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Neighigh

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Everything posted by Neighigh

  1. Changed Status from Pending to Not a Bug
  2. Changed Status from Work in Progress to Not a Bug
  3. Neighigh

    2 issues ive found

    Changed Status from Work in Progress to Fixed Changed Fixed In to 1.4.3
  4. Neighigh

    2 issues ive found

    Should be good to go now, thanks so much for the ping, it's been a rough week and this all slipped my mind so I'm happy to get a reminder
  5. Neighigh

    2 issues ive found

    Really happy to hear you're liking it! And yup these fixes should allow you to do a map replacement if you want to correct a wipe, I won't be doing any terrain changes so that will work for you. I'll have it uploaded soon, giving it a look now.
  6. Neighigh

    2 issues ive found

    Changed Status from Pending to Work in Progress
  7. Neighigh

    2 issues ive found

    Thank you! I'm behind on the update. Missile silo and military tunnels have shifted in the new update. I've got a sick cat here I'm nursing but I'm hoping to fix that asap. The water on the side of the rails is no longer a thing in the current edition, we took it out after FP changed how water works in game, the overlap between ocean and lake topo conflicts now and the rail water became 'fake water'.
  8. Neighigh

    The Jungle

    awesome thanks! I'll give that a look for the next update
  9. Neighigh

    The Jungle

    Yup! In the zip file there is BetterNpc files for spawning npcs around the custom monuments. You will need BetterNpc plugin to use them.
  10. Yeah it would be nice if monuments did a check to replace their missing/deleted entities but I think they only try to populate on the initial map build. I gave this a testrun on my end here and for sure if it's gone it won't come back after a restart - I used ent.kill to remove my map quarry and server restarts don't respawn them. Because it's technically world save data that tells the server that the entity is dead, the only way to get it back is to wipe/clear the worldsave files. Bit of a bummer I can't do anything on this end to help but definitely looks like it'll be gone for the wipe. If I catch anything in the future that tells me the map is to blame for the missing quarry I'll let you know - for now it does look like this is something that would have happened from a use of ent.kill - I'll keep this pending in case we come across more data
  11. Hi, thanks for reaching out! I'm not too sure what would cause this other than an accidental ent.delete or a plugin misbehaving. I can see the rest of the monument is still there, so it's only the quarry entity being deleted - Makes me think this is something out of my control, the hqm quarry is a whole monument and not a seperate entity in the editor we use for map making. I'll see if I can trigger a way to reproduce this on my end for now - will let you know if I come across anything, if I do, I'll fix this asap For now, quick fix is to spawn a new quarry in it's place, might be the only thing we can do mid-wipe.
  12. Changed Status from Pending to Work in Progress
  13. Absolutely! I'll have that new build right with you shortly. Thank you for understanding
  14. I totally understand, these things happen with custom map builds when the server starts up the first time. There isn't a lot we can do now from my end here unfortunately. The prefab for oil rigs is always the same and will build all of it's components on server startups. The best thing to do now is wipe the server and have it rebuild the map. If you would like the most recent version of the map to use in your community I can PM that to you - I have not released it yet, but it may help with your other ticket as well
  15. Hey no worries! Before you wipe the server, be sure to make sure you have the most up to date RustEdit.dll installed, just in case that's why your oil rig card readers aren't working. There will be other electical things not working in the map as well if this is not installed. RustEdit.dll is required for all custom maps to run correctly. https://github.com/k1lly0u/Oxide.Ext.RustEdit That 4 digit code is for the alarm on oil rig. This is a vanilla feature, if the players use that code on an RF Frequency alarm in their bases, they can get a notification for when it the alarm is going off. There are also alarms for other monuments like excavator that have 4 digit codes the players can use as well.
  16. Hi thank you! Yes this is an issue in the current version here. I have it fixed in the next update - Will have that released this month
  17. Changed Status from Pending to Work in Progress Changed Fixed In to Next Version
  18. Hi! Oil rig is a 'whole prefab' in map editors. This means the build issue you're seeing here is related to how the server loaded/built the map. Your best way to fix this is to restart the server, if it does not rebuild correctly then you will need to wipe the server, and let it build the map again.
  19. Neighigh

    Error spam

    Changed Status from Pending to Not a Bug Changed Fixed In to 1.1.1
  20. Neighigh

    Error spam

    These are fine, map will run as intended still. It's just on startup and I take care of the collision in the map myself. Let me know if anything specific doesn't behave properly and I'll give it an update
  21. All set! No more blockage in the caves
  22. Changed Status from Work in Progress to Fixed
  23. Changed Status from Fixed to Work in Progress Changed Fixed In from 1.2.7 to Next Version
  24. Hey thank you! Sorry about the blockage, that's unintentional. I'll have you a fix asap!
  25. Changed Status from Work in Progress to Fixed Changed Fixed In to 1.2.7

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