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MON@H

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Support Replies posted by MON@H

  1. My answer remains the same: I can't reproduce the problem you described. I suspect you have another plugin causing it. Until you provide me with more detailed information so I can reproduce the issue, I can't help you. How can I "fix what isn't broken"?

  2. I can't (and shouldn't) control what entities other plugins are spawning. 

    Limit Entities plugin is using hooks:
    CanBuild - to prevent player from placing an entity
    OnEntitySpawnedOnEntityKill - to track spawned/destroyed entities.
    Tracking entities relies on OwnerID, so if this field is unset (OwnerID == 0) when entity is spawned (entity.spawn()) it will be ignored. My guess is that's what happens now. If you want these entities to be tracked, ask author to set entity.OwnerID = player.userID before calling entity.spawn(). This will make them trackable by Limit Entities.

    However preventing players from spawning entities (to respect the limits) is a bit more complicated, the "easiest way" atm is to call LimitEntities.Call("CanBuild") or you may ask author to reach me if he need some specific api call, I can add it.

  3. Call IsBasementEntity when each entity spawns, instead of changing the owner field after the entity spawns?
    - Optimization? Never heard of it.

    I mean, I can implement this check, it will only affect those who have this plugin installed, but I suggest going down the path I suggested.

  4. The easiest way to make Limit Entities to ignore entity spawned by a custom plugin is to spawn that entity without OwnerID set (e.g. OwnerID = 0) and set it to userid after (NextTick for example) entity was spawned. This way OnEntitySpawned hook (which Limit Entities uses to track spawned entities) will ignore this entity. If that's what you want

  5. Since I don't use Abounded Bases, I can't tell for sure. I will ask @nivex if he have some thoughts about this, but when I fixed reported errors in API (which AB calls), I tested it and it was accurate.
    If you really want to investigate, try to set "Log Level (Debug, Info, Warning, Error, Off)": "Debug" and do dome stuff like claim the raid, placing TC etc. I need exact scenario, so I could reproduce it on my server, then I will be able to fix it.

    • Like 1
  6. What I'm trying to say is that I can't reproduce it, so until then I don't know how to fix it.

    I need more details about how exactly you placing the TS over the limit, what exactly are you doing?

    2025-10-11_164905.jpg.b11775fac5dccdc9684f4e2abc1c8ac9.jpg2025-10-11_1649051.jpg.924627fa1e5ca16478aa97c395304829.jpg

  7. Firstly, the plugin in question did not provide a public API to determine its activity in any way. Secondly, it is not the task of this plugin to exclude/influence the activity of other plugins.

    • Like 1
  8. This is because prefabs, that shouldn't be null are null. I can add checks into plugin it will not produce error, but it will not work, since prefabs are null...

  9. While NRE is fixed, there is still an issue with some prefabs can be broken after this wipe/ update. You will get something like 
     

    [Limit Entities] You have 11 untracked prefabs in your config file! To get a list of all supported prefabs use console command limitentities.list
    assets/content/props/strobe light/strobelight.prefab
    assets/prefabs/deployable/hitch & trough/hitchtrough.deployed.prefab
    assets/prefabs/deployable/search light/searchlight.deployed.prefab
    assets/prefabs/deployable/windmill/electric.windmill.small.prefab
    assets/prefabs/deployable/campfire/campfire.prefab
    assets/prefabs/deployable/ceiling light/ceilinglight.deployed.prefab
    assets/prefabs/deployable/furnace.large/furnace.large.prefab
    assets/prefabs/deployable/furnace/furnace.prefab
    assets/prefabs/deployable/oil refinery/refinery_small_deployed.prefab
    assets/prefabs/deployable/playerioents/electricfurnace/electricfurnace.deployed.prefab
    assets/prefabs/npc/sam_site_turret/sam_site_turret_deployed.prefab

    This is not related to the plugin. I'm not sure what the problem is exactly, as I see it on one server and not on another. I need more time to investigate further.

  10. As stated at the top of the description page, you need to download Ext.UiFramework.dll from the releases page and place into RustDedicated_Data\Managed. I can't comment on Carbon support, as I've never tried it, but according to the compatibility status on the description page, it's not supported.

    Quote

    image.png.43dbbec093ca9b035f5517d3260da8c9.png

     

  11. Also, I suggest you to rename your current config, restart plugin, and edit new default config to your needs. It covers different types of cupboard right out of the box.

    • Like 1
  12. You don't need to touch datafile (oxide/data/LimitEntities.json), it has nothing to do with permissions and shouldn't be edited.

    Just edit config file (oxide/config/LimitEntities.json) and restart plugin.

  13. Quote

    image.png.84befb325a8261e75cf12d6de23a8251.png

    Your config is limitting TC just as it should, the issue is there are 3 TC's now and you only limitting one of them. Default config got a group for TC's
     

            "assets/prefabs/deployable/tool cupboard/cupboard.tool.deployed.prefab",
            "assets/prefabs/deployable/tool cupboard/retro/cupboard.tool.retro.deployed.prefab",
            "assets/prefabs/deployable/tool cupboard/shockbyte/cupboard.tool.shockbyte.deployed.prefab"

     

  14. 12:27 [Info] Unloaded plugin Limit Entities v2.2.4 by MON@H
    12:27 [Error] [Limit Entities] You can't use the same prefabs in groups and individually. Choose one and remove it from the other 'assets/prefabs/deployable/planters/planter.large.deployed.prefab'
    12:27 [Error] [Limit Entities] You can't use the same prefabs in groups and individually. Choose one and remove it from the other 'assets/prefabs/deployable/planters/planter.small.deployed.prefab'
    12:27 [Error] [Limit Entities] You can't use the same prefabs in groups and individually. Choose one and remove it from the other 'assets/prefabs/deployable/planters/planter.large.deployed.prefab'
    12:27 [Error] [Limit Entities] You can't use the same prefabs in groups and individually. Choose one and remove it from the other 'assets/prefabs/deployable/planters/planter.small.deployed.prefab'
    12:27 [Error] [Limit Entities] You can't use the same prefabs in groups and individually. Choose one and remove it from the other 'assets/prefabs/deployable/planters/planter.large.deployed.prefab'
    12:27 [Error] [Limit Entities] You can't use the same prefabs in groups and individually. Choose one and remove it from the other 'assets/prefabs/deployable/planters/planter.small.deployed.prefab'
    12:27 [Info] Loaded plugin Limit Entities v2.2.4 by MON@H

    If you don't want to use groups, just remove them like this

    "Entity Groups": [],

    If you added prefab into group, you must use that group name in "Limits Entities" lists like this

            "Limits Entities": {
              "assets/prefabs/deployable/bed/bed_deployed.prefab": 2,
              "assets/prefabs/deployable/campfire/campfire.prefab": 10,
              "assets/prefabs/deployable/ceiling light/ceilinglight.deployed.prefab": 50,
              "assets/prefabs/deployable/furnace.large/furnace.large.prefab": 1,
              "assets/prefabs/deployable/furnace/furnace.prefab": 2,
              "assets/prefabs/deployable/hitch & trough/hitchtrough.deployed.prefab": 2,
              "assets/prefabs/deployable/oil refinery/refinery_small_deployed.prefab": 2,
              "PlanterBoxes": 50,
              "assets/prefabs/deployable/search light/searchlight.deployed.prefab": 4,
              "assets/prefabs/deployable/sleeping bag/sleepingbag_leather_deployed.prefab": 6,
              "assets/prefabs/deployable/tool cupboard/cupboard.tool.deployed.prefab": 2,
              "assets/prefabs/deployable/vendingmachine/vendingmachine.deployed.prefab": 1,
              "assets/prefabs/deployable/windmill/electric.windmill.small.prefab": 3,
              "assets/prefabs/deployable/woodenbox/woodbox_deployed.prefab": 50,
              "assets/prefabs/npc/autoturret/autoturret_deployed.prefab": 5,
              "assets/prefabs/npc/sam_site_turret/sam_site_turret_deployed.prefab": 0
            }

     

  15. Supply drops are not entities and players do not build them. They are essentially a "grenade", so if you want to prevent players from throwing them, you have to restrict players from using the items, and this plugin does not do that.

    Take a look at 

     

  16. Hi. Set "Number of hits allowed before punishment" to 0 since you want to punish first hit. Slap plugin is not needed, it's optional.

    To better understand what's going on, set "Logging enabled" to true and check /oxide/logs/PunishAttacker/

    P.S. "Initial percentage of damage as punishment" is the amount calculated based on damage dealt to victim, not attackers health. But if you set "Number of hits before punishment is death" to 2 attacker will die on second hit anyways

  17. "Log Level (Debug, Info, Warning, Error, Off)": "Debug"

    "Debug" - is for the most detailed info, if it's to much, use "Info"

  18. I don't speak this language. Please, use English.

    If you have any problems, first thing to do is enabling logging in your config file:

    "Enable logging": true,

     

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