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Everything posted by Theswingingturtle
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Calling hook OnBackpackDrop resulted in a conflict between the following plugins: DeathModifier - False (Boolean), TruePVE (True (Boolean)) Calling hook OnBackpackDrop resulted in a conflict between the following plugins: DeathModifier - False (Boolean), RaidableBases (True (Boolean)) I tried to find the dungeon boolean but couldn't.. Might have seen wrong idk..
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hello, I have a boolean with Raidable Bases, True PVE and Dungeon Events, conflicting in OnBackpackDrop, makes the Revive Free not working and, their corpse stay in the raid, and when they go to loot it ammo is gone most of the times if it happens
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Hello, I tried your "Name": and it doesn't support custom names. Could that be fixed? Merry xmas
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me2, and wipe didn't take care of it.
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This is by far the best Trader/Shop I ever used. You can shoot any command you want for a purchase/trade. It supports any custom items and you can require more then 1 item which is something most vendors/shops are missing! Would be nice to have some wider configuration for the npc buildings but other then that I 100% recommend it. Edit: It needs some improvements when working with custom items. In the trader data config you have to use "Name" as the display name, while all my other plugins work cleanly with "shortname" for custom items. This makes custom item handling inconsistent and more error-prone than necessary.
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Hello, I have no problem re-producing this issue, but doesn't make sense, cause TheOffering developer says it's already deployed items on top of the box, but everytime a box is created from DropBags close to theOffering box, if you loot that dropbag empty, it will create a new dropbag instantly and take all the xmas decor on top of Theoffering box. https://medal.tv/games/rust/clips/lAROJv6WiyF1DuW4I?invite=cr-MSx1UFUsMjc0MTk1MjE2&v=0 ^ Attached a video for you so you can see what I mean ^
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hahah yeah, very strange! I take it I set correct shortnames for your items on top of the box then, I will reach out to the developer of DropBags xD Thank you so much
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Hello when I use the christmas version, my dropbags plugin is kicking in when someone adds a item that is not in the requirement so it throws out and it becomes a bag and also swallows the christmas items. I can ban items from DropBags, can you see if I did it right? "Blacklisted items from drop bags (item shortname)": ["fish.salmon", "fish.yellowperch", "xmas.tree", "snowman", "giantcandycanedecor"] Don't mind the fishes lol
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note.inv command doesn't exist anymore
Theswingingturtle replied to Theswingingturtle's Support Report in Support
yeah you're right it's coming from activity reward -
Getting spammed this everytime npc hit a node with jackhammer: Command 'note.inv' not found
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"Teleport bot to destination if no path is found?": true, If the bot get's stuck following me he wont teleport to me, can that be added, cause I take it the bot only tp's on farming/picking destinations atm. Maybe set a timer? If bot isn't in the distance of owner set from config, it automatically tp to you if you have "following" on. Would be such a huge win!
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Some bodies are not lootable
Theswingingturtle replied to Theswingingturtle's Support Report in Support
Will do, thank you good sir! -
Some bodies are not loottable, and it also affects BossMonster and Dungeons NPC. If you're not in range of your TC and killing some heavy scientist enemies they become NULL and non-lootable for anyone.
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It's skinner plugin, everytime u skin something it appears. Quick fix(WORKED FOR ME): BEFORE: else if (trg != null) { //From container to player //Puts($"[{ItemManager.FindItemDefinition(item.parent.GetEntityOwner().ShortPrefabName)?.displayName?.translated ?? item.parent.GetEntityOwner().ShortPrefabName} -> {trg.displayName}] {item.info.displayName.translated} moved"); il.sourceEnt = ItemManager.FindItemDefinition(item.parent.GetEntityOwner().ShortPrefabName)?.displayName?.translated ?? item.parent.GetEntityOwner().ShortPrefabName; il.targetPl = trg.userID; il.logMessage = String.Format(lang.GetMessage("Log ItemMove", this, null), il.sourceEnt, trg.displayName, itemI); il.dropOrPick = TypeItem.MoveStP; } AFTER: else if (trg != null) { //From container to player var srcEnt = item.parent.GetEntityOwner(); if (srcEnt != null) { il.sourceEnt = ItemManager.FindItemDefinition(srcEnt.ShortPrefabName)?.displayName?.translated ?? srcEnt.ShortPrefabName; } else { il.sourceEnt = "Unknown"; } il.targetPl = trg.userID; il.logMessage = String.Format(lang.GetMessage("Log ItemMove", this, null), il.sourceEnt, trg.displayName, itemI); il.dropOrPick = TypeItem.MoveStP; }
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Hi, would it be possible to get custom categories? Appreciate all your work on this plugin!
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Support for chance/probability?
Theswingingturtle replied to Theswingingturtle's Support Report in Support
I'm using betterloot, but I really want the loottable to stay that way. There, is it not possible for you to add probability or is it alot of work for you? -
I have 78 custom items, some that are pretty rare, and a probability table is a must for me. Is there a possibility to add this for future update to all the difficulty loottables?
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The items that didn't get looted, is it supposed to fall down? Also a player reported that he could not enter a bosses body, I tested it myself, completely dead, no signs in log either, i destroyed corpse so it became a body bag but it wasn't loot able anyways. Edit: Didn't even realize, it says they're 3000+ meter away with admin radar, but they're on the ground.