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Everything posted by Geralldo.RuLey
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The server has always been running above 90-200 FPS, and even during heavy load like long runs with multiple events active, it would only drop to around 30 which was totally manageable. This has never been a problem for years. But suddenly, over the past few days, it became an issue for no clear reason. There was an update from StackModifier, NpcSpawn, AutoFarm but only when removed the HarborEvent the server becomes stable. I believe there was some plugins conflicts.
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The server freezes when the event starts on both Oxide (custom config) and Carbon (default config). At the same time, AutoFarm is spamming garbage collection warnings in the logs with the same repeating pattern across multiple entries: [HarborEvent] HarborEvent has begun Calling 'CanAcceptItem' on 'AutoFarm v3.3.1' took 1486ms [GARBAGE COLLECT] Calling 'CanAcceptItem' on 'AutoFarm v3.3.1' took 992ms [GARBAGE COLLECT] Calling 'CanAcceptItem' on 'AutoFarm v3.3.1' took 1125ms [GARBAGE COLLECT] Calling 'CanAcceptItem' on 'AutoFarm v3.3.1' took 1226ms [GARBAGE COLLECT] - I unloaded AutoFarm (by Razor ) - Tried to start HarborEvent manually - The server instantly froze again.
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- 107 comments
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- #custom
- #customizable
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Hey, this looks great. Is there an option where, when a player’s VIP expires, they lose all perks until they renew it? Razor’s AutoFarm didn’t have that feature, but on my server, VIPs are essential since farming plants, selling them for money, and buying gear or skills are all part of progression. Also, if possible, please make it owner only with a configurable setup like this: "allow any player to harvest": false, "allow sharing": false, "allow team": false, "allow clan": false, "destroy when losing permission": false, "block access when losing permission": true
- 49 comments
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- #farm
- #automatic
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After checking the config here, honestly, this is a solid plugin. I’m genuinely interested in it. I do have a suggestion though, it would be awesome to add more customization options for server owners. Personally, I’m thinking about something similar to how Conan Exiles handles furnaces. Like, having: - Custom fuels using specific items (with skinIDs) required to smelt certain types of ores. - Different furnace types that unlock different recipes or have different requirements. - Maybe even some setups where a specific entity needs to be placed, or you can call a special UI via a command. I get that some of these functions could open up potential exploit risks, like item shortname issues or skin stacking bugs that we’ve seen before in some plugins, or even vanilla stuff like the industrial crafter. But honestly, I believe the devs have already put a lot of thought into preventing that, especially considering how well this plugin is already designed.
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- 285 comments
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- 2
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- #updates checker
- #plugin
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The latest update is broken. If you are not using the grouping system and have set individual prefab limits per group, there is an issue. In my case, setting the limit to 0 (meaning no placements should be allowed) still permits players to place 1 prefab. The restriction only takes effect on the second placement. This functionality was working correctly in the previous version. EDIT : Planter Pot broken prefab = "assets/prefabs/deployable/plant pots/plantpot.single.deployed.prefab": 0, LimitEntities new broken.json
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Temporary Solution to Remove the Industrial Crafter (Including Items Inside) This plugin is installed to prevent skinned items from being re placed inside the crafter. - Download and install the Object Remover plugin by Misticos from UMod. - Execute this Chat Command: /object crafter action remove radius 0 inside true This command will delete all existing industrial crafters in the game world. It will also remove any industrial crafters stored in player containers or already installed in the server.
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Not every individual plugin is affected, but some of my plugins are experiencing issues. Specifically, Raidable Bases, Extended Crafting, and Random Raids. Additionally, there might be other plugins that will face similar issues upon receiving updates. In this context, the error message "some plugins failed to check" might be occurring with other plugins from Lone.Design.
- 285 comments
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- #updates checker
- #plugin
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- 285 comments
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- #updates checker
- #plugin
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Apologies for the misnaming; it should be NPCSpawn instead of BotSpawn. I have both NPCSpawn and BotReSpawn installed. However, in this instance, the issue stemmed from the HarborEvent. I suspect the problem arose because I reverted to the default configuration and removed the previously customized one. The previous configuration was spawning NPCs at coordinates 0.0.0 (underground), along with other entities that the plugin may utilize for certain functionalities. Additionally, the old edited position settings were causing NPCs to spawn floating.
