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Luuxen

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Everything posted by Luuxen

  1. Luuxen

    Electric Furnace required

    Auto Turret too ^^
  2. Luuxen

    No time remaining is displayed

    getting reports about this after the latest update too
  3. Luuxen

    "Name": "Hunter",

    somehow this worked, thanks for the help @Adem (renamed Hunter to Hunter420 and he can be killed again)
  4. Luuxen

    "Name": "Hunter",

    this npc seems impossible to kill with out admin weapons - it only has 400 hp in the config but need 36k to actually kill X) { "Preset Name": "biker_spas12_easy", "Name": "Hunter", "Health": 400.0, "Kit": "", "Wear items": [ { "ShortName": "hoodie", "skinID (0 - default)": 961066582 }, { "ShortName": "pants", "skinID (0 - default)": 961084105 }, { "ShortName": "shoes.boots", "skinID (0 - default)": 961096730 }, { "ShortName": "burlap.gloves", "skinID (0 - default)": 961103399 }, { "ShortName": "hat.beenie", "skinID (0 - default)": 594202145 } ], "Belt items": [ { "ShortName": "shotgun.spas12", "Amount": 1, "skinID (0 - default)": 0, "Mods": [ "weapon.mod.flashlight" ], "Ammo": "" } ], "Speed": 5.0, "Roam Range": 10.0, "Chase Range": 110.0, "Attack Range Multiplier": 1.0, "Sense Range": 60.0, "Memory duration [sec.]": 10.0, "Scale damage": 0.8, "Aim Cone Scale": 1.0, "Detect the target only in the NPC's viewing vision cone?": false, "Vision Cone": 135.0, "Turret damage scale": 1.0, "Disable radio effects? [true/false]": false, "Should remove the corpse?": true, "Loot": { "Allow AlphaLoot to Modify Loot": false, "Use AlphaLoot Preset with This Name": "", "Allow LoottableStacksizeGUI to Modify Loot": false, "Use LoottableStacksizeGUI Preset with This Name": "", "Allow CustomLoot to Modify Loot": false, "Use CustomLoot Preset with This Name": "", "Clear the container before adding items/prefabs": true, "Prefabs Table": { "Enabled": true, "Minimum Unique Prefabs": 1, "Maximum Unique Prefabs": 1, "Prefab Pool": [ { "Prefab": "assets/bundled/prefabs/radtown/underwater_labs/crate_food_1.prefab", "Chance [0.0-100.0]": 10.0, "Minimum Amount": 1, "Maximum Amount": 1 } ] }, "Items Table": { "Enabled": true, "Use Chance-Based Spawn (Ignore Min/Max Unique Items)": false, "Minimum Unique Items": 2, "Maximum Unique Items": 4, "Item Pool": [ { "Shortname": "ammo.pistol.fire", "SkinID": 0, "Display Name (empty - default)": "", "Owner Display Name": "", "Is Blueprint": false, "Genomes": [], "Chance [0.0-100.0]": 5.0, "Minimum Amount": 60, "Maximum Amount": 80 }, { "Shortname": "ammo.pistol", "SkinID": 0, "Display Name (empty - default)": "", "Owner Display Name": "", "Is Blueprint": false, "Genomes": [], "Chance [0.0-100.0]": 5.0, "Minimum Amount": 60, "Maximum Amount": 80 }, { "Shortname": "ammo.shotgun.fire", "SkinID": 0, "Display Name (empty - default)": "", "Owner Display Name": "", "Is Blueprint": false, "Genomes": [], "Chance [0.0-100.0]": 5.0, "Minimum Amount": 15, "Maximum Amount": 30 }, { "Shortname": "ammo.shotgun", "SkinID": 0, "Display Name (empty - default)": "", "Owner Display Name": "", "Is Blueprint": false, "Genomes": [], "Chance [0.0-100.0]": 5.0, "Minimum Amount": 15, "Maximum Amount": 30 }, { "Shortname": "ammo.shotgun.slug", "SkinID": 0, "Display Name (empty - default)": "", "Owner Display Name": "", "Is Blueprint": false, "Genomes": [], "Chance [0.0-100.0]": 5.0, "Minimum Amount": 15, "Maximum Amount": 30 }, { "Shortname": "ammo.rifle", "SkinID": 0, "Display Name (empty - default)": "", "Owner Display Name": "", "Is Blueprint": false, "Genomes": [], "Chance [0.0-100.0]": 5.0, "Minimum Amount": 60, "Maximum Amount": 80 } ] } } },
  5. Hi! Merry Christmas! First off, great work on FarmPro - it’s been running really well on our PvE server (sadly just for 1 single player so far because i never really got a response from you because you where in the middle of moving back then). I just wanted to share a couple of ideas that are mostly about long-term server health rather than changing the core gameplay. What I’m aiming for conceptually: • Limit FarmPro to 1 active box per online player • Farms owned by players who have been offline for a certain period of time should no longer be active (not necessarily removed, just inactive). The goal here is to avoid long-term buildup from inactive players on PvE servers and keep things fair for players who are actually online and active. Additional suggestion: • Add permissions for using the clone and harvest functions (so servers can control "harves times" for example, or simply only allow a certain group to use cloning) Totally understand if this doesn’t fit the intended design - just wanted to share the use-case from a long-running PvE server perspective. Thanks again for the plugin! (forwarded this mostly from our discord conversation)
  6. Luuxen

    Missing prefabs

    I wrote you a few days ago on discord anyhow, im happy its fixed and we look forward to use the map next wipe have a nice day too!
  7. Luuxen

    Missing prefabs

    Hi there! :slight_smile: just picked up your map: [Builders Island Custom Map 4500K](https://codefling.com/maps/builders-island-custom-map-4500k) is it possible i can ask you to break the remaining monuments/prefabs so i can edit the map for next wipe? it seems that you have forgotten to break those 3 from the screenshot below, so they are not included in my map when i edit them :slight_frown: hope you understand what i mean by it, or else please let me elaborate further on my point. (open rust edit>load map> press H> select all>press "break"> save the map) Best Regards! Luuxen
  8. Luuxen

    compile issue

    Failed to compile: 'Pool' does not contain a definition for 'GetList' | Line: 391, Pos: 56
  9. Luuxen

    compile issue

    Failed to compile: 'Pool' does not contain a definition for 'GetList' | Line: 326, Pos: 57
  10. same reports from the players here, some boxes turn up empty after yesterdays updates.
  11. "NPC's" is the keyword here, "non-player character", even if you use the player.prefab that's still not a real player getting access to DLC items.. so changing this means changing the disco-floor/speakers/sofas/laser-lights/signs/wall-skin too as they are DLC items?
  12. "Due to the facepunch TOS, NPCs no longer dance. That's why they now play poker." why is that? the plugin dont allow players to dance, so why change this?
  13. Luuxen

    Restart Error

    the fix fixed the fix
  14. Luuxen

    Restart Error

    same, struggled with this for hours, after unloading the CustomItemDefinitions the server could boot again - same error as abovementioned. havent changed anything other than updating to the newest version.
  15. @Grumpy Old Man open the recycler and use the toggle button to change the layout - or in config change "Adapter Layout (1 Default | 2 Alternative)": 2,
  16. https://discord.com/channels/500413814244638747/1103747101583749160/1436083686763270295 umod discord has a fix
  17. Luuxen

    Chest Stacks

    Yes it still works perfectly
  18. Luuxen

    BotReSpawn

    set the profiles near to APC Safe / True
  19. adding to this above, the new option for skinning beds made me realize all the requested skins we approved, was never really added, but showed the notifications that they where..
  20. Luuxen

    BotReSpawn

    Im just thinking out loud too, since NPCRaiders can target a TC, maybe BotReSpawn can do the same but with turrets? would be a dope addition to "target traps True/False" on the profiles
  21. Luuxen

    compile issue

    Works good, debug messages has been disabled again thank you for the update!
  22. Luuxen

    compile issue

    Compiles now. Thanks! you just left some debugging text in this version - it spams alot just a small part of the debug messages left in (15:45:26) | Loaded plugin HighQualityFuel v1.0.2 by DAez (15:45:26) | [HighQualityFuel] OnItemRemove False True (15:45:27) | [HighQualityFuel] OnItemRemove False True (15:45:27) | [HighQualityFuel] OnItemRemove False True (15:45:27) | [HighQualityFuel] OnItemRemove False True (15:45:27) | [HighQualityFuel] OnItemRemove False True
  23. Luuxen

    issue compiling

    Hey just adding to this thread as its the same "issue", I have the same issue as above, the plugin compiles fine when i reload it (maybe it compiles better after HumanNPC has loaded) when the server boots, i just have a timed command to reload it after boot, but its still a "issue" that it needs that fix to compile - btw im on oxide, latest version and Bradley Drops v1.2.3 Thanks for looking in to this "not so serious bug" Best regards! Luux snippet of the boot: BradleyDrops - Failed to compile: 'HumanNPC' does not contain a definition for 'skinID' and no accessible extension method 'skinID' accepting a first argument of type 'HumanNPC' could be found (are you missing a using directive or an assembly reference?) | Line: 905, Pos: 44 timed command about 5 mins after the server boot: (06:07:27) | [CSharp] Started Oxide.Compiler v1.0.32.0 successfully (06:07:31) | BradleyDrops was compiled successfully in 1687ms (06:07:31) | [Bradley Drops] ====== Harmony Patching Begin ====== (06:07:31) | [Bradley Drops] INFO: UpdateTargetList method found: True (06:07:31) | [Bradley Drops] INFO: DoWeaponAiming method found: True (06:07:31) | [Bradley Drops] INFO: DoWeapons method found: True (06:07:31) | [Bradley Drops] INFO: Patched methods count: 3 (06:07:31) | [Bradley Drops] INFO: ✓ Patched: BradleyAPC.UpdateTargetList (06:07:31) | [Bradley Drops] INFO: ✓ Patched: BradleyAPC.DoWeaponAiming (06:07:31) | [Bradley Drops] INFO: ✓ Patched: BradleyAPC.DoWeapons (06:07:31) | [Bradley Drops] INFO: BradleyAPC Harmony patches applied successfully! (06:07:31) | [Bradley Drops] ====== Harmony Patching Complete ====== (06:07:31) | Loaded plugin Bradley Drops v1.2.3 by ZEODE
  24. Luuxen

    compile issue

    latest update made this not compile any more: HighQualityFuel - Failed to compile: There is no argument given that corresponds to the required parameter 'id' of 'PlayerInventory.FindItemsByItemID(List<Item>, int)' | Line: 289, Pos: 40

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