event is active now. Finish the current event! (/sputikstop)! 07/14/2025 15:25:04 | [JunkyardEvent] This event is active now. To finish this event (jstop), then to start the next one 07/12/2025 05:31:01 | [ArcticBaseEvent] This event is active now. To finish this event (abstop), then to start the next one 07/12/2025 02:12:04 | [Sputnik] This event is active now. Finish the current event! (/sputikstop)! 07/11/2025 11:05:01 | [ArcticBaseEvent] This event is active now. To finish this event (abstop), then to start the next one 07/10/2025 22:38:08 | [Sputnik] This event is active now. Finish the current event! (/sputikstop)! 07/08/2025 22:15:04 | [ArcticBaseEvent] This event is active now. To finish this event (abstop), then to start the next one 07/08/2025 10:07:03 | [SatDishEvent] This event is active now. To finish this event (satdishstop), then to start the next one 07/08/2025 08:09:01 | [Sputnik] This event is active now. Finish the current event! (/sputikstop)! Can you add a fail-safe for Airfield and Cargo Plane Crash? Side note: I did contact Mevent about the issue within Events Manager, but they stated the prevention is done from the event plugins.
  5. Yeah, the blue hazzy scientists aren't affected because they're vanilla NPCs, not from a plugin. You can change the XP earned for different vanilla NPCs like heavy and roadside scientists, but if they're just generic scientists like at silo, excavator, etc., those are all treated the same (afaik!). Workaround is to create your own 'vanilla NPCs'. Go to the monument's data file for BetterNPC and change "Remove other NPCs? [true/false]" to true. You can then add a new NPC setting and give them a unique name, or just increase the count of the NPCs already listed.
  6. I also really like the idea of giving more xp for stone. Sick of seeing nothing but stone on the map! For the different scientists, do you use BetterNPC, NPCSpawn, BotRespawn or similar? If yes, you can specify the NPC names and give their own xp in the Misc settings section. "NpcSpawn (by KpucTaji) settings": { "Give xp based on the name of a NpcSpawn, rather than the scientist type?": true, "Dictionary of NPC names and the value that they provide": { "Baron Von Gear": 600.0, "Boiler Bob": 300.0, "BotRespawn settings": { "Should we consider the BotRespawn NPCs as regular NPCs when calculating buffs?": true, "Enable botrespawn profile tracking and xp": false, "BotReSpawn profile and xp list": {}
  7. For anyone wondering about the magic formula to specify the time zone, a Time Zone (or TZ) Identifier is required, like "America/Chicago". I used the second column in this table on Wikipedia.
  8. What event type do I choose if I want an event to loot as many X (such as granola bars, scrap, etc.) as possible?
  9. steampunkvalley

    Kits

    Did you ever get a response to this? I see that you asked originally almost a full year ago and I can't find an answer. I've been trying to use this functionality too and having the same issue. Workaround I'm trying now is to make the cooldown insanely long. We wipe 2x/month, so I set it at 1.5 mil seconds.
  10. steampunkvalley

    Notify

    Hey there! I've spent so much time trying to get answers to these questions over the last few months, so I feel your pain! You'd think there'd be a resource with this info, but I haven't found it if it exists. Let me know if you have other questions, and if anyone wants to correct me on anything, please feel free! Placement & Anchors To change the anchors, I use this editor. Add screenshots/pictures and move/resize as needed. Use the anchormin values for anchormin and offsetmin, and of course anchormax values for anchormax and offsetmax. Colors & Transparency For colors, I typed up an explanation for how to use the RGBA color system that some configs require, but I looked at the Notify config again and it looks like it uses hex color codes which is easy with any hex color picker site (Google "hex color picker"). Because I already typed it up though, in case you come across a config that is asking for RGBA values instead of a hex color code... As far as I understand, Rust uses the RGBA color system but uses decimal values. I believe it's called the RGB 0-1 color system. From Google AI: You can use any color picker site that gives you RGBA values and do the conversion mentioned above. Edit: I don't know how I haven't found this RGB 0-1 color picker before just now. #gamechanger The "A" (alpha) in RGBA represents the transparency. I believe if the alpha value is 1.0, the element is a solid color with no transparency. Obviously then you would reduce that value to anything above 0.01 but below 1.0 to your liking. Sound Effects To find different sound effects, I use a free umod plugin called Play FX. For the prefab names, I go to Carbon's prefab documentation and choose anything that I think might be a sound effect (which I assume would have "fx" somewhere in the prefab name?) and run the command. If it's not a valid sound effect, you'll just get an error in chat. Example of chat command to preview a sound effect: /playfx player PlayerName assets/bundled/prefabs/fx/notice/item.select.fx.prefab Honestly when I am working on a new plugin that has a lot of different visual customization options, I make a few random changes, save, reload the plugin, and test it to see what my changes look like in-game. Sometimes I think I have rad ideas, but once I see them, I almost always change my mind! Hope this helps!
  11. SUPER excited about this plugin!! Though ItemPerks has the option to use eco or RP for costs. I'm not seeing that option in the config?
  12. This changelog says the most recent version is 1.1.0, but I get version 1.0.5 when I download the zip file.
  13. Should I submit a support ticket for this then?
  14. It looks like they're in the Raidable Bases data profile files for each difficulty. I'm not sure about the dungeon events though. "Block Plugins Which Prevent Item Durability Loss": false,
  15. "XP settings": { "XP Loss settings": { "Allow players to lose xp when they die?": false,
  16. They are all false. These are in the Events Manager log file, so the Events Manager plugin initiated the event, correct? Airfield: "Random time to event start": false, Junkyard: "Is active the timer on to start the event? [true/false]": false, Power Plant: "Is active the timer on to start the event? [true/false]": false,
  17. I don't know if I'm missing a setting somewhere, but can we prevent an event from starting when it's already active?? This happens quite frequently. The Airfield Event on our server is 90 minutes. Junkyard and Power Plant Events are both 60 minutes. Examples from Events Manager logs: [2025-05-06 21:21:00] [05/06/2025 21:21:00] Event started: AirfieldEvent [2025-05-06 21:57:01] [05/06/2025 21:57:01] Event started: AirfieldEvent [2025-05-02 03:16:06] [05/02/2025 03:16:06] Event started: Junkyard Event [2025-05-02 04:09:00] [05/02/2025 04:09:00] Event started: Junkyard Event [2025-05-04 01:55:03] [05/04/2025 01:55:03] Event started: Power Plant Event [2025-05-04 02:08:04] [05/04/2025 02:08:04] Event started: Chinook 47 [2025-05-04 02:40:06] [05/04/2025 02:40:06] Event started: Power Plant Event
  18. Think I need some sleep! haha thank you!
  19. Is there a way for a player to enable to disable this? Because it can't show the cost, some players don't want to use the feature. It'd be nice to enable/disable per vending machine - one vanilla to sell teas for scrap, for example, and one for custom items using this plugin.
  20. steampunkvalley

    Items Info

    Does this work with Item Perks? An item can have any of 50+ perks and often have more perk than one. Also, the item can be unskinned or have a random skin, and the name is always "Enhanced [name of item]", not unique. I imagine the problem would be similar with Epic Loot.
  21. Are there plans to integrate creating a racetrack with Monument Finder?
  22. Yep. Right under Loot Settings there are sections for the luck loot tables. Add or remove items in those sections.
  23. Thank you, thank you!
  24. Hey! I'm wondering if you have a timeline for the next release?
  25. imthenewguy said "Unfortunately its not a simple fix. The whole class structure has changed." in response to that message. I've disabled the talents for now.

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