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Richard Hertz

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  1. It is almost done, but when I returned from traveling, work has had me almost open to close every day. As soon as I have time for myself I will complete it. I appologize for the wait, but its almost 5k lines as it is right now. Its been a monumental task to update and add so many new features. Stay tuned
  2. Changed Status from Pending to Closed
  3. Ill see what I can do about some kind of failure protection in a future update. Feel free to sughest additional wants and features in the discussion page.
  4. In this case you will need to use: del assets/bundled/prefabs/autospawn/resource/ores/stone-ore.prefab del assets/bundled/prefabs/autospawn/resource/ores_snow/stone-ore.prefab del assets/bundled/prefabs/autospawn/resource/ores/metal-ore.prefab del assets/bundled/prefabs/autospawn/resource/ores_snow/metal-ore.prefab del assets/bundled/prefabs/autospawn/resource/ores/sulfur-ore.prefab del assets/bundled/prefabs/autospawn/resource/ores_snow/sulfur-ore.prefab This will remove all nodes
  5. That is a console command and you must have admin perms to use it: You can use the del command followed by the entity's/asset's path. For instance, if you want to delete the banditcamp airwolf vendor (for some reason?) you can use del assets/prefabs/npc/bandit/shopkeepers/bandit_conversationalist.prefab You can also do similar if you want to remove all bears from the server del assets/prefabs/npc/bear/bear_full.prefab.
  6. Remove the plugin first, then remove the nodes with the command. This is not a typical situation, it seems you either spawned the nodes right before a server restart, or your compiler crashed during the spawn process. Every node spawned is stored in a dictionary, and despawned when the plugin is unloaded under normal use.
  7. Type: Del assets/bundled/prefabs/autospawn/resource/ores/metal-ore.prefab In your console and remove all metal nodes. Do that for stone and sulfur prefabs as well to clear them and start over. Each node prefab path is in the config file.
  8. What config settings are you using. If you remove the .cs file from your plugins folder, it should show confirmation in your console that the plugin has been unloaded.
  9. @DarkUnitbecause of the size. There is a full rewrite coming soon its about 90% complete, but I was unable to finish before I had to travel, so I will publiah thw update after I return. The rewrite fixes and corrects all of the issues weve seen on top of adds many many new custization options.
  10. I can take a look but i believe there is a fair amount of topology for nodes. You can increase your node count with a convar.
  11. @therb1006@Ghostmaker001@atmos@Jaiden@SlayersRust@aOnce Hey guys just wanted to let you know I am in the process of a complete rewrite of this plugin. Enhanced performance, better wall placement algorithm, and automation is coming, but I wanted to know if anyone has any thoughts or suggestions for features before I get too far. I am currently about 50% done.
  12. Changed Status from Pending to Closed
  13. If you lower the grid size, more nodes will spawn. Each grid is a spawn location. You may also want to increase spawn probability. The lower the probability, the less likely a node will spawn in that grid. Keep in mind that you do not want to lower the grid too far, or you may notice a performance impact as nodes are populating your server. I suggest you first set all probability to 1, which means 100%, then scale both down slowly to your liking for each biome type, and lower the grid size from there. 50 is a fairly dense node population, but some players or server owners may like that.
  14. Richard Hertz

    Timed Event

    Changed Status from Work in Progress to Closed
  15. Richard Hertz

    Timed Event

    Changed Status from Pending to Work in Progress
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