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Everything posted by Kobani
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I think I may have expressed myself poorly before – I was able to reproduce it specifically in AlwaysOpen mode. Here is how I configured it for testing: "Enforce Interval Seconds (0 = only on startup)": 5.0, "Schedule": { "Mode (Vanilla | AlwaysOpen | Disabled)": "AlwaysOpen", "Open Time Seconds (vanilla wipeDuration)": 1900.0, "Cooldown Seconds (time until next opening after closing)": 1860.0, "Final Phase Seconds (used for end weather/ramp)": 1800.0, "Radiation Warning Phase Seconds (entry blocked when time left is below this)": 300.0, "AlwaysOpen - Keep Time Left Around Seconds": 9999999.0, "AlwaysOpen - Refill When Below Seconds": 0.0, "Disabled - Push Next Opening To Seconds": 9999999.0, "Set DeepSea Enabled Flag (restart may be required)": false, "DeepSea Enabled": true With this configuration, I let DeepSea run normally in AlwaysOpen mode and then restarted the server while it was still active. After the restart, the existing NPCs, nodes, and loot remained — but the spawn system appeared to start again on top of the already existing entities. What was particularly noticeable: The docks and cannons were also duplicated. The old ones were still there, and new ones were added in different positions. If I repeat the restart, the stacking issue becomes worse each time. Loot crates inside loot crates inside loot crates. At first it looks like there is only one NPC — but when you get close… after restarting the server 10 times, it becomes quite scary It seems to occur specifically when AlwaysOpen is active during a restart. Also important: I made sure to run server.save before restarting (especially if restarting within 5 minutes)… but who am I kidding Maybe this helps narrow down the issue a bit further. Thanks again for all the great work you’re doing — I really hope you’ll find a solution soon!
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@Bad Cop I think I found a possible cause of the spawn rate issue, because I can reproduce it consistently. Steps to reproduce: Set DeepSea to stay open (no close cycle). Let it run normally. Restart the server while DeepSea is still active. After the restart: • Existing NPCs, nodes and loot remain • Spawn activity increases on top of the existing entities • NPC numbers grow • Nodes and barrels begin stacking If I restart again, the problem becomes even worse. It seems that after a restart: • DeepSea entities are loaded from save • The spawn system initializes again • Spawn timers or spawn groups start running again without checking existing spawned entities This results in effectively stacked spawn rates after each restart. Hope this helps.
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@Mevent There is an issue with the Naval Update. When the ship is completely removed using the remove function, a persistent bug occurs (see video). There is an issue related to the Naval Update. When the ship is completely removed using the remove function, a persistent bug occurs (see attached video). Building parts are not supposed to be removable when the ship is not in build mode. This is likely the underlying cause of the issue. Could you please investigate this and resolve it as soon as possible? https://kobani.de/BuldToolsRemove.mp4
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Hi, would it be possible to add two additional configuration options to your plugin? - A maximum number of foundations allowed in the Deep Sea (for example per player) - An upgrade limit for building parts, e.g. allowing upgrades only up to wood This would be a great addition especially for PvE servers, since the Deep Sea islands are quite small. Thank you!
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@RobJ Do you have an approximate estimate of when you’ll be able to implement the update? I’d really like to use it again.
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Ah, okay, when do you think you'll manage it?
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Ok thanks for Info
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Underwater Prefab have no Water.
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It is located in the center of the map, floating at roughly 30 meters above ground. It appears sporadically and not consistently. It is most likely the garbage point, which apparently cannot be moved or changed. ~ 0, 30, 0
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I haven’t used the prefabs for a few months because I didn’t have the time. Now I wanted to create a new map, and it no longer works. I suspect that an update from Facepunch might be the cause. I would be very grateful if you could look into it and find a solution. Yes, everything on my side is up to date.
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Hi, thanks for the reply. Unfortunately this really is the only message that appears in the logs: failed to pickup assets/prefabs/deployable/playerioents/waterpump/water.pump.deployed.prefab but no valid error reason was given There is no additional stacktrace or detailed error output at all. I just wanted to share a personal suspicion (I’m not a professional in this area, so please take this only as a hint, not a claim): From what I can see, this message can occur if a plugin blocks a pickup via CanPickupEntity and at the same time removes (Kill()) the entity. In that situation Rust seems to abort the pickup, but doesn’t receive a valid reject reason, which results in this generic log message. So my guess is that the prefab itself is probably fine, and the message is more a side-effect of the pickup being denied without a proper error reason being returned to the engine. Again, this is just a suspicion based on observation and testing, not expert knowledge. I understand that without a full error log it’s hard to debug – I just wanted to pass this along in case it helps. Best regards Michael
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Rustadmin and server.log
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This error occurs when a player picks up the pump. Standard pick up, do not hit with a hammer.
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failed to pickup assets/prefabs/deployable/playerioents/waterpump/water.pump.deployed.prefab but no valid error reason was given It is displayed in the console when it is picked up, including the player name and ID. Could you please check this?
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Hello, I am experiencing an issue with your plugin that seems to be caused by a conflict with another plugin. That other plugin explicitly sets the following flag on the player: player.SetPlayerFlag(BasePlayer.PlayerFlags.CreativeMode, true); The issue occurs as follows: When I use the building plan and try to upgrade building parts, the upgrade does not actually happen. You can hear the sound of the selected material, but the building piece remains at Twig. It therefore appears that setting the CreativeMode player flag is interfering with or blocking the upgrade behavior. Could you please look into this and check whether this behavior can be handled or worked around? I would be very grateful. The developer may have already contacted you regarding this issue.
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Yeah, that works now, thanks. I have one more question: Would it be possible to disable the upgrade function in your plugin? I have been using BuildTools for years, and my players really enjoy it. However, it currently conflicts with your plugin, so the upgrade and downgrade functions do not work correctly while your plugin is active. Promise, that’s my last question… for now! I hope
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Would it be possible to add a configuration option that limits helicopter signal usage to a specific ZoneManager zone by Zone ID? This would allow PvE servers to better control where helicopter events can occur. I’d really appreciate it if this could be added soon. Best regards, Michael
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Oh, sorry! Regarding point 1: I had overlooked that and haven’t tried it yet. I was waiting for a notification about updates, but I hadn’t purchased the plugin at that time. My apologies. Regarding point 2: Yes, that’s exactly what I meant. I’m using Oxide.
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Hello, I have already purchased your plugin and would like to start by saying that it is truly great work – thank you very much for that. I have a short inquiry regarding the issues mentioned in the Discussions section: 1. Is there already an estimate on when the reported issue with building skins will be resolved? 2. Is it planned to display the Steam name in chat instead of the SteamID? Feature request: Would it be possible to extend the “Plot Settings – Custom Kit Items” so that it can be defined in which inventory area the specified items should spawn (e.g. Belt, Main or Wear)? At the moment, custom items can be defined, but a separation by inventory area would make this feature much more flexible and user-friendly. Example: "Plot Settings - Custom Kit Items": { "BeltItems": [ { "ShortName": "building.planner", "Amount": 1, "SkinId": 3516607039 }, { "ShortName": "hammer", "Amount": 1, "SkinId": 3502437761 } ], "WearItems": [ { "ShortName": "hoodie", "Amount": 1, "SkinId": 1819497052 } ] } Thank you in advance for your time. Kind regards Michael
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So now we only have the small convoy running. Then it works without it stopping. As I've mentioned several times, the medium convoy always gets stuck eventually.
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Thank you for your response. I realize I may have overlooked the key bindings, so I appreciate your clarification. As I mentioned before, I am considering purchasing your sandbox. However, there are other sandboxes available with more features, so I am still a bit uncertain given the price. What I particularly appreciate about your solution is its clean, calm presentation and well-thought-out functionality. Before making a decision, I would like to know: - What features or additions are planned for the future? - How many individual plugins does your sandbox currently consist of? - How resource-intensive are these plugins, and what system requirements would you recommend? I understand these are quite a few questions, and I do not want to be impolite or a bother. It is simply important for me to make an informed decision, as the price is significant and I want to ensure the sandbox will run reliably on my server. So far, in testing, your plugin has impressed me the most. Excellent work! Thank you in advance for your time and information.
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