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Tikomatura

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Everything posted by Tikomatura

  1. Tikomatura

    QI Bugreports/Suggestions

    Hey there, for the configuration tab, please add an option below "Supply Drop Configuration" which disables the smoke after X if Supply Drop smoke effect is enabled. Currently, it will just infinitely smoke the supply drop. For the smelting configuration (which has never really worked properly for me), a "batch smelt" option would be superb! This would go easy on performance compared to quicksmelts approach while fixxing your issue of being limited by tickrate as we discussed a while back. For categories, I feel somewhat limited about the amount of categories existing with just 6 being able to be configured. Ramping this up to 10 or any similar number would already make a huge deal or much better, the ability to create subcategories within each category. Been missing this feature from other loottable configurators for a while. Lastly, we urgently need a way to have items which have been newly added into the game inserted into our loottables. Without this, we are technically forced to re-do our entire configuration every forcewipe. Due to my personal complex setup, I've resorted to adding new items from updates to random containers. This is one of the biggest and most obvious hiccups IMO. Thanks a lot, awesome work! Kindest Regards Tikomatura
  2. Tikomatura

    QI Bugreports/Suggestions

    Hey, me again. Starting this off with a few things I've noted being somewhat ehh. When disabling Awards, the gap for it will remain (tested with a clean and config, slightly configured + awards disabled) Don't think theres anything I've got to say about this. When dealing with MySQL, the plugin does not print any errors on connecting to the database. Additionally, its not clearly stated which format the DB host should be used in hence jdbc:mysql://host wont work as expected from other plugins. After playing around with different formats for a while, I managed to get the plugin to connect to my DB host (judging by it having created tables) but it still doesn't seem to actually load any of the data from the DB upon a reload. -> no documentation on which specific permissions the created user would need on the database.
  3. Tikomatura

    MiniGunner

    I was just curious - didn't mean to be spiteful in case my message read like that. I'm sure you've done a great job on your plugin. Was simply curious as theres a free alternative with nearly the same functionality (from whats written in the details) which has been available since mid 2024 on another platform. Admittively, it's one of the more nieche platforms for rust plugins. Again, appreciate your kind response and wish you well! Kindest Regards Tikomatura
  4. Tikomatura

    MiniGunner

    Is this a ripoff of the free minigunreload plugin by VisEntities?
  5. Tikomatura

    PointsUI

    I'd like to suggest supporting different Shop- and Economic-Systems such as Shop by Mevent or Economics on uMod in a way which lets configurators choose, if the points should be translated into currency and if so, in which scale. Thank you in advance!
  6. I've just realized - theres no wipe block option for kits, is there? Feels like a very basic function with very high need for many servers. Additionally, ive sent you a dm
  7. Hey, its me again. Found another very annoying issue. "Auto Kits": [ "autokit_default" ], this currently just defines which kits are autokits - duh. all kits listed here, are given automatically during spawn regardless of kit permissions specifically. this however disables us to have different autokits per user/rank (permission). id instead suggest an approach as following: ----- oxide group example ----- default: kits.autokit,default (...) donator: kits.donatorautokit (...) ------- ------ config example -------- "Auto Kits": [ // "autokit_example_name" : "kits.<permission>", "autokit_default" : "kits.autokit.default", <----- Will be reffering to this as autokit 1 or 1 further on as its the 1st place in the array "autokit_jackhammer" : "kits.whateveridlikeofcourse", <--- Will be reffering to this as autokit 2 or 2 further on as its the 2nd place in the array. "autokit_donator" : "kits.donatorautokit" <----- Will be reffering to this as autokit 3 or 4 further on as its the 3rd place in the array ], now with this config, its clear what a user like me would be assuming to be doing. giving different autokits per permission. a user in the default group would spawn with A whereas a donator would spawn with D. however, in the current version of the plugin the donator would spawn with both, A and D as there is no configuration option to only give a player the highest array entry. additionally, users may want to merge different autokits. if we assume autokit 1 and autokit 3 are full spawn kits and autokit 2 is only a jackhammer for someone who wouldve bought/unlocked this perk somehow, youd end up giving a donator only the jackhammer instead of the full kit or vice versa, if the jackhammer would be further down in the array. hence id suggest a per-kit config value which lets configurators either have an autokit overwrite all prior autokits a user may have access to or to add onto the autokit(s) a user may have access to (the way it works right now at the moment). this is the quickest and cleanest solution i could think of though its 3AM and i surely am not anywhere as experienced as a coder as you are. if you find a better solution to this issue, you'll surely implement it wisely. Thank you for your attention - hope to have a working change for this soon! PS.: after reinstalling the plugin on another server (copied it from my test server to production) and copypasting the data + config instead of migrating from umod kits and redoing everything from scratch again (duh), the offsets in the text boxes i reported earlier on were gone hence id assume this was a sideeffect of migrating.
  8. Hey there - I couldn't find a place to change the "purchase this kit at servername.gg" description on a per-kit basis rather than just for all of them in the lang file. As you can tell, I've got different sources for optionally unlockable kits which would lead to irritating results. Thank you!
  9. Forgot to mention another actual issue: Migrated Kits can not be properly edited using the ingame UI. You can edit blank fields and the description etc but you can't edit existing items. Trying to do so will just close the Edit Interface.
  10. I haven't changed any offsets permanently other than when testing around, trying to find the right values hence the config should be default for the most part. Kits.json
  11. Thank you for looking into it. In the meanwhile, I've stumbled upon the text clipping differently for available and unavailable kits as seen in the screenshot. As seen, only the text for available kits is higher than the one for unavailable kits which leads to clipping issues with the image depending on the image used. Regardless of image, the unalignment still looks unpleasing to the eye once noticed. Kindest regards Tikomatura
  12. Hey there, I'll be making this quick for you. I'd love to be able to use commands such as kits.give using the ingame chat instead of just the console. Additionally, there doesn't seem to be a toggle for dis-/allowing DLC Skins in kits for players, who do not own them leading to the items just being removed entirely rather than just removing the skins. Moreover, when editing "UI.Title" in the Lang File, nothing changes. <---! while this still does not seem to bring any visual change, i found the proper variable inside the lang file to edit for my needs. Lastly, the description displayed for individual kits does cut out after a few too many words. No apparent config value to increase the box/amount of lines used or change its size (other than making the text very small). Maybe take some inspiration from uMod Kits. A bonus suggestion: Have an option to hide the "all" category or at least an option to hide kits from the all category which have been assigned into a different category. Cheers!
  13. while i did manage to get the egg running eventually (had to import the egg instead of just updating it), the logging format still doesnt appear to work on a freshly installed server using the latest egg.
  14. Love the generosity! Both look like very interesting plugins which ill be eager to look into
  15. As mentioned in previous comments, the server wont start using the newest egg. Yes, ive tried multiple times and ensured proper copypasting of the startup variables. additionally tried creating a new server from scratch. probably just a typo or something similar somewhere as the startup log suggests its something related to either UTF-8 not being properly used or characters within the startup command (disrupts at line 2 bash -c)
  16. Tikomatura

    Smelt Speed

    Hello, apparently, the Furnace Smelt Speed configuration section does not scale properly. While the speed gets adjusted accordingly within lower smelt speeds, it eventually caps which leads to no noticable difference between example values of 50, 100 and 1000. All of them appear to be within the same time. Additionally, when opening the UI of a furnace and clicking on any empty inventory or furnace slot, the selected slot gets deselected automatically, leading to a buggy feeling visual flicker as reported by some of my players.
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