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Everything posted by nivex
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Fixed new bases despawning shortly after plugin load Fixed issue with no containers being found due to above issue Fixed issue where loot table stacksize option would not work Fixed issue where loot could be nearly identical Fixed performance issue with buyable events Fixed bases not spawning (collider.name throwing exception) Fixed npcs taking damage from external high wall ice (SimpleBuildingBlock => ShortPrefabName) Fixed QueueNotification.NullReferenceException (check BasePlayer.IsConnected) Blocked spawning on the train_track prefab Removed support for syringes (will support native Rust in future) Added `Event Messages => Ineligible For Rewards` to specify to players why they were not rewarded Added `Npcs => Kill Underwater Npcs` (true) pending a test to confirm no issues and ill release this
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ok i do believe both of these issues are fixed in the next update
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just fixed the issue with bases despawning for no reason, and fixed the issue where you'd get the message that no containers could be found this happens within 30 seconds of the plugin loading if a base pastes before that time is up both issues fixed (the first issue fixes the second as its directly related. despawn = no boxes ) also I can't remember who reported this to me RIP so I can't tag them to let them know
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i can not reproduce this as of right now. i've decided to fix a different loot bug https://codefling.com/files/support/2823-contents-of-the-boxes-became-almost-identical/ in hopes that it also fixes this issue as i believe it to be related since it seems i broke a lot of functionality somehow
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fps bug possibly fixed trying to fix the loot issues now
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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no problem. it is in the next update
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no problem
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which base is this happening at? type /rb to see
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private void SetupEntities() { float invokeTime = 0f; foreach (var e in entities) { if (e.IsKilled() || e.net == null) continue; Instance.AbandonedReferences[e.net.ID] = this; if (e is AutoTurret) Instance.timer.Once(invokeTime += 0.1f, () => SetupTurret(e as AutoTurret)); if (config.Abandoned.DespawnTime <= 0f) continue; if (config.RemoveOwnership) e.OwnerID = 0; } Instance.Subscribe(); } you can replace the existing method in the .cs with this one for the time being
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TruePVE is not blocking it so it must be the raid plugin. Plugins must use the EventTerritory API from this plugin to be compatible. TruePVE is told by this plugin what it can and cannot do, so it can't be TruePVE. Rules and flags are ignored it is intended that this option only removes ownership from boxes atm I will change this and add another separate option to only remove from boxes
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Players *still* unable to place ladders on some bases.
nivex replied to TheProfessor's Support Request in Support
what is the message they're receiving? -
thanks, I will check this out once I fix the FPS bug
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thanks, fixed in next update. you can safely ignore this
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heya. can you explain this in more detail please
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you can type /rb wipe did you have a weird wipe where the plugin didn't load to start with and was loaded after it was fixed? if not then it may be bugged npcs do not move inside of bases by design. i am not sure how to make them move or if its even possible yet but i know Rust mentioned it being a possibility at some point before. vision will likely require Rust AI to be improved but ill definitely check into improving it myself when able
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heya. ill look into this thanks for reporting it with details!
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I have not heard from back Nikedemos yet
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Changed Status from Pending to Closed Changed Fixed In to Next Version