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Everything posted by jakman76
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Hi zloy.online, after running the latest update, I see the issue too. Will investigate and release a fix. Thanks.
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Changed Status from Pending to Can't Reproduce Changed Fixed In to 0.3.0
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So the transform change fixed it? I've never seen an issue with the plug before. Can you elaborate what's / or was going on? Thanks,
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Changed Status from Pending to Closed Changed Fixed In to 0.1.0
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Hi, if the map changed, even with the same seed and just changes in the procedural creation the seats are probably not at the correct location anymore. Try to delete the config file, reload the plug-in and run the /busstopinit again.
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I had those issues before with different prefabs using elevators. I wished I had a 100% answer. For me the issue happened when I changed the map between wipes. Seems like RUSTEDIT is creating the elevator descriptions (and others like keycards) at first initialization of the map, likely in the sav file. Maybe the update did something in your case. But since I leave my maps untouched between wipes, I haven't seen the problem.
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Hi FlintMonkey, I'm glad you like the prefab. I use it on my own server "1976" (51.195.237.3:28015) I have the server up to date with Halloween on. No issues with the elevator. Did you modify the map since you started the first time? Do you have the RUST-Edit extension up to date? I think there was an update Sep4.
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still working on this. changed status to feature request - rather than bug
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Changed Status from Work in Progress to Not a Bug
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- 18 comments
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- 18 comments
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Changed Status from Pending to Work in Progress Changed Fixed In to Next Version
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Hi Chap, wipe handling of the plugin is getting a lot of feedback lately. I agree, there has to be a better option. I will spend some time to provide a solution here. Next release will have a solution. Thanks a lot for your feedback. Jak
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Hi PPlank, thanks a lot for taking the time to comment. For wipes with the same map you can run /busstopinit and then replace the config file with the old one afterwards. But I get your point - its still a manual process. (I'm changing maps every month/wipe on my server, that's why I never ran into the issue). Your suggestions are worth exploring - I also thought about detecting the wipe and back-populating the seats based on the config file. Give me a bit to find a good option and thanks for using the plugin. Jak
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Version 1.0.0
990 downloads
Dual cave with elevator access. Smart switch at the bottom to deactivate the elevator. Furnace and refinery in side-cave. Needs Rustedit running on server for the elevator to work. Easy to use standalone prefab with no terrain, splat or alpha map. See the second half of the video for instructions.Free -
Version 0.18.0
538 downloads
Are you looking for a light way of teleportation? No desire to allow everywhere and personal home teleports? With BusStopPort you can turn your Rust Bus Stops into a transport system. Features: Just sit down and select destination No chat commands needed for use Charge items for travel (configure type and quantity) Support for Economics as currency Configure Port-From/To for every Stop Configure Bus Stop Names New: Simple cooldown timer - default 0s Maximum of 56 (4x14) "Travel To" Stops Automatic Initialization of existing Bus Stops Automatic BusStop labelling after closest monument. NoEscape - Combat Block support Quick support & open to suggestions Configure menu transparency No Build Zone option Installation: See video below. Chat Commands: /busstopinit will add seating to all Bus Stops on the map and create the BusStopPort.json (admin only). /busstopremove will remove all seats and clean out the config file (admin only). /busstopcooldownreset will reset all pending cooldowns (admin only). Console Commands: busstop.init will add seating to all Bus Stops on the map and create the BusStopPort.json. busstop.remove will remove all seats and clean out the config file. Permissions: busstopport.admin to use /busstopinit, /busstopremove and /busstopcooldownreset busstopport.use to use the teleport Video:$9.99 -
will this work only on structures placed after the plugin is installed? trying this right now - cant seem to remove anything prior the install. Fine with new walls.. items like doors and TC remove fine even placed before.