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Everything posted by nivex
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@Bena better map is the only real solution. you should not set Elevation Level above 2.5 @Rubiks-Q-Bertnope this is not an option. the config controls it for all difficulties. "Water Settings": { "Allow Bases To Float Above Water": false, "Chance For Underwater Bases To Spawn (0-100) (BETA - WORK IN PROGRESS)": 0.0, "Prevent Bases From Floating Above Water By Also Checking Surrounding Area": true, "Maximum Water Depth Level Used For Float Above Water Option": 0.01 }, you can try this to reduce the amount of water spawns but it'll likely cause more problems than its worth and most certainly will if you have bad terrain
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this is a copypaste plugin issue. I have contacted the dev to fix this and have thus far been ignored
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Changed Status from Pending to Closed
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Changed Fixed In from 2.4.1 to Next Version
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fixed in next update Instance.IQEconomic?.Call("API_SET_BALANCE", raider.id, money); to Instance.IQEconomic?.Call("API_SET_BALANCE", raider.uid, money);
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hi, as stated in the update notes, this feature was disabled until the issue with it crashing servers is resolved
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heya, as stated in the update notes this feature was removed. you must use the `Enable Stability Foundation Wipe` option now to foundation wipe a base. this will not fix it showing only 100%
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@JessieJanedropChance means you need to update the plugin. dropsLoot means you need to update oxide. you have dropChance so that means you are not installing 2.4.1 as you think @NoxiousPluKyes sorry about this. I've fixed it in next update. you can replace (Definitions with (!Definitions to fix this yourself you will have to recopy any bases that do not spawn at the proper height. or adjust their height in their profile, though that is not a fix, just a bandaid. @chuck norrisimages are already saved and loaded by CopyPaste. I don't know what signals is though
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hello! no, you must copy the base at the appropriate height or it will not spawn at the appropriate height
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you can use the above fix if you don't want to wait for the update, @Swedish Chef just replace the existing method with this one
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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ok thanks fixed in next update private static string GetButtonText(RaidableMode mode, string langMode, string userid) { List<RaidableBaseCustomCostOptions> costs; if (config.Settings.Custom.TryGetValue(mode, out costs) && costs.All(o => o.IsValid())) { return costs.Count == 1 ? string.Format("{0} ({1} {2})", langMode, costs[0].Amount, string.IsNullOrEmpty(costs[0].Name) ? costs[0].Shortname : costs[0].Name) : langMode; } return GetPurchasePrice(mode, langMode, userid); }
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this should be fixed in 1.1.4
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Changed Status from Pending to Closed Changed Fixed In to 1.1.4
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Changed Status from Pending to Closed Changed Fixed In to 1.1.4
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- 612 comments
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- #rust
- #rust plugin
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- 612 comments
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- 1
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- #rust
- #rust plugin
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@Lawnmorr yes it's intended to behave this way now. my npcs should never target another npc. and damage is blocked from all npcs to the base. i've changed it to only block damage to the base from my npcs in the next update, but i require a unique identifier for zombie npcs in order to allow my npcs to kill them
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- 612 comments
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- 1
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- #rust
- #rust plugin
- (and 6 more)
