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Everything posted by nivex
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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
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- #rust
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@CovfefeI looked into changing this message but I see no reference to Raidable Bases in the Death Notes plugin. those messages look to be from Discord. so I'm not sure how without more information if you can provide some @kalinovec2you would need to remove that shortname from the config or replace it with the correct shortname, as Swedish Chef said
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Not all bases are converting to Purge Event
nivex replied to KingSizeKevin's Support Request in Support
hi, sorry, this is due to the Check If Abandoned Bases Are Too Close Together setting i imagine. it is fixed in next update to be ignored when purge is enabled -
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ah, yes, you can control this with Player Cupboard Detection Radius but i do not recommend lowering it
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- 599 comments
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- #rust
- #rust plugin
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that setting is for the automated bases. you will want to use Distance To Spawn Bought Raids From Player for buyable events
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which nightmare base has no TC? use adminradar to find it using the TC filter no other packages atm. tier 1 and tier 2 will be made unique soon so that will be an option for you
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- 599 comments
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Medium base NPCs have different loot pool.
nivex replied to Phelan Keller's Support Request in Support
you can try replacing it, sure. there is no other possibility afaik -
hi, which map are you using? this generally just means it didn't find a position. it's more clear in the next update
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Medium base NPCs have different loot pool.
nivex replied to Phelan Keller's Support Request in Support
yes, but what im saying is its not possible for it to do unless its 1. configured to do so, or 2. a plugin is interfering. i do not randomly generate items in this plugin. i simply pick randomly from a provided list, and if that list does not contain said item then it will never be picked nor spawned -
hi, there are 2 options in the configuration file that convert bases automatically. these are disabled by default. one of them must be enabled to do this automatically. otherwise you can manually scan using the /sab command "Run Once On Server Startup": false, "Run Every X Seconds": 0.0,
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Medium base NPCs have different loot pool.
nivex replied to Phelan Keller's Support Request in Support
heya. glad to hear you're enjoying it! that's not how the option works though. its for using alternative loot tables if its enabled. otherwise all npcs will continue to drop heavy scientist loot by default as intended (hence the name Alternative) you can prevent any native Rust loot from being dropped by setting Despawn Inventory On Death to false these loot tables use native Rust loot, so it's not possible for it to drop loot that wouldn't spawn natively, unless... 1. you use the Items Dropped On Death option, or 2. another plugin is conflicting / modifying loot -
heya. yes, i've noticed this and fixed in the next update using periodic checks
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@Covfefewhat is that from? it would need to use my hook OnPlayerExitedRaidableBase and check if they're dead, then use the BaseName variable for the discord messages void OnPlayerExitedRaidableBase(BasePlayer player, Vector3 Location, bool AllowPVP, int mode, string ID, float spawnTime, float despawnTime, float loadTime, ulong ownerid, string BaseName)