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Everything posted by Mala
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I have been using this plugin for a few months on my server and I like the functionality. Being able to skin things in different ways is awesome. But after importing several problem skins and a bad collection, the plugin really freaks out and degrades server performance when reloading or just when being used and the connection to Steam causes freezing and hiccups server-wide. I can see in the console the workshop id's of the offending skins, but I cannot find them in the config file. Admittedly, I am not normal and probably have 1/4 the skins from the entire workshop in my file:) When I used the free skins plugin from umod, I was able to go in and find the problem skins easily and fix them if they just needed a proper category added, like 'rug' or 'jackhammer'. And if they were just not working right, I could delete them and problem solved. But with Skinner V2, there is no way to go through the config file and find the offending id's. There are no categories like rug, rock, or whatever. And I swear after trying a few different times, some of the id's throwing errors on compiling are not in the config at all. Even downloading it to my desktop and going through it using 'find on page' doesn't work, because it doesn't search the whole file. I am going to have to reacquire the skins from scratch to stop the Steam connection feakouts. But without a way to at least use a command to delete a skin by id#, Do I really want to use this plugin and spend 20 hours grabbing skins, just to have another unfixable error pop up and be right back where I started? Please, Whispers, just as we have easy commands sip or cip for importing skins and collections, a skin or collection remove command to go along with it will let us keep whatever is left of our sanity intact. And if you know of a way to allow us to find an ID in the config to fix the item definition manually, you will be a nerd God and your plugin can go back on sale for $40 instead of $25. Not to mention, a bunch of us would probably volunteer to have your children. Which would be difficult for many of us, being without the prerequisite womb and ovaries, but we would probably try it anyways, despite the sh1tty aftermath:)
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I grabbed the update, changed the new 'fire on npc' parameter in the config to 'true', turned off the grenades, and it works. I don't know what kind of magic you did, Fruster, but you are a bad ass!
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I had an issue where my drone's turrets didn't fire on players, but the grenades still worked. On the next wipe, the problem fixed by itself and I was able to turn off the nades. This month on wipe day, the drones won't shoot again, so I had to enable the nades again to keep them from being a free lunch. I uninstalled the entire mod, both config and .cs, and reinstalled with a fresh download, and tried changing the equipped weapon in the config, and the drone won't shoot. I am making sure not to run any mods that affect drone behavior or turret configs. I am running Raidable Bases, Convoy Reforged, Cargo Plane Crash, and Armored Train. I have all of those configured to fire first, and the server is set to PVP. I'll include my config file. This is a real mystery I haven't been able to figure out. DroneEvent.json
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I unloaded all 60 plugins on my server and tried reloading the Drone Event with no joy. I changed the pistol.revolver to pistol.m92 and it still didn't attack. I see you commented about the nailgun, I will try that next. I also wiped the .cs file and re-downloaded a fresh one. I'll post a screencap of the business end of my config just in case I'm overlooking something obvious.
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That's odd. I know before the Drone Turrets from White Thunder had a setting that allowed turning off attacking other players, and that would make your drones also not attack players. I had disabled several plugins and checked the Drone Event, but since you said it still works, I will go through every mod in my list to see which one could be doing this.
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I have used this plugin on other's servers before and really enjoy it. I noticed since this month's update it was not attacking players with the pistol, but it could be configured to use the grenades just fine. I bought it for my own server today and even on a fresh server, the drones will not attack players with the default revolver set in the config. I do know turret configs can interfere with this plugin, but I am not running any. I do have the Convoy Reforged and Armored Train running to not shoot first, but that is the only possible thing I can think of that would conflict. Have the rust devs trashed something that makes your plugin work in the recent Medieval update?