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Everything posted by nivex
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heya. well if the npcs are spawning naked then a plugin is stripping them
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Changed Status from Pending to Closed
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nice glad its sorted out!
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thanks, fixed in next update @bobbybaker82 @MNfreakTimthanks, disabling that option should fix it as suggested @Covfefesorry this is a known issue that I'm trying to fix. Scheduled Events spawns bases based on a schedule, whereas Maintained Events tries to make sure that the specified number of bases are always spawned
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I probably have a wrong setting somewhere.
nivex replied to Fusion 3.64's Support Request in Support
hi, this is a known issue and will be fixed in the next update -
@beetle@Adam Lewis@chuck norris@MNfreakTimthese issues will be fixed in the next update. I suspect they're all related to the same issue regarding placement of the arena walls. as for grid spawn points on your map (not custom spawn points) this is due to your maps design. i could make an option to avoid spawning on the coast but this would cause extreme issues on most maps because they have terrible terrain. when i write the coroutine to find spawn points i will set priority for inland spawn points as an elegant solution to this issue
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ya this is the issue that i just mentioned. hoping to fix it soon. seems rather difficult but i will be simplifying it to avoid over-complicating it
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Changed Status from Pending to Closed
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i believe the issue is related to the same issue causing walls to not spawn in the proper place at times
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this will only happen when there's an error. check the server console to see what the issue is. you want it to say that it loaded the Nightmare loot table, too, in addition to the Base Loot table. it has some 200 items in it
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thanks guys ill have this fixed in next update
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"Lock Treasure To First Attacker": true, "Bypass Lock Treasure To First Attacker For PVE Bases": false, "Bypass Lock Treasure To First Attacker For PVP Bases": false, these settings in the config file control the locking
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heya! you can change your Eject Enemy settings in the other profiles to false in order allow this
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hey thanks. ill take a look at my changes and see if i can figure this out. in the mean time try to get a screenshot if it happens again
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thank you guys for the info, this helps a ton when its so informative! @MNfreakTim@Lawnmorr@Rust Admin @Swedish Chef@Rust Adminthe codelock issue is already fixed in 2.4.2 but it will only apply towards new bases. existing codelocks will not be removed. not really an issue for servers that wiped though. search lights shouldn't be an issue as the plugin should kill them before it kills any building blocks. i suppose checking for children entities and killing them before their parent entity would be a permanent fix to this issue. i will investigate that after the performance issue is solved. i believe it's a loop
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you will need to verify your loot tables. both base loot and difficulty loot. you can zip everything and upload somewhere for me to double check and/or reproduce to fix this plugin does not destroy the tc. so i believe it is either a Rust game bug stating the entity is null when it's not, or a failure on CopyPaste which would produce an error in the oxide logs that you can look for
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heya Gumby, I will need that full error. it will be in your server log if you cannot find it in the oxide log. without this error i won't be able to help. thanks
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@Covfefedid you see my prior message? I can do your request but need more information from you @MNfreakTim@Lawnmorr did you change the Spawn Settings in the profiles from their default values? I have no suggestions other than to set these back, however it does seem the issue is with finding a spawn point, since you say it occurs when there are multiple bases. the plugin must find spawn points and obviously this becomes more difficult when there are a large amount of bases already spawned and occupying prime spawn points. it can become difficult for the plugin to find a suitable location on the map due to this, and that will create load because it checks continuously. however this does not explain your server freezing. i will check and see if its related, and i will put this method into its own coroutine. note that this will not be in future versions 2.4.3 but 2.4.4 as 2.4.3 will address a few minor issues that are very annoying (such as placement of ladders not working). though if it is related then it may be fixed and in 2.4.3, with the primary coroutine implementation being in 2.4.4
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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hi, i believe i've found the issue and fixed in next update. will release it once i fix other minor issues too
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hi, i would need the exact message shown Fixed `Allow Players To Use Ladders` compatibility with `Require Cupboard Access To Place Ladders` this was the change per update notes