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FandangoChristmas

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Everything posted by FandangoChristmas

  1. If a player is in a VIP group with say a limit of 20, and the player gets to 18 of that limit. Then their VIP ends, and their limit is now 10 in default group , the plugin will not recognize the change in permission for the player once they get VIP again, and block them from building more. The only way to get it to resolve, is for me to reload the plugin or wait until the server restarts. This is very inconvenient for the player having to wait for me to come restart the plugin so that they can get their limits for VIP back.
  2. Similar issue I was having with aQuarry, it uses a skinned large furnace and has a built in build block if its to close to something. If it doesnt build and is blocked, the entity limiter counts it as being built as well. It also does not detect the quarry being picked up, and does not count down the limit used.
  3. Good day, I'm just setting this plugin up and I notice a conflict with a plugin named aQuarry. It uses placeable large furnaces that are skinned. It has a detection system when placing them, they wont place down if its to close to other entities or builds. If they get blocked from placing down, the AdvancedEntityLiimiter plugin will detect it as a large furnace placed down, even though it wasnt placed. Another thing I notice, is when I use the aQuarry remove quarry button in its UI, the advanced entitylimiter plugin wont detect the removal of the skinned large furnace. So far this seems to be the biggest issue players will prabably have, and could go over their 6 large furnace limit by accident. Another big issue I see is large planters have their own limits. There needs to be a universal limit to large planters, not divided limits, otherwise players can have double the amount by placing both out.
  4. I'm pretty sure you need to allow code lock raid True in SimplePVE for events that use codelocks, to fix those issues.
    This is the best plugin at what it does! There are a few other plugins that can do things like this one, but this plugin can do what all those others do combined, and way better. Highly configurable, and a must have for a server owner! Scalbox is also very dedicated to his work and I highly suggest his plugins!
  5. After waiting with no response, I took the chance with this one as it has more downloads and reviews. So far so good from what I seen except for one major thing. I mainly bought this for controlling large planters, but I see that it is separated into two categories for a railroad planter. Is their anyway that railroad large planter and regular one can be combined? Most players prefer the railroad large planters, but players can get around the 20 planter limit by placing 20 regular large planters, making it a maximum of 40 planters instead of 20 limit for the server. Does anyone know how to set this up to combine them?
  6. Hello all, Is this plugin in good working order and still supported? I see there is some issues in the forum here that are unanswered that draw some red flags. Between the few I see on this website, they seem to both have issues. What is the best one to get? I don't want to be ripped off with a plugin that is not supported.
  7. Is this plugin safe to use, and has no issues? Does it work with team and clan plugins well? Does it get support quick if anything breaks? I'm just asking because I'm seeing lots of mixed reviews and unanswered support tickets. I do not want to buy into a plugin that is broken with no support. It has happened way to many times on this site, and I'm very weary these days of scams.
  8. After this update, players have mentioned a quest of growing on plantation, grow and harvest hemp clones , doesn't count harvesting the clones.
  9. Good, then I'm safe! Set my sky bases rather high up, at 600. I could probably go for 400. Any idea why it would show the outline of the dungeon box from the ground? Could it be the weather and lighting?
  10. What is the current height used to spawn them in the sky? I felt it was around 800 height. Just wondering because I'm adding skybase, and don't want any conflicts. i did notice this month I could see a box outlined in the sky, where previous I didnt.
  11. Thanks for checking the coops! It seemed fine last month, but this month the coops can be damaged by other players. Also saw that weird thing I posted above with RaidableBases saying the rocket cannot do dmg because it Is a pve server. That only happened a few times. It could be a issue with RaidableBases itself as well.
  12. Some players just reported that players are destroying their chicken coops while PVE is active. I just tested, and they do take dmg from players. The beehives are not taking dmg I do know.
  13. A player pointed out to me today that does RaidableBases everyday, that sometimes he gets this message when using rockets on the base. "pve is enable on this server damage was blocked". It doesn't say it all the time, he has had it happen a couple times.
  14. In yesterdays update he said he is now using his own custom turret system that isn't default rust ones.
  15. HI @Razor , I just saw this pop up as the server is starting up. I will see if it attempts to load after it starts up. Failed compiling 'Bradley.cs': 1. The type or namespace name 'ReclaimBackpack' could not be found (are you missing a using directive or an assembly reference?) [CS0246] (Bradley 17 line 1883)
  16. Wow thats crazy, I noticed that after I had posted when I came back to check for reply. Was gonna make the quests around 2 weeks ago, but havent been around until today.
  17. Good day all! Does anyone know if this will work with gathering honey from a beehive? I have a large farming quest line I will be adding this to, and would like to know if I need to use Gather or Loot as the objective to work with gathering honey from a players beehive. Also curious about eggs from chicken coops as well?
  18. FandangoChristmas

    Sky Base

    Good day peeps! I just bought this, and Im wondering what is the proper way to remove a sky base drone foundation?
  19. Thank you for the clarification about it! I found a similar plugin that will add that feature, so I will get the other one instead.
  20. Question about this plugin. I'm looking for a portal plugin with a nice looking prefab like this, that admin can spawn in custom portals on map that are persistant through reboots and not has to be spawned at a monument. Can this plugin do that? I just want to link a few custom built areas on my map.
  21. Looking great so far with the new dungeons, keep up the great work!! I haven't run any of these new versions yet, but once you get a bunch added I will be moving to the new version to have these nicer looking dungeons instead of those ugly rust prefab ones! Being able to create our own dungeons would be really great addition. It would remind me of dungeon bases plugin slightly.
  22. I'm loving that this is gonna have custom built dungeons. Those rust prefab dungeons I have always thought looked cheesy. How is performance compared to using previous dungeons? I had noticed when they spawn/despawn it adds a huge lag spike to the gameplay with just 1 dungeon. Will this cause anything like that? What is the reason for using custom built ones over the rust prefab ones? I had not had any issues other than a lag spike when it spawns and despawns.
  23. I noticed today that animals are not taking damage from each other or from players while in zones. I have my zones excluded in the config on my pve server for this purpose, but today they seem like its not working anymore. I'm using this on newest Carbon prod and game update. EDIT: The fix for me was to go into the UI and change it to not use Zonemanager. Kinda strange it stopped detecting the zones added to the exclude list in the config. Once I set the plugin to not use Zonemanager, then my excluded zones dont give any problems..
  24. Thank you for considering the ideas Marte6! The more flexibility of usage of the plugin, the better! Excited to see the results!
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