All Activity
- Past hour
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applydaapressure joined the community
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Clowny changed their profile photo
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nordicreign changed their profile photo
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Dariof7 changed their profile photo
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wd-40 changed their profile photo
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I-AmericanSnipe-I changed their profile photo
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MILFTAKER changed their profile photo
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- Today
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SlayersRust started following Challenge House with loot
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I have 12 rust servers and for some reasons every once in a while maybe a week or two into wipe the doors will just all of a sudden be missing from the challenge house monument. This has been happening for several wipes now on several different servers. I have no idea how or why it happens or how to fix it. I’ve never noticed any crashes or any issues with server saves. Everything else on the server runs fine and I’ve never had any issues with vanilla Monument doors. That’s why I’m confused it seems to only be happening with custom built monuments like yours, I’ve also seen it happen with an aim train arena of mine by Wizla. this is a really fun monument that players really love so it’s sad to see this issue happen as for our monthly wipe servers they can no longer do the challenge house because of all the missing doors. Is there any way to fix this issue??
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Kyle started following Image overlapping buttons?
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Mevent started following Image overlapping buttons?
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I made my image bigger because it was hard to see. Only for it to overlap my admin mode button and general button. Not sure what to do. Would rather not wipe all my work done
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Outsida92 started following Announcements
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Outsida92 joined the community
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bananamana changed their profile photo
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Bag limits have always applied just to the bag's parent container. They never factored in bags inside of other bags. The only exceptions are: 1. Player inventory containers (main, belt, wear) which share a limit despite being technically three separate containers 2. Backpacks plugin on uMod which shares limits across pages despite each page technically being a separate container The main reason it has always worked this way is for simplicity, as some tricky situations can occur otherwise. For example, you might normally be able to pick up a Bag of Holding bag with contents in it, but because it has additional non-empty bags inside it, you are not allowed to pick it up as doing so would exceed your overall limit. The plugin would have to clearly communicate to players what the problem is so that the player can rearrange bags or contents to overcome it. For similar reasons, bag limits inside of bags are also not configurable according to permissions. I understand this isn't ideal because it means you either end up giving players excess capacity (they can have bags both inside and outside the Bag of Holding bag) or less choice (they can only have one bag in the inventory, and they finally break through the limitation when they get a Bag of Holding bag). One way you could try to ease players through the transition would be to have different tiers of Bag of Holding bags, which allows progressively more bags inside of them, allowing players to progress from 1 outer bag to 1 outer bag with 1 inner bag, then 2 inner bags, and so on. However, that is still an opinionated progression as you wouldn't allow multiple bags directly inside the main inventory ever. To mitigate the above concern of allowing too much capacity once a player acquires a Bag of Holding bag, I could potentially make an update that allows you to configure how many bags a specific bag profile counts as, so you could make a Bag of Holding bag count as 5 bags for example.
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Does anyone know how to limit non-empty bags in Main to 5, but when those 5 are in a Bag of Holding, all other bags are locked? I could have sworn this is how it was prior to Wipe & the last update. It used to be that the non-empty bags within the bag of holding (my limit is 5) would count towards the total count of bags. But, now after the Bag of holding has 5 bags that are non-empty in the Main Inventory Compartment, you add loot to more category bags that are outside the BoH, but are still in the Main Inventory Compartment. I don't remember this being "a thing" before. "Player bag limits": { "Default limits": { "Max total bags": 5, "Max bags by category name": {} Any suggestions would help, Thanks
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nivex started following Coupon for Raidable Bases Tier 2 Bundle
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Heya, the Tier 2 package by itself is currently $5 cheaper than usual, at a sale price of $25 instead of $30. This does not necessarily mean that I should lower the bundle price as well. The intention is to allow those who previously purchased RB by itself to buy the Tier 2 package for the same total discounted price as if they had purchased the bundle from the beginning. I have gifted you the Tier 2 package. Enjoy
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squirtle started following Announcements
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squirtle joined the community
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Changed Status from Pending to Closed
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Hi! I’m sorry, for some reason I missed this ticket.
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Changed Status from Pending to Closed
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Please contact me on Discord http://discordapp.com/users/721754788387094599
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Hi! I’m sorry, for some reason I missed this ticket. I can’t test this issue on my own. Let’s test it together and fix the problem.
- Yesterday
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Changed Status from Pending to Closed
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Hi! Sorry for the delay, I was away. This plugin is no longer supported and is currently only used by the NpcSpawn plugin. Which plugin are you trying to integrate the loot table with?
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NPC's no longer seem to respect the vision cone settings
Adem replied to avatarus777's Support Report in Support
Changed Status from Pending to Closed -
NPC's no longer seem to respect the vision cone settings
Adem replied to avatarus777's Support Report in Support
I think the cause of your issue is that the "Sense Range" is set too high for all NPCs. Set it to 60 (or slightly higher or lower), and you should get the behavior you want. -
JohnSmith88 started following Announcements
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JohnSmith88 joined the community
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Hi! Sorry for the delay, I was away. Is the issue still present?
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Hi! I'm interested in buying the Raidable Bases + Tier 2 Package bundle for $55. I noticed that the Price Alert is only available for the Tier 2 package, not for the bundle. Would you be able to offer me a discount on the full bundle? I would be ready to purchase it if you can offer a better price. Thanks!
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MooDDang started following Sound Library Api
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(Note: This message was translated and rewritten by AI. As a non-expert and non-native English speaker, I apologize in advance if the tone sounds overly enthusiastic or unintentionally pedantic!) Hi supreme, First of all, thanks for the amazing plugin! I use it heavily on my server. Recently, I needed to manage hundreds of audio files and build a dynamic tutorial system. To fit my server's needs, I modified the plugin quite a bit. To be completely honest, I did this using Claude (basically "vibe coding" with AI). However, looking at the fixes we made, I realized some of these might be genuinely useful for the official version. I didn't want to sound arrogant since I used AI to write the code, but I figured it’s best to share these snippets with you. As the expert, you can evaluate what's actually efficient and maybe incorporate them into your future updates if you like them! Here are the 4 main modifications and the logic behind them: #### 1. `EntitySpeaker` 3D Spatial Audio Fix (Makes sound follow NPCs!) **The Context:** I saw an old forum post from 2021 where someone asked if the sound could follow moving NPCs, and you mentioned it unfortunately only follows the player. I really needed this for my custom boss NPCs to roar while running around. After investigating with Claude, we found out why it wasn't working: The `EntitySpeaker` was functioning on the server, but the dummy speaker entity was never network-updated to the nearby clients (missing snapshot). **The Fix:** By simply adding a loop to send snapshots to the entity's network group subscribers, true 3D spatial audio attached to entities works perfectly now! The sound beautifully follows the NPC as it moves. ```csharp // Inside EntitySpeaker.Initialize(BaseEntity source) // ADDED FIX: List<Connection>? subscribers = source.net?.group?.subscribers; if (subscribers != null) { for (int i = 0; i < subscribers.Count; i++) { Connection? connection = subscribers[i]; if (connection != null) { speaker.SendAsSnapshot(connection); } } } SetSpeaker(speaker); ``` #### 2. `GetSoundDuration` API for Dynamic Event Sequencing **The Idea:** When dealing with hundreds of custom voices, hardcoding timers for each sound is a nightmare. I added a method to calculate the exact duration of the `.data` file using `TicksSinceStart`. This makes the plugin highly scalable—for example, custom plugins can fetch the exact length, add a +0.5s buffer, and automatically stop the sound or trigger the next event dynamically. ```csharp // ADDED METHOD: private float GetSoundDuration(string name) { if (string.IsNullOrEmpty(name)) return 0f; List<SoundLibraryPacket>? packets = LoadPackets(name); if (packets == null || packets.Count == 0) return 0f; // Calculate duration based on the last packet's timestamp float duration = (float)(packets[packets.Count - 1].TicksSinceStart / (double)Stopwatch.Frequency); return duration < 0f ? 0f : duration; } ``` #### 3. DeepSea Update NRE Fix (`ProcessAudioEvent`) **The Issue:** Rust added new DeepSea content, triggering audio events that weren't in the older generated config files. This caused a Null Reference Exception when checking `.IsEnabled`. **The Fix:** Added null propagation and empty list checks. ```csharp // Inside ProcessAudioEvent // BEFORE: // AudioEvent audioEvent = _pluginConfiguration.AudioEvents[audioEventType]; // if (!audioEvent.IsEnabled) return; // AFTER: AudioEvent? audioEvent = _pluginConfiguration.AudioEvents?[audioEventType]; if (audioEvent == null || !audioEvent.IsEnabled) { return; } if (audioEvent.Files == null || audioEvent.Files.Count == 0) { return; } ``` #### 4. `SpeakerBase.Stop()` Queue Clearing Bug **The Issue:** Calling `Stop()` only stopped the coroutine. If you played another sound immediately after, the previously queued (and supposedly stopped) packets would play all at once. **The Fix:** Simply clear the packet queue when stopping. ```csharp public virtual void Stop() { // ADDED FIX: _queuedPackets.Clear(); if (_coroutine == null) return; InvokeHandler.Instance.StopCoroutine(_coroutine); _coroutine = null; } ``` *(Optional note: I also added subfolder scanning and memory caching for the audio packets to reduce disk I/O lag when dealing with huge BGM files, but I know that might change your core architecture too much, so I'll leave that up to you!)* Feel free to use these snippets, rewrite them entirely, or ignore them if they don't fit your roadmap. Thanks again for your awesome work!
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Getting shops to show all items that are listed
ThePitereq replied to SGNPrimary's Support Report in Support
It's becuase you've enabled offerr roll, this makes plugin to roll offers every 6 seconds, which takes your server performance, if you dont need offer roll just disable it and all listings should appear. -
Death started following Coupon for Raidable Bases Tier 2 Bundle
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You can set a price alert by clicking price history. They'll see your price alert and can offer you a discount, or use this to better determine sales and price adjustments. You'll also be notified when the price of the file drops below your threshold.
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Hello, you can find method OnCardSwipe in SkillTree.cs and add upper it this: private object OnCardSwipeWaterEvent(CardReader cardReader, Keycard keyCard, BasePlayer player) => OnCardSwipe(cardReader, keyCard, player); you must have something like this: private object OnCardSwipeWaterEvent(CardReader cardReader, Keycard keyCard, BasePlayer player) => OnCardSwipe(cardReader, keyCard, player); private object OnCardSwipe() { ... } If it will help you, you need write about this to SkillTree developer.