Fujikura updated Auto Purge with a new update entry:
1.0.1
AutoPurge
Moved
Total Downloads: 5,818 - First Release: Dec 27, 2015 - Last Update: Sep 18, 2017
- 5/5, 34 likes
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please add function friends api
Friends API for Rust | Oxide -
Would you add a permission so you can have different times for different groups like donators and stuff?
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[DOUBLEPOST=1467486349][/DOUBLEPOST] -
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Good work, but is good idea add friends api. Then will be perfect plugin
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Fujikura updated Auto Purge with a new update entry:
1.1.0
[DOUBLEPOST=1467504563][/DOUBLEPOST]
plz test it with testmode, in any case i did miss 1% not checked properly... -
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Hi !
Great job guy but i don't understand for Clans and Friends ? ^^'
Friends only functionnal with test mode?
This mode don't have any problem ? -
The TestMode is a safety-function, to test the plugin settings and the correct function of any part of the plugin.
The Testmode will not delete anything, it's meant to proof any setting or the correct function of the plugin before going live with it....Last edited by a moderator: Jul 3, 2016 -
Oh okay, before, i think the testmode is a mode for a "beta version" and can have some bug ^^
Sooo, if i use clans and friends, what AutoPurge change ?
Friends it's okay just with the testmode ? -
Testmode does work like normal, but will NOT kill any entity or sleeper. That's the only difference. with this you can check your seetings, if all is like expected. When then somethig woudl be purged, it will tell you with the prefix "TestMode >>" what would have been purged, but it doenst purge.
In case of, you did not set the right amount of time, then you could justify again, and then disable this mode... -
Oooooooooh nice guy ! Great job !
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@Fujikura splendid work mate! Love it, clans and Friends work for me
Just question, in log of purged things I see only affected steamID, can you add also nickname to it? so I dont need to look up who was affected
)))
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Nice job.
But, guess when server high activity, your SaveData(); in InitPlayer will be slow and lag server litte bit.
Because every DataFileSystem.WriteObject does it.
For what is it? -
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But, for what you need save when player init?
You can keep all information in ram, is not it? -
To change this fast in any case it would lag any server, what only can be checked by time the plugin is up and running, it has already a built-in switch which would prevent the save to file by this part of the code. -
hello, friends tested the function, he said the person as a friend, built a house, and then I went out with my server and blocks left.
Sorry for my bad english.Attached Files:
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