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Everything posted by nivex
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hi, need more logs than this. it doesn't really tell me anything
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- 599 comments
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- #rust
- #rust plugin
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#14 0x00000040517ea6 in (wrapper managed-to-native) string:FastAllocateString (int) this is where it crashed I can't fix this as its a native method that isn't in the plugin
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not sure but we can try connect to FTP server folder structure is like this: ./rustserver/oxide/ ./rustserver/server ./rustserver/logs ./rustserver/ name could be anything. it's an example. ./server.log or ./log.txt usually. look for this to start. if you do not find it then look in control panel for startup parameters and -logfile filename.ext
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Changed Status from Pending to Closed
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glad you got it sorted!
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as I said, I need the errors from the server log
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hi, this is because you have the free version installed. packages do not include the plugin. this is stated in the title of the product, and in the documentation
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"Run Every X Seconds": 10.0, this is far too often and bad on performance. I suggest no less than 1800.0 I will look into your issue Check your server log for exception error There's no reason this shouldn't work when shooting building
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Changed Status from Pending to Closed
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I don't understand. this is how it is supposed to work. it is supposed to show you the time before it is raidable
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hi ! you need to grant a permission to the player for it to work "Purge Settings": [ { "Permission": "abandonedbases.vip", "Lifetime (Days)": "7", "Conversions Before Destroying Base": 1 }, { "Permission": "abandonedbases.veteran", "Lifetime (Days)": "5", "Conversions Before Destroying Base": 1 }, { "Permission": "abandonedbases.basic", "Lifetime (Days)": "3", "Conversions Before Destroying Base": 1 } ],
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aye, it is, but it's a bad default setting
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"Amount of entities to paste per batch. Use to tweak performance impact of pasting": 15, this should be 5
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ah, well that confirms the kill message was sent or that the entity was never processed to begin with. that could be an issue with CopyPaste. if the teleport option works then it confirms the issue is with the server, else we will have to explore alternatives
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one other thing, use /rb prod on the entities to see if any of them say anything unusual OwnerID should be 0 RaidEntities should be false EventTerritory should be false It should say unknown entity meaning no active raids contain the entity anymore this should be the case once the base should've despawned
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I don't know. For some reason your server is not using the despawn code, and there's nothing that can be done unless I can reproduce it. Seems I forgot to implement the teleport code when using the despawn routine. This is a good thing because it gives us another option to use. If the issue stops then it means your server load, or a plugin is interfering and we can go from there. Can you add it to UndoRoutine? This goes above e.Kill(); if (_config.Settings.Management.Despawn.TeleportEntities) { e.transform.position.Set(0f, -3500f, 0f); } So just search for IEnumerator UndoRoutine and then e.Kill(); and add the above snippet above e.Kill();
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you left the settings default? I don't understand. I added those settings so that you could try them out to see if it helped any
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there's no point in continuing this conversation. you are repeating what you've already said, and are ignoring everything I've said because you claim you don't understand yet you contradict this. you're not here to be informative. you're here to argue, and push your opinion off as how everything should be. your opinion was heard, taken into consideration, and refuted. it is not viable. i value everyone's opinion, and that is how this plugin and others have come so far. i implement the ideas from you guys, for you guys. i have your interest and your players interest in mind. i want your servers to grow, and to sustain their population. it brings me great joy to hear this happens so frequently with this plugin. i know what works, and what doesn't. so understand me clearly when i tell you that something will not work. instant gratification is short lived. it's a bad idea.
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that's not how you use this plugin. if you're trying to make sure players profit in explosives returned each raid then you're doing it wrong. players will quickly acquire an excessive amount of explosives, netting them excessive amounts of materials, and get bored of the game and quit much sooner. that breaks all immersion, removes any challenge and is the complete opposite of how the game actually works. profit does NOT have equal how many explosives they get in return. profit should be determined by the quality of the items overall. anyone who believes this is explosives only should be ignored. the fact is this: players WILL continue to raid ANY base knowing that there is a chance they will not profit. why? because over time they WILL profit. they must continuously play to acquire this profit, and this is how your server should be maintained if you want to sustain a population and continue to grow it. providing cheesy content will not do this. raiding by wall is almost always the superior option on any base so that's a moot point, too. once players learn the layout of the bases they will quickly determine which is faster. that's expected, and that's because it's how the game works. you're just being arrogant with that statement.
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yes ZEODE, these are balanced around variance to keep players attentive and guessing. they are meant to be immersive, realistic to some degree, were made by players with the actual game in mind. requiring specific amounts of explosives and making each base predictable is the complete opposite of everything this game stands for. it serves only to cater to people who want everything spoon fed to them, and to those who demand they always receive more than what they spent in return. hard pass.