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Hello is there a way to better the pathways for the Bradley they seem to damage each other in the arena
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Hey, can you post screenshot? I tried putting in workbench upgrades and it did not affect UI in any way on my side.
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sulfidov2 started following Junk and no 2x
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Harley started following Junk and no 2x
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I have set it up like the readme explained and my barrels and creates are not 2x i dont think anything have 2x on it please help me out here man
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Airpex started following Custom Colored HUD Icons
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You can add skins via the config. I removed the skins that used to be included when the workshop TOS changed. there is "static_skins" under each set type. These take a shortname/skin id. For example, if you wanted the Miners buff to always drop with a specific pickaxe skin: "static_skins": { "pickaxe": 3563165226 }, The other option is to have a pool of skins that assign to all items randomly. "List of skins for item types. If more than 1 skin is added, a random one will be selected when the item is created.": { "roadsign.kilt": [ 3571624896, 3571002689 ], "coffeecan.helmet": [ 2597330272, 1293654354 ], ...etc }
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Dibsy joined the community
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Mr. Wilder Wilderness started following Biofuel Generator Upgrades
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SnowDiablo started following Metal Event
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Fatboy-Cartman started following walkinrey
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aimacak started following FSMCoponent.BudgetedUpdate
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Hello, I'm sorry for the long reply, can you send the logs, which will contain a small part before the very first message of this spam? I also discussed this with KpucTaJI, there is an attempt to get SenseComponent in your messages, NpcSpawn uses its custom sensor class CustomAIBrainSenses : AIBrainSenses, but under normal conditions NpcSpawn cannot cause these errors. According to KpucTaJI, most likely some NPC or animal Gen2 is trying to check the objects around itself, and one of the objects is broken.
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Version 1.0.2
9 downloads
Biofuel Generator Upgrades adds a part-based upgrade system to Rust's biofuel generators. Six part types offer three tiers each, improving fuel yield, processing speed, stirring, and refill efficiency. Players can open the upgrade interface while looking at a biofuel generator and holding a hammer. Install a part by dragging it into its matching slot; remove it to uninstall it. The menu shows every installed part and the resulting stats. The menu button can be set to RELOAD, USE, MIDDLE CLICK, or RIGHT CLICK. Auto Stirrer starts a 10-second stir only when the generator has enough power, material to process, and room for output. Manual stirring takes priority, and an interrupted automatic stir grants no charge. A completion effect plays when a stir finishes. Players can switch the installed stirrer off in the upgrade menu to remove its extra power requirement. Optional loot crate drops can be configured by container and tier. Parts can also be supplied through shops or crafting systems. Part stats, item shortnames, and skins are configurable. English localization is included and can be translated. All 18 parts are pre-configured and ready to use. Permissions biogenupgrades.use - Open and use the biofuel generator upgrade interface. biogenupgrades.admin - Use the admin part-giving command. Command /bgpart - Give one of each of the 18 parts. Add an amount or a player name/Steam ID to give multiple sets or target another player. Pre-Configured Parts Fuel Booster Heater Mixer Feed Hatch Waste Booster Auto Stirrer Default Config$15.99 -
paliokeros started following Announcements
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paliokeros joined the community
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Bubavan joined the community
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KarmaKG changed their profile photo
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sulfidov2 joined the community
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Hello, I'm sorry for the long answer : ( Try to change the types of map markers in KpucTaJI events from advanced to basic
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- 2 comments
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- #classy
- #classymaps
- (and 8 more)
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agwolf joined the community
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xitus1995 joined the community
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- 73 comments
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Outlawz changed their profile photo
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twofish changed their profile photo
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Hello, it needs to be moved up a little higher; when the green bin is in the T3, things get in the way of each other thx
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This map is old and outdated; I don't even use it right now.
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- 3 comments
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we could copy all the bot logic (30k lines!) in each of our plugins, and that would, at the very least, increase the RAM usage and make compilations longer. more plugins doesn't mean they will take more resources. this new plugin NPCsController will be used across all of our plugins with bots in the near future
