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Support Replies posted by Tyler_h
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Thank you, this will be resolved for forced wipe.
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ftestart will enable the event manually. The event does not automatically start ever.
Here is my config.
{
"Event Configuration": {
"Time to run the event every [sec]": 7200,
"Duration of the event once it start [sec]": 5400,
"Delay after the event start is announce to spawn the event [sec]": 3,
"Delay after the event end is announce to despawn the event [sec]": 90,
"Start the Event ONLY through command and remove Timer ": false,
"Notify everyone in the server about the status of the event": true,
"Developer mode [false/true]": false,
"Event Title for the Vending Machine Marker": "Ferry Terminal Event"
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2nd this idea. Would like it as soon as a player becomes hostile, they cannot /noclip until cool down
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Changed Status from Pending to Fixed
Changed Fixed In to 1.1.8
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Changed Status from Pending to Not a Bug
Changed Fixed In to 1.0.0
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Changed Status from Pending to Not a Bug
Changed Fixed In to 1.1.7b
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Yes, The snow wiped out normal spawns, I needed to add a custom spawn point to fix that.
It is fixed in the latest version. Please use the BuildersParadiseVol1.1.7.winter.map file.
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Thank you, I'll fix that ASAP
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Good to hear. I assume you edited your Raidable Bases Loot profiles?
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Good day,
I'm also running Killyou's RaceTrack event plugin on my server. Sometimes when the race event spawns on the same road that a convoy is on, if the race car hits the convoy, it registers as an attack on the convoy and glitches out the race event. Is there a way to ignore cars attacking the convoy during certain conditions such as a race event? I have also reached out to Killyou on this matter also.
Thank you.
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Just would like to confirm that enabling NPC damage in the Raid Protection plugin will allow the NPC's to damage player bases with this plugin.
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Dont think it works, players are still complaining. Also nothing happens when i oxide.unload clear_inventory
Plugin filename clear_inventory.cs must match the main class clear_inventory (should be clear_inventory.cs)
[CSharp] Started Oxide.Compiler v successfully
was compiled successfully in 1742ms
Ignored unexpected plugin compilation failure: clearinventory
Error while compiling clear_inventory: Plugin filename clear_inventory.cs must match the main class clear_inventory (should be clear_inventory.cs) -
Purchased the plugin, didn't like how it works so I removed the Creative.cs plugin from my server. Also removed the data files and the .db file that it created.
Even after removing the plugin, it still has broken player inventories. Even with enough slots, players cannot get /kits because there is not enough space.
When a player dies in a PvP Raidable Base Zone, the player comes back to their body to find all of their items gone and have been replaced with the +999,999 items of all the resources used for free building.
How can I fully purge your plugin from my server?
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Changed Status from Pending to Closed
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You may have missed an important step!
Please view the developers instructions on getting the custom elements to work on your server: -
Changed Status from Pending to Not a Bug
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The map does come with a broken version so you can add it if you wish, but I will not be adding it soon.
I am also unfamiliar with the plugin you mention. Some plugins will require a manual intervention to set the location of /outpost for teleporting - maybe your plugin can do something similar with a small outpost or a combined outpost & bandit.
Your best bet might be to contact the plugin developer to find out how they handle the location of the outpost monument.
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I would like to have the file name somehow show up in the game chat message as well as the discord messages. How can I do this?
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I have to restore from backup and I do not use an automatic script to wipe the data file.
I'm surprised this is a feature. Why would each new map/wipe require a new custom stacks setup?
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Every time forced wipe happens (we are a monthly wipe server) the data file for the custom stacks database is gone. Very annoying, please fix.
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Changed Status from Pending to Closed
Changed Fixed In to 1.0.2
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The map should not effect crafting.
I am going to upload a fix for the map right now. Look for it :)
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Thank you, I will investigate as to why.
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Thank you very much for creating this mod! I'm trying to configure the chicken to work to collect resources. In manual selection, everything works well - I'm very happy with it.
The auto-pickup doesn't seem to work as well. I've had plenty of times were chicken will walk up to the stone/wood/ore and just stall there - it won't go for more resources nor will it return to me.
I'm also curious how I can add more 'resources' for the animal to collect. I'd really like chicken to auto-pickup food resources as well such berries, corn, pumpkin, ect. The gather bonus rate work, but there seems to be no option to auto-pickup
I also seem to have an issue with chicken not collecting cloth from hemp on auto-pickup as well.
I'm also curious what the Down/Up arrow on the GUI are for.
Would it also be possible to add the auto-pickup to the GUI instead of typing it all the time?
Again, awesome work and thank you for your contribution!

Some cliffs and rocks need adjusting or adding
in Builder's Paradise: Vol #1
Posted
Thanks, those have been spotted and updated for the next version.