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Everything posted by RTimer
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I'm not sure why that happened, as I couldn't reproduce this bug on my end. If this problem pops up again, definitely let me know (if you have any console errors, please send them over too—they help resolve issues much faster). It might have just been a minor, isolated conflict on the server. Thanks for your time!
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Did this start happening after updating to version 1.0.7, or has it always been like this? Is this the first time you've encountered it? Also, have you tried restarting the event to see if the map marker appears?
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Hello! This behavior was intentionally designed as part of the event's mechanics. Players are not supposed to leave the event area while the hacking process is in progress. If they do, the hacking progress is reset and the event starts over. However, you can easily adjust this to better fit your server. In the config file, there are two settings that control this behavior. By default, they are set to fairly strict (low) values: - Maximum Distance (trigger zone) — increase this value to expand the event area. - Return Time — increase the number of seconds a player has to return to the event area before the hacking progress is reset.
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Just to clarify how the plugin currently works: new bombers stop spawning as soon as the crate hack timer finishes, so everything is functioning correctly on that front. However, any bots that were already spawned will remain alive in the area until a player comes down, kills them, takes all the loot, and completes the event. If a player dies, those remaining bots will simply stay there until someone else arrives. Would you like us to add a reset feature for this—for example, if a player dies or leaves and no one interacts with or loots the crate within 2–3 minutes, the event automatically resets? Or how exactly would you prefer it to work? Alternatively, if I misunderstood your message and you encountered an actual bug (such as bombers continuing to spawn endlessly even after the hack timer ended), please describe the exact scenario in more detail so I can look into it!
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Thanks for the suggestion! Right now, my main priority is finalizing a major update that brings full event difficulty levels. There’s still a lot of work to be done, as it will feature four distinct difficulty tiers with the option to choose a specific one or go with a random selection. Once this update is out, I'll definitely look into Notify integration and see what’s possible to implement there, along with any other feedback. Thanks for keeping the ideas coming!
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Hi! The plugin wasn't originally designed to act as a standalone economy system, but it already includes API hooks for event start, event stop, and successful completion by a player: OnSubwayEventStarted OnSubwayEventStopped OnSubwayEventCompleted (passes BasePlayer player and HackableLockedCrate lootedCrate) You or any developer can easily use the OnSubwayEventCompleted hook in a custom script or event reward plugin to issue Economics currency ($) or ServerRewards points (RP) directly to the winner upon completing the event!
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Hi Mortis! Thanks for the great suggestions and the kind words! I've just released Update 1.0.4 with both features included: API Hooks: Added OnSubwayEventStarted and OnSubwayEventStopped. You can now easily bind these to Server HUD or any other UI display tool. Console Command: Added the subwayevent <start | stop> console command, so you can easily manage the event using RCON, TimedExecute, or other event manager plugins. If you enjoy the update and the plugin, feel free to leave an honest review on the product page — I really appreciate the feedback!
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Hi! Thank you for the support, I'm glad you love the idea! You actually already have full control over all enemy stats (including pushing HP and damage to the roof!), so there is no need for extra multipliers in the config. Since SubwayEvent uses the NpcSpawn plugin to generate guards, you can configure everything directly through its preset system. Here is how you can do it: Edit Existing Presets: You can open the preset files (e.g., SubwayLMG.json or SubwayShotgun.json) located in your oxide/data/NpcSpawn/Preset/ folder and manually increase the health, damage, and accuracy values. Use the GUI: Alternatively, you can use the in-game GUI provided by the NpcSpawn plugin to edit these presets visually. Create Custom Presets: You can even create a completely new preset from scratch with insane stats! Important Note: If you decide to create a new custom preset instead of editing the default ones, just don't forget to open the SubwayEvent config file and change the preset names to match your new ones so the plugin knows what to spawn! By the way, if you like the plugin, feel free to leave a review on the product page — I really appreciate honest feedback about my work!
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Changed Status from Pending to Not a Bug Changed Fixed In to 1.0.2
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Hi! Good news — the update has just been released! Full integration with PveMode has been added and thoroughly tested on my end. Everything is working correctly and as expected. Please update the plugin to the latest version. If you run into any errors or edge-case issues, feel free to reach out here in support — I'll be happy to help! Also, if you enjoy the plugin and the support, leaving an honest review on the product page would be greatly appreciated!
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Found the issue! In your screenshot, the folder path is double-nested: /oxide/data/data/NpcSpawn/Preset It should be: /oxide/data/NpcSpawn/Preset Simply move the NpcSpawn folder directly into /oxide/data/. That old ghost marker stuck on your map is just a leftover from the previous run when those preset errors occurred. Reloading the plugin won't clear an already bugged marker, but it will completely disappear after your scheduled server restart tonight. Once you fix the folder path, all future events will start and clean up automatically without any issues!
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Could you please check your server console or log files for any errors at the exact moment the event ended by the timer? I just tested this exact scenario on my test server (letting the event end entirely on its own by the timer without any player interaction), and I wasn't able to reproduce the issue. On my end, all NPCs, barricades, and the map marker were deleted properly. Since I can't trigger this bug locally, I suspect there might be a conflict with another plugin or a rare edge case on your server. If you could find and send me any error logs from the console, it would help me pinpoint and fix the exact issue much faster. Also, if the map marker somehow glitched and got stuck, simply reloading the plugin unfortunately won't remove it — you will need to restart the server to clear that "ghost" marker.
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Please give me a few minutes.
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Hi! Thanks for the report. Could you please clarify a few details so I can narrow this down? Version Check: Are you sure you are running version 1.0.2? How did the event end? Was it completed normally by a player fully looting the crate, stopped manually via command (/subway stop), or did the server restart / plugin unload while active? What remained at the location? Did other event elements stay as well (such as sandbags/train barricades, smoke, or the map marker), or was it ONLY the NPCs? Is it possible these were default vanilla Rust tunnel dwellers? The plugin only manages its own event guards and does not delete naturally spawning subway scientists. Thanks for your help!