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  1. mikec

    Important Decay Handling

    This is going to be good. I believe I have figured out the decay system in Rust top to bottom. You can do quite a lot with vanilla Rust and the server.cfg or rcon commands. With a mod like Fougerite, some elaborate decay schemes can be implemented. Here's some highlights: Structure decay...
  2. mikec

    Approved Fougerite MC [Deleted]

    That code is broken since Magma was a thing. Player Inventory needs a re-imagining. Player.Inventory.RemoveItem(30); That's the only way to remove the Rock on spawn. Just remove it from slot 30. Testing for it always returns false. You should be able to test if it's not a Rock, and leave...
  3. mikec

    Cycle command through connected players

    It's not odd. It's weirdness that results from trying to use statically typed objects from a dynamically typed language. It should work if you use pass an anonymous function to ForEach. I know Magma gets it right when you do that. Jint does too, But it's hit or miss whether a named function...
  4. mikec

    Approved Fougerite MC [Deleted]

    Player's inventory might not get instanced until On_PlayerSpawned. On_PlayerConnected can safely check Player.IP, GameID, the time of connection, and that's about it. Everything else should wait until On_PlayerSpawned,
  5. mikec

    Cycle command through connected players

    function SetUses(player) { if(player != null && player.Inventory.InternalInventory.activeItem != null) } player.Inventory.InternalInventory.activeItem.SetUses(250); } } Server.Players.ForEach(SetUses); Although, this is how I would do it: function SetUses(player) { try {...
  6. mikec

    Approved Fougerite MC [Deleted]

    That is where the Magma\ folder was located in the original Magma plugin. So the default settings would run existing Magma plugins after upgrading from Magma to Fougerite, right "out of the box."
  7. mikec

    Approved Fougerite MC [Deleted]

    None of these builds have dependency on a previous installation of Fougerite being there. I always test Vanilla unpatched, and also my already-patched server. You don't have to patch again for a new build, just overwrite the files and restart the server. "Update" simply means it doesn't...
  8. mikec

    Approved Fougerite MC [Deleted]

    I'm glad running the patch was all that was missing, but I am not sure what this means. "patching MC5 over files with 1.0.5"
  9. mikec

    Approved Fougerite MC [Deleted]

    Yep, what balu92 said. It's vanilla. There's a FOUPATCH.BAT file in the Managed/ folder with Fougerite.dll and the rest. Stop your server, run it, then restart.
  10. mikec

    Approved Fougerite MC [Deleted]

    Yeah, report some details. Can't do a thing wthout 'em. Just posting "It doesn't work" helps no one.
  11. mikec

    Approved Fougerite MC [Deleted]

    mikec updated Fougerite MC with a new update entry: MC5 Full Read the rest of this update entry...
  12. mikec

    Approved Fougerite MC [Deleted]

    Make sure you have the right build of Microsoft.Contracts.dll in Managed/ folder. The one in the zip is specially built for Unity Mono. The regular one from Microsoft is a .Net 4.0 library and won't work with Unity Mono.
  13. mikec

    Important Decay Handling

    It looks like the best way to make Rust++.cfg decay=false work sanely is to move it into Fougerite Core, take it away from Rust++. Because the only way to make it work sanely, is not to call any OnDecay hooks if decay=false and just remove decay damage on decay events. decay=false should mean...
  14. mikec

    Important [OLD] Setup dev environment for C# plugins

    Fougerite isn't Magma. Look how well that worked out for Magma plugins. Making users wait on the keepers of the secret source to add features is not what Fougerite is about.
  15. mikec

    Approved Fougerite MC [Deleted]

    Before compiling the whole project you must first compile Fougerite.Patcher. Then apply the 1st pass patch on Assembly-CSharp.dll. This 1st pass changes several private properties to public. Without it, references like this one won't resolve.
  16. mikec

    Approved Fougerite MC [Deleted]

    Since you're online and I am fixing stuff, if you can add some more detail about this, a fix could make it into a release today. Folder layout, settings in FougeriteDirectory.cfg, Fougerite.cfg, Rust++.cfg. Can you test whether Rust++ is reading it's cfg file? Disable a command, does it still...
  17. mikec

    Approved Fougerite MC [Deleted]

    I like doing easy stuff that makes people happy. :cool: public bool GetBoolSetting(string sectionName, string settingName) { return this.GetSetting(sectionName, settingName).ToLower() == "true"; }
  18. mikec

    Approved Fougerite MC [Deleted]

    Looks like we cast to string when saving. Makes sense, since we use TextWriter. ini.AddSetting("Settings", "RefundPlayer", true); ini.AddSetting("Settings", "EvilMode", false); RefundPlayer=True EvilMode=False Well, if the case of the values returned from ini.GetSetting() is causing your...
  19. mikec

    Solved Few more questions

    For #1 set tellversion=false in Fougerite.cfg in the [Fougerite] section. #2 is not yet possible. Fot now you can edit the loot tables with Drop++ to prevent certain ingredients needed to craft certain items from dropping. #3 You can call that method from a plugin as...
  20. mikec

    Bug in the patcher

    We actually have a PR for this. https://github.com/fougerite/Fougerite/pull/56