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Everything posted by Neighigh
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- 1,595 comments
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- #leveling
- #progression
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- 1,595 comments
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- 1
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- #leveling
- #progression
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Rooted out a few issues, the plugin is now stable on my end. The original error in this support request is still unfixed, but it's more a minor annoyance in console and a small lag than anything.
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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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- 634 comments
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- 1
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- #rust
- #rust plugin
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- 93 comments
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- 93 comments
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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?
- 93 comments
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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'.
- 634 comments
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- #rust
- #rust plugin
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- 55 comments
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- #wipe
- #countdown
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- 634 comments
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- #rust
- #rust plugin
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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
- 634 comments
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- #rust
- #rust plugin
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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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- 476 comments
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- #abilities
- #boss
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I forgot to post back here again! Everything works great! Thank you!!