Jump to content

Mr01sam

Creator Pro
  • Posts

    1,446
  • Joined

  • Last visited

  • Days Won

    26

Everything posted by Mr01sam

  1. "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.
  2. Mr01sam

    War Mode PVP/PVE

    "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!
  3. Mr01sam

    Basements

    I can't tell what is causing it from this image alone. Is this happening a lot?
  4. Mr01sam

    Basements

    Changed Status from Pending to Can't Reproduce
  5. Changed Status from Pending to Closed
  6. Mr01sam

    Basements

    Basements can only be build underneath foundations that exist on the surface - so it is possible to have a small portion of the basement visible if the surface foundation was placed on a very steep slope, but you can't continue to extend past the where your surface foundations end. Also, it may not allow you to build a basement near certain cliffs if the cliff geometry would clip through the basement. It will notify you of this reason if you were attempt to build it there.
  7. Mr01sam

    Basements

    I'm not sure what's happening in this case just based off that image, without being able to debug it myself on that server, I can't provide a solution.
  8. Mr01sam

    Basements

    If you were to go into noclip mode (as an admin) can you see if there is any terrain or clipped geometry nearby that basement?
  9. Mr01sam

    War Mode PVP/PVE

    You should be able to accomplish this using the oxide permission groups. WarMode automatically creates permission groups for each mode, for example warmodepvp and warmodepve. For whatever plugin you are using to do home teleports, you can assign the permission to use those commands to just the warmodepve group if you want.
  10. Changed Status from Pending to Closed
  11. Awesome, glad it's working out, thanks for letting me know it's resolved!
  12. Mr01sam

    Basements

    Yeah I think the key there is the "no decay", if decay was on, and the basement was detached from a TC, then the hatch would decay as normal and eventually destroy the basement. So I agree it's not really an unintended issue - kinda neat use case though.
  13. Mr01sam

    Raid Limits

    I'm not sure if they work together or not, maybe someone else here can confirm?
  14. I'm not sure off the top of my head - I'd have to try it out
  15. Changed Status from Pending to Work in Progress
  16. With your expanded detail I am now able to reproduce the issue and I think I have a solution, I will DM you the fix to confirm!
  17. I'll give it another try
  18. Changed Status from Can't Reproduce to Pending
    This is a great plugin that saves your players A LOT of time (and sanity) when crafting in your base! It works exactly how you would expect and works seamlessly with Rust's crafting system. In my opinion, this should be a built-in feature for the game, and I will probably be annoyed when I join a server and it doesn't have this plugin installed.
  19. Mr01sam

    Lock Issue

    Okay, I'll try to reproduce it
  20. Mr01sam

    Lock Issue

    So are you saying they are able to enter a locked hatch without the key?
  21. Changed Status from Pending to Can't Reproduce
  22. Yup, you are correct - that is a known issue. I don't have a solution right now, and for some reason this doesn't really seem to happen on my development server - but its been reported before. I'm marking it as "Cant reproduce" for now, because thats what the other tickets for this are marked as. If I come up with a solution for it in the future, it will be included in a release.
  23. Mr01sam

    Basements

    Just to be clear, there already is a setting to limit how many entrances can be built per base. However, I think you're suggesting a max entrance limit per player. I'm not going to add that to the base version of the plugin because currently nothing about the basement is tied to a specific player - just like anything in vanilla rust, the basements are tied to the buildings they are built into. It also could open up a lot more issues that would need to be handled, making the code much more complex.. For example, lets say the max entrances per player is 3. A player builds a base, puts 3 basement entrances, so they are at their max. Another player, decides to raid that base and take it over as their own. Now the original player cannot build any more entrances, but they also cannot destroy their old entrances because another player is in control of that base. In addition, that second player might be in control of 6 entrances, because they might have a second base of their own. This is just one scenario, but there's more that could be problematic as well. That being said, if this is really important for your server, I could look into creating a separate (extension plugin) that will put entrance limits per player, but you'd have to accept it as is - I cannot commit the time to handle all the scenarios that might come up from putting in this setting. I hope that makes a little more sense why I am hesitant to do this.
  24. Could you post your settings? Like a screenshot of the admin panel if you have that?
1.9m

Downloads

Total number of downloads.

9.2k

Customers

Total customers served.

134.8k

Files Sold

Total number of files sold.

2.8m

Payments Processed

Total payments processed.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.