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Everything posted by Mals
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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
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- #lighting
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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.
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- 102 comments
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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.
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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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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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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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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?
