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Everything posted by Neighigh
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Found the shutdown log: [SERVER v1.0.20] Started as service [SERVER v1.0.20] Running as service [SERVER v1.0.20] Got Message: Ready [SERVER v1.0.20] Got Message: Compile [SERVER v1.0.20] Console: XLevels.cs(20,50): warning CS0649: Field `Oxide.Plugins.XLevels.StackSizeController' is never assigned to, and will always have its default value `null' [SERVER v1.0.20] Connection closed. [SERVER v1.0.20] Shutdown This appears to be a server host/pc side error.
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Here's my config: XLevels.json
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Getting this error lately, no idea what's causing it as of yet: 25/12 16:27:16 | Failed to call hook 'OnEntityDeath' on plugin 'XLevels v1.0.5' (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.XLevels.OnEntityDeath (BaseCombatEntity entity, HitInfo info) [0x0004b] in <3baacd4373634e42b6d5276c2c782c24>:0 at Oxide.Plugins.XLevels.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00664] in <3baacd4373634e42b6d5276c2c782c24>: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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- 599 comments
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- #rust
- #rust plugin
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Wanting to second the XP needed to level idea! For now I'm looking into editing it myself to read xp * playerlevel until an update is dropped. Great plugin, especially for such an early state. It's getting a perma add to our server with the minor adjustments already! Small question though: What are talons?
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@nivex OK that's weird, I have mine set to true. Is it void when /sar purge is not used? We use that on the regular to allow players to raid in our PVE environment. Attaching my config for review: AbandonedBases.json Edit: I should mention, the bases delete before /sar purge gets the chance to initiate when the server is loading or if I have not caught a sudden restart/crash on the server immediately. It usually take a little while so it's mostly a 'rare issue'.
- 599 comments
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- #rust
- #rust plugin
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- 55 comments
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- #wipe
- #countdown
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- 599 comments
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- #rust
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Hi @nivex! This has been working great with those settings we worked out back in the 'Unlimited PVP' support ticket! Curious though, I've had a couple instances where I'm not right on top of things and some player built structures have up and started deleting on us. It hasn't become a major issue as of yet, but I'm curious if setting the following will resolve future stress?: "Conversions Before Destroying Base": -1 I don't want to nuke everyone's bases, so asking ahead of time! XD
- 599 comments
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- #rust
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@Steenamaroo Awesome! If you're up for it, Boss Monster does seem to be pretty popular with some. They use custom names and scientist npcs, so I imagine it might be a bit unusual to make a reward for them depending on what rust rewards is typically looking for. These guys definitely deserve their own payout considering the difficulty they can be dialed to.
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@Steenamaroo Any chance we'll see custom reward control per NPC? Specifically I grabbed the BossMonster plugin and it would be awesome to make them worth a heck of a lot more! Right now I'm using zones to multiply their values, but this is a exploitable with animals and other npcs that enter the area.
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Oh wow thank you so much! This is very much appreciated! I will send you a message with my Discord details.
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What would be very helpful for us, is something that looks like this in the config: "Use Stack Size Limit For Spawning Items": true This way, players do not get oversized stacks of items. And everyone who does not want this, can set to false.
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I see. This doesn't help us achieve the need we have. When taking down patrol helicopter, it sometimes drops duplicate stacks of items. This is important to us to achieve a balance on our server. We need the Monster Bosses to do the same. We do not want to have stacks larger than default Rust settings.
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Copy! So are we going to have support for multiple stacks of one type of item? Anything over max stack size currently goes into one super stack.
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My reason for using this method is to make sure items don't end up in super stacks. So I guess to get around this issue without too much trouble we could add a feature that forces the items into stacks but still obeys the 'maximum amount of items' by stack count too?
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Curious! I adjusted my loot tables and seems when a boss is killed, they crash the server. I reverted back to my previous loot and it works again. It appears when the plugin is calculating multiple of the same item in a table, it gets too heavy for what I've got here. My attempt was to have from 1-5 stacks of certain items drop with less and less %chance per extra drop. This has been a great way to balance drops in other plugins but seems this one might be thinking 'too hard' about it? I don't get any errors, the boss falls to the ground, doesn't turn into a bag, and everything locks up until the server just restarts out of pure struggle.
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- 437 comments
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- #abilities
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I forgot to post back here again! Everything works great! Thank you!!
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Nivex has the two working together now! Now the kits designed for each difficulty in Raidable Bases can be manually configured while still having NPC Kits functioning on all other NPCs without conflicts.
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Couple other thoughts for the future! I've got some custom storage items on the server I could do with blacklisting from the bear storage. And thinking about TruePVE, it seems when riding the bear it can hurt players in PVE zones. Given it's a bear I don't know how easy that's going to be to prevent though.. The safe zones work perfectly though!
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Works perfectly! Config is set to a very well balanced default and the command can be added to GUI Shop's config to sell to players very easily. I have mine selling from HumanNPC vendors with in game currency, I sell only the bear cub and let them place and watch it 'mature'! Makes for a very balanced gameplay on my server and I'm loving it!