você vai fazer uma nova atualização do plug -in para atualizar ontem? porque NoDecay não está em execução no meu servidor: /
[DOUBLEPOST=1464963417][/DOUBLEPOST]you will make a new update of the plug -in to update yesterday? because NoDecay is not running on my server

NoDecay
Scales or disables decay of items, and deployables.
Total Downloads: 25,126 - First Release: Jun 25, 2015 - Last Update: Jul 13, 2018
- 5/5, 54 likes
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Sorry guys, dumb question. If stone is set to zero, does that mean it will decay fast or not at all? Once I dropped the plugin into the folder, random foundations started decaying quickly.
Should I set to 0.0015 or 15 to slow the decay down to nearly nothing? I don't want anything to decay. -
Default configuration nullifies all damage on all items except twigs.
Zero multiplier value in config means no decay at all. -
I need to know:
If I set "stoneMultiplier": 1.0,
-> Is it vanilla decay rate or how does it work?
Does opening doors reset decay from this plugin? -
2. Yes, opening doors resets decay-timer. This plugin only scales decay damage then entity is already decaying. -
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I recommend to delete your old config before update. Just because of some config values became unsupported.
Also please report about syntax mistakes in overview/descriptions. I'm want to learn write in english properly.
For those who wanted small stashes no decay I decided to move it to separate plugin (because of another principle of stashes dying & not to spend additional resources for different wishes):
StashControl for Rust | Oxide
Last edited by a moderator: Jun 10, 2016 -
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how can I set it so Decay start with doors have not been opened for 24 hours?
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But if you want to set decay_delay for all structures types equal to 24h - NoDecay can't help. Decay_delay is read-only parameter in Rust. -
my server is giving me an error stating ** [NoDecay] Unsupported decaying entity detected: wall.external.high.stone.prefab --- please notify author** any help please?
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So I believe this crashed my server
00:02 [Info] [NoDecay] Unsupported decaying entity detected: refinery_small_deployed.prefab --- please notify author
00:52 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 2958557.7937 ms to execute.
How can I prevent this other than not using it. -
is it possible that only foundations with wood and stone got a decay ?
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[DOUBLEPOST=1466629078][/DOUBLEPOST] -
Was the latest, resolved the issue by using Decay.scale 0 and using a purge plugin <3
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