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Marte6

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Everything posted by Marte6

  1. Marte6

    Turbo Weapons

    Hello! For now, only those 3 permissions are available.
  2. Changed Status from Pending to Work in Progress
  3. Hello! On Monday, I'll start looking into all of this. I was on my end-of-year vacation, but once I'm back, I'll make more updates and check this out!
  4. Marte6

    Auto start after restart

    Changed Status from Work in Progress to Fixed Changed Fixed In to 1.4.1
  5. Marte6

    Dungeon Events

    We already have bosses and much more in the latest updates!
  6. Marte6

    Turbo Weapons

    2.0.0 - What's New VIP Levels: Added three separate VIP permissions (turboweapons.vip1, turboweapons.vip2, and turboweapons.vip3), each with its own customizable magazine capacity setting. Magazine Capacity UI: The old “1x, 1.5x, 2x” buttons have been removed from the interface. In their place, three new buttons (VIP1, VIP2, and VIP3) allow administrators to switch between editing capacities for each VIP level directly. Configuration Changes: Each firearm now has three capacity fields (MagazineCapacityVip1, MagazineCapacityVip2, MagazineCapacityVip3) in the config. Migration: When upgrading from an older version, all weapons are updated to the new config format. By default, if an older config is detected, each VIP capacity is set to Rust’s built-in magazine size. Enjoy the new 1.2.0 features! If you run into any issues, please let us know.
  7. Marte6

    Turbo Weapons

    I apologize for the delay; I'll put this next on my list!
  8. Marte6

    Dungeon Events

    2.1.0 - What's New Added Boss: A new boss entity has been introduced for more challenging encounters. New Removal Configuration: Remove dungeon only if all NPCs are dead Remove dungeon only if all boxes are destroyed Remove dungeon only if all turrets are destroyed Removal Timer after all entities are destroyed: 300 seconds AutoTurret Remade: The AutoTurret code and behavior have been overhauled to improve performance and functionality. Code Refactor: Various parts of the plugin have been optimized and cleaned up for better maintainability. Admin Test Command: Use /spawdungeonnentity <npc|boss|turret> <easy|normal|medium|hard|nightmare> to quickly test spawning an entity with a specified difficulty.
  9. Marte6

    Dungeon Events

    I’m finalizing some improvements and will soon release a new version that will resolve this issue.
  10. Marte6

    Dungeon Events

    It could be some kind of conflict. I'm trying to reproduce the issue here, but I can't. The server loads, and I can use the commands normally. If you have more details or want to try checking it out with me on Discord (martedev6), let me know
  11. Marte6

    Dungeon Events

    Could you please provide more details about the issue? Are there any error logs or specific messages that appear?
  12. Changed Status from Work in Progress to Fixed Changed Fixed In to 2.0.0
  13. My favorite thing about Christmas is eating, like cookies, roasted turkey, mashed potatoes, Christmas pudding, and gingerbread!
  14. Marte6

    Dungeon Events

    Don't worry, in the next version the features of this version will be back again.
  15. Marte6

    Dungeon Events

    Hello! I'm making good progress on the plugin. I've developed a system that automatically creates dungeons and identifies the largest and most complex ones based on their size and spawn locations. This allows me to save their seeds for use in the next version. After testing over 100 million seeds, I've compiled a list of the absolute best. This means that in the future, the dungeons you encounter will be consistently large and well-designed, without any need for manual adjustments
  16. Marte6

    Dungeon Events

    Hi, the changes are taking a little longer than expected. I'm completely redoing the most demanding parts to improve performance. I expect to finish in the next few days.
  17. Marte6

    Auto start after restart

    I'll check that today.
  18. Marte6

    Dungeon Events

    Good morning, today I’ll be refactoring the plugin's scheduling and auto-spawn functionality. I should finish it in about 8 hours, and I’ll send you an update afterward.
  19. Good morning, today I’ll be refactoring the plugin's scheduling and auto-spawn functionality. I should finish it in about 8 hours, and I’ll send you an update afterward.
  20. Marte6

    Auto start after restart

    Changed Status from Pending to Work in Progress
  21. Marte6

    Auto start after restart

    Good morning! Isn't it working that way? I'll check how it's set up because it used to start automatically when the plugin was loaded. Can you double-check on your end?
  22. Marte6

    Dungeon Events

    Yes! It must be the timer running in the plugin that's causing the issues. Tomorrow, I will redo the entire logic to run in a much safer and more spaced-out manner.
  23. Marte6

    Dungeon Events

    Or I could set it to only allow dungeon purchases as well, which would improve performance too.
  24. Marte6

    Dungeon Events

    I think it might actually be the autospawn. Tomorrow, I'll redo that part and set much longer intervals for it. I believe this might solve the issue once and for all, and I can add back everything I removed in the last version.
  25. Marte6

    Dungeon Events

    Are you using "Auto Spawn" On? Another buyer is not using it, only purchasing dungeons, and their server has been running for 30 hours with 50 players without any issues. It might be related to that.
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