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Everything posted by Mals
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- 102 comments
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- #lighting
- #automation
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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.
- 102 comments
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- #lighting
- #automation
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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 } } }
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- 27 comments
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- 598 comments
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- 1
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- #hud
- #interface
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(and 6 more)
Tagged with:
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- 103 comments
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- 221 comments
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- 2
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- #permissions
- #admin
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(and 7 more)
Tagged with:
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- 827 comments
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- #shop
- #shop ui
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(and 26 more)
Tagged with:
- #shop
- #shop ui
- #store
- #market
- #server rewards
- #gui shop
- #custom items
- #rust shop
- #mevent
- #market system
- #marketplace
- #buy
- #sell
- #in game
- #economics
- #humannpc
- #market and magazine
- #gui
- #money exchange
- #rust shop plugin
- #shop system
- #best shop
- #best rust shop
- #shop items
- #shop mevent
- #shop in menu
- #shop gui
- #halloween
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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).
- 102 comments
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- #lighting
- #automation
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Changed Status from Gremlins to Closed
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Changed Status from Pending to Gremlins
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Changed Fixed In to 2.0.16
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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!
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- 21 comments
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- 21 comments
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I have added that, and thank you for getting back to me.
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Existing trees with decorations spin, but do not show the decorations. taking them off and putting them back on solves this. Could you parse for existing ornaments and show them please?
