Jump to content

Mals

Moderator
  • Posts

    702
  • Joined

  • Last visited

  • Days Won

    20

Everything posted by Mals

  1. Mals

    Turrets Reborn

    Any chance you might add the ability to flip turrets? https://umod.org/plugins/flippable-turrets
  2. You might want to hint what the plugin needs to do as some plugin developer have specific areas they are expert in (events, items, AI etc.)
  3. I used TimedExecute to force a save as sometimes the save interval is not enforced (under certain circumstances). Once a server starts to crash it is too late to save. And it is next to impossible to detect a crash ahead of time. It would be lovely, but given the elements involved in a rust server, it would be an impressive feat to accomplish.
  4. Mals

    Death Effects

    "plugin comes with 99 unique death effect" Description lists 9 of them. Can you post the entire list? Can we limit the rotation to a sub-set of them and/or a single one?
  5. Mals

    Lights On

    I did not see a second floor furnace. The first floor works fine, fireplace cooks fine on the second floor but turned off at 10 am, so I am working on fixing that. It was full due to burnt bear meat. It did work fine once I left a slot for that (did not have unburnable meat loaded). So I am not finding any coding issues so far.
  6. Mals

    Lights On

    So a second floor copy and pasted small furnace? I will test that case. Any other details so I can reproduce this? This plugin might be altering the furnaces too, but it would be odd that it alters smelting etc. Pasted in 2 story building made with ubertools, worked fine. left base had stuff in it. next one was already smelting. middle one was smelting, thrist one was empty, came on, turned off, added stuff, smelting fine. last on on right was off, came on. It has to be some other plugin interacting or the "furnace" is not a furnace. can you destroy one and see what rcon shows? It should be assets/prefabs/deployable/furnace/furnace.prefab
  7. Mals

    Lights On

    I had 4 furnaces, 2 smelting, 1 off but with stuff in it, one empty and off. All the furnaces with items in them did not change state. The off and empty furnace turned on. When dawn came the empty furnace turned off, the smelting ones kept smelting and the off one with stuff in it stayed off. So it worked as expected in my testing. I suspect you have some other plugin affecting furnaces resulting in this behaviour. Can you either DM me in discord your list of plugins or share it here so I can help you track down what is going on please? I don't think it is LightsOn, but is most likely interaction with another plugin leading to this behaviour.
  8. Mals

    Lights On

    Protection should block any changes to a running furnace, I will test running a furnace. That would be a bug!
  9. Mals

    Lights On

    I would not recommend checking every 30 seconds, that will add server load. I run it at 120 on my server to keep the load down. You have furnaces set to: "Furnaces (a-always d-day n-night i-ignore)": "n", If there are things in a furnace, and it is set as protected, it will not toggle off or on. I'd check if there is something inside the furnaces. Please let me know. I did test this configuration and the furnace content seemed to be the key to this behaviour.
  10. Setting the Smelt rate of 100 to all furnaces seems fine except in large furnaces, the server crashes. { "Version": { "Major": 1, "Minor": 0, "Patch": 0 }, "Ovens": { "furnace": { "Multiplier": 100, "NoFuelRequired": false }, "campfire": { "Multiplier": 100, "NoFuelRequired": false }, "bbq.deployed": { "Multiplier": 100, "NoFuelRequired": false }, "furnace.large": { "Multiplier": 100, "NoFuelRequired": false }, "refinery_small_deployed": { "Multiplier": 100, "NoFuelRequired": false } }, "Products": { "fish.cooked": { "CookTime": 1.0, "Amount": 1 }, "fish.raw": { "CookTime": 1.0, "Amount": 1 }, "chicken.cooked": { "CookTime": 1.0, "Amount": 1 }, "chicken.raw": { "CookTime": 1.0, "Amount": 1 }, "deermeat.cooked": { "CookTime": 1.0, "Amount": 1 }, "deermeat.raw": { "CookTime": 1.0, "Amount": 1 }, "horsemeat.cooked": { "CookTime": 1.0, "Amount": 1 }, "horsemeat.raw": { "CookTime": 1.0, "Amount": 1 }, "humanmeat.cooked": { "CookTime": 1.0, "Amount": 1 }, "humanmeat.raw": { "CookTime": 1.0, "Amount": 1 }, "bearmeat.cooked": { "CookTime": 1.0, "Amount": 1 }, "bearmeat": { "CookTime": 1.0, "Amount": 1 }, "wolfmeat.cooked": { "CookTime": 1.0, "Amount": 1 }, "wolfmeat.raw": { "CookTime": 1.0, "Amount": 1 }, "meat.pork.burned": { "CookTime": 1.0, "Amount": 1 }, "meat.pork.cooked": { "CookTime": 1.0, "Amount": 1 }, "meat.boar": { "CookTime": 1.0, "Amount": 1 }, "crude.oil": { "CookTime": 1.0, "Amount": 3 }, "can.beans.empty": { "CookTime": 1.0, "Amount": 15 }, "can.tuna.empty": { "CookTime": 1.0, "Amount": 10 }, "hq.metal.ore": { "CookTime": 1.0, "Amount": 1 }, "metal.ore": { "CookTime": 1.0, "Amount": 1 }, "sulfur.ore": { "CookTime": 1.0, "Amount": 1 } }, "Fuel": { "door.key": { "ByProduct": "charcoal", "FuelAmount": 10.0, "ByProductAmount": 1, "ByProductChance": 1.0 }, "wood": { "ByProduct": "charcoal", "FuelAmount": 10.0, "ByProductAmount": 1, "ByProductChance": 1.0 } } }
  11. Mals

    QuestSystem

    Could you please add an X close button? Player are used to that in the top right to close popups. I did figure out clicking outside closes it, but others might not.
  12. Other than supporting permissions, what differentiates this from craft.instant ?
  13. Mals

    Server Hud

    Does it support Server Rewards?
  14. Not getting charcoal, assuming user error. silly fast, which is awesome! OxidationSmelting.json
    It makes the setting up and maintaining permissions a joy, rather than a chore.
  15. Mals

    Place Anything

    update shows 1.0.4 but downloaded file is 1.0.3
  16. Mals

    Shop

    It would be nice if the sample config was current, or automatically adding new items. And careful if you mess up editing the config, it reverts to the vanilla config wiping out hours of set up.
  17. Mals

    Lights On

    It is how much power LightsOn provides to the device. Since these devices have outputs to other devices (elevator floors, length of light string, devices attached to the boom box) they don't have a fixed amount needed. Items where I know the amount I give just enough to power it. but in these special cases I allow you the operator to set it. that is to mitigate folks exploiting the power output (players are creative).
  18. Changed Status from Gremlins to Closed
  19. Changed Status from Pending to Gremlins
  20. Changed Fixed In to 2.0.16
  21. can you attach your entire config and I will give this a run on my test server to resolve. It might be the other setting interacting causing this issue (a use case not yet tested scenario). The command syntax changes a bit too /lights check hobobarrel_static on forces them regardless of setting, check does a sweep checking if they match their flag. Thanks!
  22. Mals

    Spinning Xmas Tree

    You might want to add that note "Please add xmas_tree.deployed to the config file of white thunders parent entity fix" to the description as most will not check the discussion.
  23. Mals

    Spinning Xmas Tree

    I installed that but they still disappear on restart. Lovely concept and looks great once you put the decorations back on. Is there some special set up needed? I did not see it in the description.
  24. Arid Medium Cliff placed in snow has an open side. large cliff has an open side too. I found the corn, potatoes and pumpkins were infinitely lootable. Could be a plugin conflict on that interesting bug. It is not compatible with TreePlanter. Good to know.
1.9m

Downloads

Total number of downloads.

9k

Customers

Total customers served.

132.1k

Files Sold

Total number of files sold.

2.8m

Payments Processed

Total payments processed.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.