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Everything posted by nivex
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hehe MalS is a good character. he just wants you to explain a bit more with some context so it has some substance to it is all I don't do private work I'm sorry but I have too much to do already
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thanks, I'm glad you like it. that's exactly why I write plugins to begin with so people can enjoy them. being able to feed myself is of course nice as well =D
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@aimacak yes, if you enable Use Stack Size Limit For Spawning Items (this is for the servers stacksize, not the loot table stacksize) @santigusa heya, sorry for the trouble. i've had it happen a few times to me but i don't know how it happened yet. i've been trying to fix it for months but can never reproduce it. I think I will write my own paste method so I don't have to use the copypaste plugin. this will at least solve bases not despawn on a server restart. however, if you are using linux then the solution is simple. your host needs to install libgdiplus and that exact issue will be fixed you can use /radar buildings raid to find all of the bases and then use /rbe kill_cleanup next to each of them to remove them
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hi, this is not a bug because putting duplicate items into multiple loot tables is not supported because stacksize exists for this very reason if you want an item to spawn multiple times then you would use the stacksize option eg: explosives min: 1000 max: 5000 stacksize: 1000 this would spawn explosives 5 times into boxes randomly. whether or not these items may stack onto each other is irrelevant as the stacksize option is exclusively used in determining how many times and item will spawn. not how it will stack inside of a container. that is controlled by your servers stacksize. i know, it's a bit confusing, but if i were to implement every use case for everyone then the plugin would need to call Jenny Craig no, those options are for Allow Duplicate Items and are not related to this because you should not putting the same into multiple loot tables anyway. eg: you have explosives in your base loot table, but you absolutely do not want more than the configured 5000 to spawn. these should always be in the base loot table though you have other items and you don't care if they are duplicated or not. these should always be in the difficulty loot table you would enable do not duplicate base loot table in order to prevent explosives from spawning more than 5000
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yea, it's technically doing what it's supposed to. if it's limited to 1k then it should not spawn the configured 10k. though I can understand your use case and don't have any problems making it work both ways depending on the value of the stacksize limit option. current use: if you wanted 10 stacks of 1k then you would set the stacksize to 1k in the loot table. this will count as 10 items towards Amount Of Items To Spawn because it is literally 10 items. so you would also increase the amount of items to spawn by 10. I'll make the amount change dynamically to account for the stacks. while I disagree with this, I can understand that it would need to be changed manually otherwise and that adds unnecessary steps to an already complicated plugin your use case: a single stack of 10k that when looted will obey the servers stacksize of 1k and split accordingly. though players will exploit this by dragging an item onto the stack of 10k in order to bypass the servers limit of 1k. the hook required to fix this vanilla bug is too heavy and won't be implemented.
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hi, it will not exceed the servers stacksize limit after looking into it. I will have to make an exception to fix this that is how probability works - all items are 1.0 by default and so it is impossible to spawn all of them if the amount you have available exceeds the amount that you want to spawn. it can only pick so many. probability determines if the item is spawned AFTER it is picked from this entire collection of items. so there's 2 parts to it. you can't spawn an item without it first being pooled to see what is available. if this still doesn't make sense then I can give an analogy to clarify. ya, always spawn base loot table is how you would always spawn an item. this is why the base loot table has so few items, and the remainder is in the difficulty loot tables where it's randomly picked from.
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hi, -1 uses the games default. if that was modified by a stacksize plugin then the default would be modified to that new value
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It is intended that Use Stack Size Limit For Spawning Items uses your servers stacksize limit. Plugins that do not modify the actual definitions stacksize for the servers limit are not supported. State the stacksize plugin you use and I can look at it. Otherwise if you want to use the plugins custom stacksize then you must set a custom stacksize for each item that you want to use it with. @Alpha28
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You can send it to them if you like -1 will use the games default. Base Loot is for loot that spawns with the particular bases in a single profile, thus the profile and base loot files having the same file names. It can also be used with the Always Spawn Base Loot Table option where put a few items that will always spawn with that table/profile combo. Though the majority of people use 1 profile per difficulty so the latter would apply in that case. You can have as many profiles as you want though. Difficulty Loot is for the specific difficulty. This is the primary loot table and should contain the majority of your items all of which are randomly picked from.
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Changed Status from Pending to Closed
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hi, unfortunately not. i've tried this option before and while it's 1 line of code to implement it was very buggy and did not work on some servers so it will not be implemented atm =/
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npcs: Block Damage Outside To Npcs When Not Allowed To Leave Dome Block Damage Outside Of The Dome To Npcs Inside there's also this for other settings: Block Damage Outside Of The Dome To Players Inside Block Damage Outside Of The Dome To Bases Inside Block Damage Inside From Npcs To Players Outside its in each profile, oxide/data/RaidableBases/Profiles/
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sorry, I don't know what those messages mean. I use Oxide and Harmony only. looks like an issue with Carbon though or maybe just debug messages I really dont know. does the plugin not work? it looks like it loaded just fine if the items loaded
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Changed Status from Pending to Closed
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there's no solution that I'm aware of. my response in the thread is Carbon will need to fix their backwards compatibility with the Oxide UI framework
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np. ya one would be the UI that shows when you enter the zone. you can move it after clicking the arrow button. it is per player
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@m3dus4 this plugin can't prevent players from opening doors. that would be another plugin. do you use any plugins that handle auto auth? do you get a message? remove ownership does not give ownership. it removes it. using /sar claim will give it. the only issue with removal is auth turrets are deauthed which is addressed in the next update. this option does not prevent them from using their base otherwise. this simply sets the owner to 0 in order to bypass PreventLooting plugin though this option isn't required. you can disable it and players can still destroy any boxes in order to loot them. most boxes would be locked so they'd have to destroy them anyway. players with the abandonedbases.convert.claim permission can use the /sar claim command to take over a base.
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Create Dome Around Event Using Spheres, set this to 0 in the profiles, oxide/data/RaidableBases/Profiles/ You can edit Event Messages in the config. Many options are not detailed because their names are self-explanatory. If you feel this isn't the case then you can suggest what details it should include. "Show Opened Message For PVE Bases": true, "Show Opened Message For PVP Bases": true, "Show Opened Message For Paid Bases": true, Did they fix the UI on the Carbon platform then? Thankyou glad you enjoy it!