No need to be rude Gachi, you know that not everyone has access to their own datacentre hardware to run the server files on and that many are running it from home pc's - choice of words aside, if MistaD decides to post the hot fix up to cdn.pwn0zor.com he will - it hasn't made its way there yet as the hot fix was done by one of the other devs who doesn't have access to put files up there.
It was only intended as a workaround until 1.8.4 comes out soon anyway so idk if it will be put up there.
Thanks for advising functionality of the hot fix on Linux also.
[QUOTE=NexusOne;45897284]No need to be rude Gachi[/QUOTE]
Thanks for the reply, I've made a bugmenot account for people who have the same issue. I'm also really interested on how this error came to be. Was the System.Data lazy-loaded or why would it not be able to find it?
[highlight]edit[/highlight]: also l != i
[highlight]edit2[/highlight]: reading your post again it seems that you interpreted "wait. people run servers.. at home? is that a thing?" as something rude... Sorry for this misunderstanding but I have not said a word about whether this is good or bad or about the people who do this or criticized anything about it. I wrote this because in your original post you wrote "home server" three times (in contrast actual servers are not mentioned once) which made me think that everybody seems to run their Rust servers at home.
[highlight]edit3[/highlight]: oh oh, now that I have the hotfix dll, can I co-host it for people to be able to wget it or do you want to keep this at your side? then we don't have to wait for someone to put it up to some cdn.
Thanks for the feedback, I have edited the original post to make the wording clearer.
[QUOTE]edit3: oh oh, now that I have the hotfix dll, can I co-host it for people to be able to wget it or do you want to keep this at your side? then we don't have to wait for someone to put it up to some cdn.[/QUOTE]
Unsure mate, I'll ask MistaD and get back to you if he doesn't see this post in the meantime, that's not up to me.
[QUOTE=Gachl;45897319]Thanks for the reply, I've made a bugmenot account for people who have the same issue. I'm also really interested on how this error came to be. Was the System.Data lazy-loaded or why would it not be able to find it?
[highlight]edit[/highlight]: also l != i
[highlight]edit2[/highlight]: reading your post again it seems that you interpreted "wait. people run servers.. at home? is that a thing?" as something rude... Sorry for this misunderstanding but I have not said a word about whether this is good or bad or about the people who do this or criticized anything about it. I wrote this because in your original post you wrote "home server" three times (in contrast actual servers are not mentioned once) which made me think that everybody seems to run their Rust servers at home.
[highlight]edit3[/highlight]: oh oh, now that I have the hotfix dll, can I co-host it for people to be able to wget it or do you want to keep this at your side? then we don't have to wait for someone to put it up to some cdn.[/QUOTE]
Go ahead and host it, Gachl. I don't mind. I've added it to the CDN [URL="http://cdn.pwnoz0r.com/rust/mods/RustEssentials/1.8.3/hotfix/RustEssentials.dll"]here[/URL]. For everyone else, make sure you install 1.8.3 before the hotfix.
[QUOTE=mistad;45904645]Go ahead and host it, Gachl. I don't mind. I've added it to the CDN [URL="http://cdn.pwnoz0r.com/rust/mods/RustEssentials/1.8.3/hotfix/RustEssentials.dll"]here[/URL]. For everyone else, make sure you install 1.8.3 before the hotfix.[/QUOTE]
Thanks a bunch, mistad.
Mirrored [URL="http://forum.rustessentials.com/threads/rust-legacy-dedicated-server-rustessentials-1-8-3-configuration-hotfix.119/"]hotfix[/URL] to [URL="http://codefreak.net/~daniel/download/p/RustEssentials.zip"]direct http[/URL] (European location).
Not sure if anyone has mentioned this yet but the Airdrop timer seems to reset whenever a player joins/connects with the following settings:
# Announce the coming of an airdrop from /airdrop or from a cycled airdrop.
announceDrops=true
# If true, an airdrop will spawn once the first player since the last restart joins.
onFirstPlayer=false
# When should airdrops drop after server start if dropMode is 1 (Default 1h for 1 hour after server start).
dropInterval=40m
# What time of day should airdrops drop if dropMode is 0 (Default 12 for noon).
dropTime=12
# Sets the dropMode (0 for dropTime, 1 for dropInterval).
dropMode=1
# How many players need to be on in order for a cycle airdrop to spawn.
minimumPlayers=2
# How many planes should be spawned in a cycled airdrop.
planeCount=1
# Sets the minimum possible amount of crates in an airdrop.
minimumCrates=2
# Sets the maximum possible amount of crates in an airdrop.
maximumCrates=4
any thoughts?
check it out on my server: FAT RUST net.connect 173.199.87.108:28016
Thanks. Great Server MOD!!!
[QUOTE=skinnyfat;45921661]Not sure if anyone has mentioned this yet but the Airdrop timer seems to reset whenever a player joins/connects with the following settings:
# Announce the coming of an airdrop from /airdrop or from a cycled airdrop.
announceDrops=true
# If true, an airdrop will spawn once the first player since the last restart joins.
onFirstPlayer=false
# When should airdrops drop after server start if dropMode is 1 (Default 1h for 1 hour after server start).
dropInterval=40m
# What time of day should airdrops drop if dropMode is 0 (Default 12 for noon).
dropTime=12
# Sets the dropMode (0 for dropTime, 1 for dropInterval).
dropMode=1
# How many players need to be on in order for a cycle airdrop to spawn.
minimumPlayers=2
# How many planes should be spawned in a cycled airdrop.
planeCount=1
# Sets the minimum possible amount of crates in an airdrop.
minimumCrates=2
# Sets the maximum possible amount of crates in an airdrop.
maximumCrates=4
any thoughts?
check it out on my server: FAT RUST net.connect 173.199.87.108:28016
Thanks. Great Server MOD!!![/QUOTE]
I've always used dropInterval and never really had any issue with this. Never used dropTime though. Will test today and see if its really reseting or its just for you. Did you check the essentials log and server log if you had any error ?
[QUOTE]I've always used dropInterval and never really had any issue with this. Never used dropTime though. Will test today and see if its really reseting or its just for you. Did you check the essentials log and server log if you had any error ?[/QUOTE]
I did some testing on this and it does appear to be a bug. No matter what or how you set DropInterval, the setting works (i.e. you can see the proper countdown) but now matter how far along the countdown, if a player connects it seems to reset the timer.
I have flagged it as a bug for now so MistaD can take a look at it and provide feedback. For now, use DropTime.
MOD Working linux?
[QUOTE=Cadao7;45928852]MOD Working linux?[/QUOTE]
afaik yes. @Gachi stated a few posts up that he had it up and running on Linux..I'm not a Linux guru by any measure but expect if it works for his (Debian) it should work for others also:
[QUOTE]I've tried the hotfix on linux and it works very well, RustEssentials is now loading correctly. Debian 7 64bit.[/QUOTE]
[QUOTE=NexusOne;45929146]afaik yes. @Gachi stated a few posts up that he had it up and running on Linux..I'm not a Linux guru by any measure but expect if it works for his (Debian) it should work for others also:[/QUOTE]
it's not an "i" and yes, it works just by following the normal installation instructions and applying the hotfix.
Well... this mod is excellent... but it's not (all I need) mod for Rust. Why would you not allow lowering of resource drops from wood and ore nodes? With this mod, all you can do is keep things default (too many resources), or make your server a mass loot server (way too many freaking resources). What if someone wants to make a realistic server where resources are scarce? That's what I want to do.
If you lower the multiply value of mining nodes to less than it's default (1), nothing drops from the nodes at all. Shouldn't a 0.5 value drop half the normal amount? Let me know if you ever get around to adding that feature, because it's a must for me. Till then, I'll continue using Oxide, because I can't run both, and only Oxide gives me that ability.
[editline]13th September 2014[/editline]
[QUOTE=Jawsh;45742529]Sorry if i didn't see it but, is there a way to change it to /home instead of /warp ?
If i can't change it to /home instead, at least want to be able to limit the amount of /warps a regular player on the server can set.
Also a way to limit /home to players? I'm wanting to allow members to set just 1 home and that's it.
Sorry if this has been answered, so many pages of comments and was just too hard to narrow down in the search box.[/QUOTE]
If you're running RustEssentials, the best way to do what you're doing, is to not allow everyone to set their own warps. To me, that sounds ridiculous. Instead, you can set a players warp for them, and set it to their UID so only they can use the warp. I did that for a while, by creating warps called "home "playername", and then setting the warp by /ewarp UID "warp name" "playerUID". The warp name needs to be in parentheses, but not he playerUID#.
You can allow people to set their own warps if you want, but I think it's crazy.
I have my own sever already I am new to this willing to learn, asking for some assistance or help on some of the setting up willing to donate a decent amount upon help if intrested give send me a email at [email]rustswamppeople@gmail.com[/email] thanks!
[QUOTE]asking for some assistance or help on some of the setting up[/QUOTE]
Check out the [URL="http://wiki.rustessentials.com/index.php/Main_Page"]Wiki[/URL], it will show/help you setup features etc. If you need further assistance or help drop a post at the [URL="http://forum.rustessentials.com/"]RustEssentials forums[/URL], I dont check this post daily so you will get a quicker response posting there.
[QUOTE]If you lower the multiply value of mining nodes to less than it's default (1), nothing drops from the nodes at all. Shouldn't a 0.5 value drop half the normal amount? Let me know if you ever get around to adding that feature, because it's a must for me. Till then, I'll continue using Oxide, because I can't run both, and only Oxide gives me that ability.[/QUOTE]
I'll put in a feature request for this for you if it isn't already being added in in the upcoming 1.8.4 release.
[QUOTE=NexusOne;45982730]Check out the [URL="http://wiki.rustessentials.com/index.php/Main_Page"]Wiki[/URL], it will show/help you setup features etc. If you need further assistance or help drop a post at the [URL="http://forum.rustessentials.com/"]RustEssentials forums[/URL], I dont check this post daily so you will get a quicker response posting there.
I'll put in a feature request for this for you if it isn't already being added in in the upcoming 1.8.4 release.[/QUOTE]
I thank you good sir. If this feature gets implemented, the claim that RE is the "all you need" mod, will become true for me! I gotta have realism in survival games ,or else they become dull, quickly.
I have a problem and need some assistance. I turned the resource multiplier rate on to five, and ever since, rocks and animals bodies will not dissappear no matter how many resources I get from them. Help.
Check this post [URL="http://forum.rustessentials.com/threads/resource-multiplier.130/"]here[/URL] in the RustEssentials forums - basically you set the variables in the multiplier section to true and reloading the config should fix it.
Hello,how can i remove O or owner tag in chat so player dont know im an owner?
[QUOTE=Nybrk;46109309]Hello,how can i remove O or owner tag in chat so player dont know im an owner?[/QUOTE]
Edit the Ranks.ini file using an FTP program like CoreFTP (Freeware)
# Appending .<string> will assign a rank prefix to that rank. Prefix recommended to be only 1 or 2 characters.
# [Owner.O] or [Member.:D]
# will make format user names in chat into:
# [O] OwnerGuy: Hello
# [:D] MemberGuy: What up
Below is the link to the Wiki article for editing the prefix.ini file. Sounds like you only want your prefix removed but not other players?
[url]http://wiki.rustessentials.com/index.php/Enabling_or_Removing_Rank_Prefix_in_Game[/url].
The Article will show you how to disable it globally or set it per uid. If you have further issues make a post in the RustEssentials forums [URL="http://forum.rustessentials.com/"]here[/URL], this post isn't checked every day so you will get a better response there.
[QUOTE=NexusOne;46110520]Below is the link to the Wiki article for editing the prefix.ini file. Sounds like you only want your prefix removed but not other players?
[url]http://wiki.rustessentials.com/index.php/Enabling_or_Removing_Rank_Prefix_in_Game[/url].
The Article will show you how to disable it globally or set it per uid. If you have further issues make a post in the RustEssentials forums [URL="http://forum.rustessentials.com/"]here[/URL], this post isn't checked every day so you will get a better response there.[/QUOTE]
Thx a lot. Thats exactly what i was looking for.
Another question i built a jail set warps for each camers. Is there anyway i can disable tp commands in that particular area so they wont be able to tp out of jail
[QUOTE]Another question i built a jail set warps for each camers. Is there anyway i can disable tp commands in that particular area so they wont be able to tp out of jail[/QUOTE]
Currently no. If you have TP active or Warps, the player would still be able to send or receive TP requests or use any warps available to them regardless of where they may be.
There has been discussions in the RustEssentials forums, particularly this post [URL="http://forum.rustessentials.com/threads/what-a-list.105/"]here[/URL] concerning what many would like to see in a proper jailing system. Check it out and add some ideas of your own if you like.
Aldo does anyone know why instant craft is not working, even after turning it on
Mod wise there is no cmd that turns on insta craft, what are you doing to turn on insta as you say? You would have to turn it on through the console commands - crafting.instant false I think it is.
[QUOTE=NexusOne;46150715]Mod wise there is no cmd that turns on insta craft, what are you doing to turn on insta as you say? You would have to turn it on through the console commands - crafting.instant false I think it is.[/QUOTE]
but i cant log on rcon coz it kicks me out everytime
Do you know about mods on experimental servers? I just switched mine over having trouble with admin does rcon still work through console?
i have a server on nitrado.net and i want to install rustessentials but i have problems..
What problems are you having Fylax?
[quote]
[B]1.8.4:[/B]
- JSON is fully working. Thank the gods.
- Added sending commands to chat.
- Removed needless .toLower() instances in chat.cs.
- Near completely rewrote factions.
- Fixed the issue that occurred with 1.8.3 that required some servers to have the hotfix.
- You can now specify the RustEssentials directory path using the launch paramter '-essentialsdir'. Enclose the path in double quotes if you want it to work properly. Use forward-slashes (/).
- Added faction homes (/f home) and personal homes (/home). Read the bottom of the config.ini.
- Rewrote TimerPlus.
- factions.dat is now in JSON format. Oh jesus is it easier.
- Players can now be autobanned for being autokicked by the antihack too much.
- Rewrote door sharing a bit. Slightly faster.
- Remover now works with guns. Remover also has a blacklist.
- Remover can now be a one hit tool. I also added an option that allows you to confirm that one hit by hitting again.
- Did some bug fixing to LightsOut.
- Added 2 RCon commands: re.reload and re.say. They work the same way /reload and /say work.
- Craft-hack bans will now display the item the user tried to craft.
- Faction messages will now display in the global server message color.
- You can display your homes with /homes and set your homes with /sethome. You can set your home names with /sethome [name] or just let the system name them numerically for you.
- Mute messages can now be toggled between displaying to all and displaying only to the mod/admin.
- You can now disable kick/ban messages.
- Remover can now have a timer that will auto-deactivate remover after the interval.
- Added the option to set a ping limit.
- Added homeLimit, homeDelay, homeCooldown, memberLimit (factions), factionHomeDelay, and factionHomeCooldown.
- Removed alliance data saving. Alliances are now saved in factions.dat.
- allies.dat has been removed.
- /ping will now display both your most recent ping and your average ping.
- Added /f sethome, /f home, /f sethoma, and /f homea. 'sethomea' and 'homea' do the same thing as their counterparts but without any restrictions/cooldowns. /f sethomea and /f homea are meant for admins and allow the admin to set the home of another faction or teleport to the home of another faction.
- Instead of having all of /reload's syntax all on one line (in allCommands.txt), it has been split among various lines.
- You can now reload faction, offense, and home data with /reload factions, /reload homes, or /reload offenses.
- enableRemover is now true by default.
- Removed a loooot of obsolete code. This update was really just a lot of refactoring.
- Fixed damage, caused by non-players while the victim is in a warzone, not being multiplied.
[/quote]
how can i create a daytime vote ? or dosnt work in this plugin ?
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