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Everything posted by Mr01sam
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Electricity should already work, because it lets you place wires through the ground. Pipes and hoses however cannot go through walls/ground so thats why its tricky. Yeah your idea of a storage adaptor is the best idea I could come up with as well.. not sure if I can simulate it working correctly though.
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There is a config option called "Sync Locks on Basement Entrances" if this is set to false then locks will need to be manually placed on both sides (and they will not share a code). If set to true, it should work like a normal door in rust that if you place the lock on one side, it placed a copy of that lock on the other side.
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Changed Status from Pending to Closed
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They shouldnt have to be installed one by one, but I'm glad its working for you now
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Can you post a pic of what you mean? It sounds like a basement got into a state where it lost its data (for example the data got cleared while the plugin was unloaded). If thats the case that basement entrance is broken and it cannot be automatically resolved.
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- 273 comments
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Currently, there is just a "basements.build" and "basements.free" permission. So you could make it so your VIP group either is the only group that can build basements, or you can make it so that basements they build are free (really OP), but there are no options currently to change the pricing for one group over another.
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I might need some more info on this. Basements should not be decaying at all. If they are, there might be a conflict with another plugin. Can you post a list of your plugins you have loaded?
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There is not currently a way to have multi floor, or higher basements. Perhaps in the future.
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It may be that I just need to have it build the basement deeper if its under an ice lake.
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Yeah that could definitely be it - I can try to add that to the detection list (if it isn't already)
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Changed Status from Pending to Closed
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This happens because the basement is clipping through some terrain underground. The terrain could be a cliff, or a glacier, or rocks. If you were to noclip and look around, you might see the clipping. Basements tries to prevent you from building in these areas, but unfortunately its detection is not 100%. If you have a screenshot of the clipping, I might be able to fine tune the detection. There is no way to help this player place things at that spot though, if they are lucky they might be able to place it elsewhere in their basement. Edit: Going to close it, because its a known issue. But if you get a screenshot that could be helpful.
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Changed Status from Pending to Work in Progress
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Changed Status from Work in Progress to Closed Changed Fixed In to 1.3.10
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Changed Status from Work in Progress to Closed Changed Fixed In to Next Version
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Changed Status from Work in Progress to Closed Changed Fixed In to Next Version
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Changed Status from Pending to Work in Progress
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Changed Status from Pending to Work in Progress
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I'm not sure exactly sure how you'd get it to work with DynamicPvP, perhaps someone else has figured it out? WarMode lets you match zones by zone id, but it also lets you match it by zone name. You can also do partial matches as well. So if there is a way to get dynamicpvp to name the zones something consistent, then perhaps you can match by name. Otherwise, if its truly random, then I'm not sure what can be done.
- 273 comments
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PvE Mode Not Preventing Player/Structure Damage?
Mr01sam replied to theLizardWizard's Support Request in Support
Changed Status from Pending to Not a Bug -
PvE Mode Not Preventing Player/Structure Damage?
Mr01sam replied to theLizardWizard's Support Request in Support
"While the system allows players to flag themselves either as PvE or PvP (Default is set to PvE), PvE players/player structures seem unaffected and are still able to take damage from PvP and PvE flagged players." So this might be happening - in order for a PVE player to have their base protected ALL players authed on the TC must be in PVE mode. If even one player on the TC is in PVP mode, then the whole base is considered a "PVP base". "Would love the ability to have players/teams flag themselves as one or the other and be able to otherwise coexist on my server. Is this possible/intended?" Yup you can totally do this, I intended it for that exact scenario! There is a free addon plugin on the plugin page you can download called "WarMode Spawn UI" and it will prompt players to choose PVP or PVE when they first login to the server. Now, if you want people to be able to change that later on, you can enable the flagging feature in the config. If you do not want people to change it, then I do not recommend having flagging on with that. -
"With this plugin, would it be possible, for example, if the player chooses PVE, their stats would be vanilla, and if they choose PVP, they would be x2-x3? -This plugin creates oxide groups for all the modes it manages, so yes if you had a plugin that could change the resource amount assigned to an oxide permission group, then you could have it so PVP had x3 the resources! "Similarly, does the plugin allow event zones (oilrig, silo, etc.) to always be PVP?" -Yes it does. If the events use zone manager, you can assign certain zones to have forced PVP. You can check the config documentation about how to do this. Hope that helps!
- 273 comments