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MNfreakTim

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Everything posted by MNfreakTim

    I genuinely had high hopes for this plugin when I purchased it. This was one of the first plugins that was updated to work with the electric furnaces that I was able to find available for purchase. However, upon installing this plugin live on my main server, I quickly became aware of multiple issues within the plugin that made it unusable on my server. I have opened tickets for two of the items, but gave up attempting further inquiries as after my initial conversation with the developer, they have been quite slow to respond. So why am I giving this a 2-star review. The first main issue I noticed is the config file is incredibly sensitive and quite limited when attempting to manipulate the fuel consumption of this plug. The current format of this plugin would indicate that if you attempt to lower the fuel consumption below 10, it will completely reset all changes to the config file. This problem became quite annoying when attempting to set up more than one line on the config file, as you will lose all data which was changed. So you might be asking yourself why lowering the fuel consumption would be important... This was a change I was attempting to make as the fuel consumed when using Furnace Splitter and Quick Smelt, the fuel consumed would be about half of what was indicated as being needed. However, with this plugin and Furnace Splitter the fuel listed as being needed would run out before the ore was processed, and it was showing about half of what was required to process the ore. This quickly became quite annoying to the players on my server. The second main issue I noticed within this plugin is the charcoal produced for players on the server would vary significantly. When setting the config file to give 1 charcoal for every 10 fuel consumed with a 75% chance at charcoal, about half of the players on the server would see a 1.1 to 1.3 fuel:charcoal ratio. However, the rest of the players were split between having either the large or normal furnace produce the rates mentioned previously, but the other sources would be a 10:1 fuel to charcoal ratio, or they had the 10:1 fuel to charcoal ratio as the config file would indicate should happen. So once again, why is this a problem? Well for roughly half of the server if I have the config file set to a 10:8 fuel to charcoal ration at a 75% chance which would be what should be expected in general, they would be receiving an INSANE amount of charcoal. I was personally seeing a 1 to 20 fuel to charcoal ratio, with the 10:8 setting at 75%. As I allow players to sell unused resources for server points, that bug would have broken the economy of my server by leaving it in place at the required rate so that all players should receive 8 charcoal for 10 wood consumed. I gave this plugin a 2-star review as 2.5 was not available. The fact that the electric furnaces worked and could be sped up means to me that it is worth at minimum 2.5 stars. But as there are far too many bugs with this plugin that have yet to be resolved, I have had to remove this plugin entirely from my server. I would suggest checking if this plugin will be impacted by others before installing it on your server. Also, you will need patience if you send in a support ticket. Edit for Author response: If the charcoal output is adjusted so that everyone on the server is getting results similar to the CFG setup, I will increase the rating 1 star. If the fuel consumption can be tweaked by the server admin, I will increase the rating 1 additional star. Ultimately, I am not sure as though I will be able to give this plugin a 5-star review for a few reasons. The main issue I have with the limited function of the CFG file is... Why have items which can be changed that result in the entire CFG file being rewritten as a default CFG? I had to enter the information into the CFG a few times before I realized which field was causing the entire CFG to be rewritten. That is the "limits" of the CFG, not functions which can be changed. I was quite specific in the "Quote" you wrote there as to what I meant. I am not sure what the fuel consumption rates would have had with limiting the plugin/cfg would have caused a server to stall, as it is a value that will be called regardless to consume fuel... As I wrote in the edited response, I will increase my rating of this plugin if it becomes functional from my perspective as a server admin. Fortunately for me at the moment, there is a version of Quick Smelt that works with Electric Furnaces, so I have just switched back to the original plugin my server was using. Charcoal produced appears to be close to default for most / all players potentially so I increased the rating 1 star as I stated I would.
  1. I have been made aware of a new problem with this plugin over the long weekend. I had extensively tested the charcoal output on my test server before launching this plugin live on my main server. I had what I though was an acceptable exchange rate from wood to charcoal. But then I had a few players complain that they were experiencing a rate that was 1/10 of what I was seeing in testing and when the plugin was live on my server. In testing I have had to leave the fuel requirement at 10 as the plugin will not allow this value to be changed. When I would leave the default charcoal rate to 1 charcoal per 10 fuel at the default .75 probability factor I would average 1.1 to 1.3 charcoal per piece of wood consumed. However, other players were only seeing the expected 1 charcoal per 10 fuel consumed as you would expect with the cfg settings. I then asked 8 different players to test out the exchange rate on the server and 5 players had the exact same results that I did while 3 other players were seeing lower returns. I checked any potential conflicting plugins which might be giving the 5 players who were seeing a 1.2::1 ratio a boost that the other players were not seeing. I uploaded to the version you released on Thursday as well and these issues still persisted. If you need any additional information or cfg files let me know. I am sorry for submitting two tickets in one week, but I am hoping this plugin can replace Quick Smelt. As of today I have removed this plugin from my server and am using the Quick Smelt plugin update available in the help section of UMod as this option allows for Electric Furnaces to be sped up, but which also allows the fuel/charcoal rates to be unaffected by the bugs which I have seen with this plugin. I will hope this plugin is functional in the future.
  2. Sorry for putting this question in both places. I will make sure to wait before submitting a support ticket until sufficient time has passed after posting in the discussion section. I am sorry for the inconvenience. Tim
  3. Howdy Kasvoton, You are absolutely correct with the Quick Smelt plugin. It would often consume about half of the "required" fuel. I only ask this question as I am sure there will be someone on my server who complains about the fuel rates, and I figured I would get a step ahead of any potential questions from my players. I am sorry for opening a support ticket for this instance as well. I wasn't sure which of the two options would be best for this issue. Thanks for such a prompt response.
  4. Howdy Kasvoton, I recently purchased your plugin as it supported electric furnaces. However, it appears that the plugin is limiting the ability to lower the fuel rates beyond the base rate of 10 per click. This is causing the refinery, furnace and large furnace to consumer significantly more wood than furnace splitter says should be used. This results in this plugin consuming considerably more wood than the Quick Smelt plugin. Is it possible to update the plugin to allow the fuel consumption rates to be tweaked lower than 10 per tick? I have tried to lower the fuel consumption rates many times and every time I reload the plugin it resets the cfg to 10 fuel per every time upon reloading the plugin. So far this is the only limiting factor in this plugin.
  5. Is it possible to change the fuel consumption rates? This plugin seems to use fuel much faster than my last plugin (Quick Smelt). I have adjusted the numbers to 2 fuel per tick and it keeps reverting back to 10 fuel per tick no matter what I do. It does not appear to want to allow me to set the fuel stack size any lower than 10 per and this is causing the furnace to use up the wood before the ore is cooked in either the furnace, large furnace or refinery.
  6. MNfreakTim

    Shop UI

    Indeed you are, you click on the item you are wanting to sell and a rotate icon will appear in the top right of the picture which allows you to switch it from buy to sell. It is confusing to some players on my server, but they adjusted pretty quickly.
  7. NVM I read the recent update notice and it answered my question
  8. MNfreakTim

    Raidable Bases

    Howdy Nivex, I recently noticed this null reference exception in the RCON on one of my servers. I am not sure if this is of any importance or not, but I figured I would let you know. Failed to call hook 'CanLootEntity' on plugin 'RaidableBases v2.7.2' (NullReferenceException: ) at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component) at Oxide.Plugins.RaidableBases.CanLootEntity (BasePlayer player, BaseEntity entity) [0x00000] in <237b80332cbf4a3c8b9d4169c72a6485>:0 at Oxide.Plugins.RaidableBases.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x027a5] in <237b80332cbf4a3c8b9d4169c72a6485>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <23ba99f131254889867c71f0bd137b1d>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <157a94ee66ab4a7991faecd1eb84be3b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <157a94ee66ab4a7991faecd1eb84be3b>:0 Thanks, Tim
  9. MNfreakTim

    Skills

    I can confirm that the updated version still shows as version 1.31.16 when loaded onto the server
  10. Mine loaded properly. I would check oxide and such
  11. Howdy Mevent, I have a couple of questions for you with regards to a newly purchased plugin. My first question is, Is there a way to increase the # of digits which show up on the price in the UI? The reason I ask this question is currency is fairly easy to come by on my higher gather rate servers and I have the prices for the steps set to 1 mill, 2.5 mill, 5 mill, and a 4th level at 10 mill for most skills that are in use on my server. The prices are currently limited to 5 digits so they are not completely accurate. A second question I have is, is there a way to turn off notifications when someone purchases a skill? This became a flood of messages when initially installed on the server and I could see it becoming annoying for some of my players. Thanks in advance. Tim
  12. MNfreakTim

    Skills

    Is there a way to increase the # of digits which show up on the price in the UI? The reason I ask this question is currency is fairly easy to come by on my higher gather rate servers and I have the prices for the steps set to 1 mill, 2.5 mill, 5 mill, and a 4th level at 10 mill for most skills that are in use on my server. The prices are currently limited to 5 digits so they are not completely accurate. A second question I have is, is there a way to turn off notifications when someone purchases a skill? This became a flood of messages when initially installed on the server and I could see it becoming annoying for some of my players. Thanks in advance. Tim
  13. Success, thank you so much.
  14. Howdy Zeode, I changed the currency type to buy the signals to custom (scrap) and it works. So to me that indicates I am using the wrong code for Server Reward points given by the Economics plugin. Would you be able to confirm the code for Economics? I will just utilize scrap at the for the time being, until I can I identify the code that coordinates with the Economics plugin I have on my server. Thank you again. Tim
  15. Howdy Zeode, Please take your time. My players have been quite patient up to this point and another day or two wait wont bother them too much I am sure. Since you mentioned a "mock shop cfg" I figured I would share with you how I had it set up exactly so that you know what I had on my server. I will list the method which produced the only buyable heli signal in testing for me. Here is the section of the Shop - Categories json "Tool": { "Image": "https://rustplugins.net/products/shop/hammer-screwdriver.png", "Permission": null, "Sale": 0.0, "Items": [ "tool.instant_camera", "tool.binoculars", "explosive.timed", "tool.camera", "rf.detonator", "flare", "flashlight.held", "geiger.counter", "jackhammer", "grenade.smoke", "supply.signal", "supply.signal", "supply.signal", "supply.signal", "supply.signal", "surveycharge", "cakefiveyear", "chainsaw", "hammer", "hatchet", "pickaxe", "rock", "axe.salvaged", "hammer.salvaged", "icepick.salvaged", "explosive.satchel", "stonehatchet", "stone.pickaxe", "toolgun", "torch", "bucket.water" ] }, Here is the section of the Shop - Items json }, "supply.signal": { "DisplayName": "Supply Signal", "Skin": 0, "Image": "supply.signal.png", "DefaultAmount": 1, "BuyPrice": 1000, "SellPrice": 1, "Currency": "eco" }, "supply.signal": { "DisplayName": "Heli Signal (Easy)", "Skin": 2920175997, "Image": "https://rustynuts.gg/helisignals/easyHeli.png", "DefaultAmount": 1, "BuyPrice": 1000, "SellPrice": 1, "Currency": "eco" }, "supply.signal": { "DisplayName": "Heli Signal (Medium)", "Skin": 2920176079, "Image": "https://rustynuts.gg/helisignals/medHeli.png", "DefaultAmount": 1, "BuyPrice": 1500, "SellPrice": 1, "Currency": "eco" }, "supply.signal": { "DisplayName": "Heli Signal (Hard)", "Skin": 2920176050, "Image": "https://rustynuts.gg/helisignals/hardHeli.png", "DefaultAmount": 1, "BuyPrice": 2000, "SellPrice": 1, "Currency": "eco" }, "supply.signal": { "DisplayName": "Heli Signal (Elite)", "Skin": 2920176024, "Image": "https://rustynuts.gg/helisignals/eliteHeli.png", "DefaultAmount": 1, "BuyPrice": 3000, "SellPrice": 1, "Currency": "eco" }, These json configurations when used together allowed the 5 signals to show up on the shop page. But they all had the picture for the elite heli signal. I purchased one from the all of the 5 signals, which should have in one of each signal type, I ended up with 5 elite signals. I hope this helps you in your troubleshooting. No hurry on the fix, for now as a "temporary fix" I have resorted to only selling the easy heli signal and removing the rest of the signals from the shop so the players have some action. But there are a few who are chomping at the bit to try to the harder versions as this plugin has been requested a number of times for my PvE server. Thanks again, Tim
  16. Sorry here is the cfg as requested, HeliSignals.json
  17. Howdy Zeode, Thank you for your time and patience. I am sure the issue I am having is some setting that I have incorrectly set up. Additionally, I am sorry for the haphazardly written message yesterday, my server was having intermittent freezing problems due to a plugin that was causing Null Reference Exceptions like crazy and causing the whole server to freeze up. My brain was a bit fried yesterday as I had 3 exams this week in College as well and I was entirely focused on that up until yesterday. Attached to the email is the CFG file for the HeliSignal plugin. Also I use the plugin called Shop UI which is available on Code Fling for my in game Shop which is available to players on my server.. The Shop UI plugin uses an Items.json which is located within a Data file to identify which items are available to be sold in the plugin. This is the format I use with that json for the items in question. I have tried this page with both the Heli Signal (Easy) name as well as the supply.signal name as the top line which is used to identify how the item is listed in the Categories list. Each had the same results. }, "Heli Signal (Easy)": { "DisplayName": "Heli Signal (Easy)", "Skin": 2920175997, "Image": "https://rustynuts.gg/helisignals/easyHeli.png", "DefaultAmount": 1, "BuyPrice": 1000, "SellPrice": 1, "Currency": "eco" }, Each item is then listed in Categories.json. This json has each item listed by the short.name for each item. This format can be seen below. "jackhammer", "grenade.smoke", "supply.signal", I tried to place the Heli Signals in the Tool category to match the other supply signal's placement and when I did I used both the supply.signal name for all for items at once, and I used each item with the appropriate Heli Signal (Easy) title in the category.json and the supply.signal name allowed for the item to be purchased properly, but all 4 signals on the page were the same elite Heli Signals. I was able to purchase a signal from each of the icons, but the plugin itself did not differentiate the supply signals based on their skin ID #. When I had the items listed in the json using the Heli Signal (type) name, it would not allow the items to be purchased at all. I would click on the item and it would send the previously mentioned error to the RCON. This is why I believe the plugin utilizes the short.name to pull together the pages listed in the Shop plugin. In the end ideally I would love to have this plugin set up where the player types the /hsbuy (type) command and is given a signal in their inventory which would be called. The reason for this is it would be most similar to how I had previously used the Personal Heli plugin which is available on UMod. That plugin has not been maintained for a while and it was throwing a bunch of Null Reference Exceptions yesterday, which is why I decided to move on from it and purchase your plugin instead. I once again appreciate your time and patience in dealing with me. I know it cannot be easy to have people asking questions all the time, I know how it feels from a server Admin / Owner perspective and it can be a bit taxing at times. Thanks again, Tim
  18. I had assumed when you type /hsbuy easy when given the permission it would use whatever style of currency you have selected. I had intended on using the server reward points which are given using the Economics plugin. I might have had the currency code incorrectly labeled. I left it as RP and then changed it to $ and neither called in the heli or gave me the signal to call in the heli. I Will try to adjust the file using the shortname you mentioned. Should I use eco as the code for economics as I have it set up using economics in other plugins? Or is the $ what you use to identify economics? I will also work to use the shortname to sell the signal directly. This was what I attempted first and it did not work either for me. Update: The Shop UI plugin has all 4 of the Heli Signals in there as well as the normal supply signal. When I use the shortname supply.signal it changes all 4 icons into the elite signal. I think the Shop UI plugin using the shortname as the identifying characteristic for listing the items is causing the problem. I will keep plugging away and hopefully will figure out what setting is not allowing me to give players the ability to buy the signals using the /hsbuy command as I tried to explain before, but apparently did not. Thanks again. Tim
  19. Howdy Zeode, I am sorry if this is something which is caused by a setting in my cfg wrong. But I purchased this plugin earlier and I was attempting to set up a delivery method for the Tiers of attack Helicopters. I have given myself permission to give the signals to players, and was able to give myself one and fight it successfully. I also attempted to use the /hsbuy easy and such commands but these did not call in the Attack heli to my base when I used the command. I also attempted to set this item as a command to be purchased in the Shop UI plugin, but it sent out a null reference exception Failed to call hook 'shop_cmd' on plugin 'Shop v1.1.81' (FormatException: Input string was not in a correct format.) at System.Number.StringToNumber (System.String str, System.Globalization.NumberStyles options, System.Number+NumberBuffer& number, System.Globalization.NumberFormatInfo info, System.Boolean parseDecimal) [0x00057] in :0 at System.Number.ParseInt32 (System.String s, System.Globalization.NumberStyles style, System.Globalization.NumberFormatInfo info) [0x00013] in :0 at System.Int32.Parse (System.String s, System.IFormatProvider provider) [0x00008] in :0 at System.Convert.ToInt32 (System.String value) [0x0000b] in :0 at Oxide.Plugins.Shop.shop_cmd (ConsoleSystem+Arg arg) [0x000b0] in <5a6399876d9f4371a8bb5a24dc40eba6>:0 at Oxide.Plugins.Shop.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01373] in <5a6399876d9f4371a8bb5a24dc40eba6>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <23ba99f131254889867c71f0bd137b1d>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <157a94ee66ab4a7991faecd1eb84be3b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <157a94ee66ab4a7991faecd1eb84be3b>:0 I am assuming this is largely due to this plugin potentially not being compatible with this plugin. The command I used with the Shop UI plugin is "hsgive medium {steamid} 1" Would you be able to assist me with why when I have the permission given to use the /hsbuy easy or hard command it is not working at the moment for me? Or be able to tell me how to properly set up the chat command so that the ShopUI would also work with the item? Thanks, Tim
  20. MNfreakTim

    Raidable Bases

    I have raid islands on my map. Which I uses as custom spawn points that I define with the Spawns Database plugin. This has allowed the game to identify sufficient spawn points on the map for the bases to spawn at. If you do not have specified areas for the bases at the moment, you could perhaps set aside areas where building isn't allowed and adjust the diameter of the raid bubble to fit into these areas. You would then have to potentially use a plugin like I mentioned to define the file name and where this file tells the raidable bases plugin to spawn them. Not sure if it will help or not, but the custom spawn points has kept the plugin working on my servers up to this point.
    The description page could have a little extra information added to it, which would assist players in utilizing this monument properly. However, the monument and puzzles are intuitive enough that they are not impossible and they pose a challenge for most players. These are very welcomed traits in a custom monument. The players on my server enjoyed this monument last wipe and I am sure they will continue to enjoy it.
  21. MNfreakTim

    Raidable Bases

    not likely relevant so I removed it
  22. MNfreakTim

    Shop UI

    Is there a way to sell items in the shop to only a specified group of players? I have a new item (skinbox spraycan) that I want to sell to only VIP members as the skinbox plugin is one of the VIP perks. I am not 100% sure on how to do this, but I do not want to sell it to everyone. Any help would be greatly appreciated. Thanks, Tim
  23. MNfreakTim

    Raidable Bases

    In the data section of the Raidable Bases files there is the Profiles folder. Inside the profiles folder you will have to edit one line on each of the easy, medium, hard, expert and nightmare json so that this setting is true. The name of this line is listed below. "Enable CopyPaste Stability Option (USE AT YOUR OWN RISK - POTENTIAL SERVER CRASH)": true, That is the line from my server JSON which allows stability in my raid bases. If you have it listed as false the server will turn off stability in the raid base bubbles. I have found that this option has been relatively stable (even with the warning). Since I turned this back on, I have not had any server crashes as a result of changing this option back on for my server. I hope this helps out. Tim
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