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  1. Past hour
  2. hid333

    oil platform redroom

    Is a previous bug recurring? I can swipe the card for the Blue Room at the Oil Platform, but after powering up the Blue Room, the Red Room's card reader does not receive power. Also, two of the three interior door switches for the Blue Room do not open the door when pressed. Of course, I have installed RustEdit.dll, and as described, everything works fine up to the Green and Blue card swipes.
  3. nivex

    Could you help me?

    Changed Status from Pending to Closed
  4. nivex

    Could you help me?

    np
  5. The F7 report combat log image? or something different?
  6. MrLou_

    MergedOutpost

    Changed Status from Pending to Not a Bug Changed Fixed In to 2.0.2
  7. wtfreak

    Scrap

    How do I remove scrap from being mined from the quarries?
  8. CrazyRust

    Console error on spawn

    Hi. Try using the custom spanwpoint. Make sure the middle value is zero.
  9. rustplugins

    pve-pvp hud

    Armored Train 2.0.1 It creates a dome and turns the area into a PvP zone, but...Super PVx Info 1.11.0 It doesn't establish a connection; it remains in PVE mode.
  10. Today
  11. Fusion 3.64

    Cant select effects

    I'm having the same problem, can't select individually, and can not get to next set with the over arrows.
  12. Stormo

    Could you help me?

    thx
  13. So I've spawned this event several times and I have failed to spot it in the act of falling. Last time I had a server you could see the debris fall from the sky from quite a long distance away and it was pretty easy. Am I just missing it or is this effect possibly broken?
  14. nivex

    Could you help me?

    hi, disable this option in the profiles: Items Always Take Condition Loss And Cannot Be Repaired
  15. ninco90

    BetterTC

    Chat Command: Usage: /addwp <skinid> <Wall|Floor|Ceiling>, Example: /addwp 3356517390 Wall Console Command: Usage: addwp <skinid> <Wall|Floor|Ceiling> Example: addwp 3356517390 Wall
  16. MrLou_

    MergedOutpost

    No, worries. If you'd like the outpost to be the highlight of the server you can click a tab so that it spawns in the center of the map which might be a cool thing to do for your server. If you have any other issues or problems create a support ticket or DM me on the site!
  17. Opa-Mark

    MergedOutpost

    Hi, Thanks a lot for the quick reply. Yes, I have an active Rustmap subscription. I’ve already set everything up in a profile and just need to create a map; the 4,500 size felt too big, though, since it’s meant to be a pure vanilla server without any bells and whistles—and the Outpost is perfect as a map highlight for that. Thanks again.
  18. MrLou_

    MergedOutpost

    Hello, Firstly, thank you for purchasing my merged outpost prefab. If you have an active subscription to rustmaps by the way it has to be the Premium sub to use the custom map generator. If you have a sub you will need to upload my custom prefabs to rustmaps via the custom prefabs page. Then you can click the custom map generator tab and follow the image guide within the ZIP file. Once everything is done, before you click generate you can adjust the seed and map size at the top right of the page.
  19. devnull

    console spam

    Hi, i've got another Console Error all the time after setting Recycler Speed 1 -> 2 Failed to call internal hook 'OnRecyclerToggle' on plugin 'TotalControl v2.0.6' [3180050887] (Object reference not set to an instance of an object) at Action Oxide.Plugins.TotalControl.GetRecycleThinkAction(Recycler recycler) in /carbon/plugins/TotalControl.cs:line 6850 at void Oxide.Plugins.TotalControl.ApplyRecyclerSpeed(Recycler recycler) in /carbon/plugins/TotalControl.cs:line 3428 at object Oxide.Plugins.TotalControl.OnRecyclerToggle(Recycler recycler, BasePlayer player) in /carbon/plugins/TotalControl.cs:line 1023 at object Oxide.Plugins.TotalControl.InternalCallHook(uint hook, object[] args) in TotalControl.cs/Internal:line 1736
  20. Greetings There's no space on the map to add another monument of that size on main land so if you buy the map and wish to have appartments on it i can add it on a separate version for you
  21. Grumpy OldMan

    Error while compiling

    Error while compiling PortableRecycler: Argument 1: cannot convert from 'float' to 'string' | Line: 403, Pos: 11
  22. Version 1.0.0

    1 download

    Architects Paradise – 4500K CREATIVE RUST MAP MADE FOR BUILDERS AND EXPLORERS! Architects Paradise is a well designed/great performance map that is super fun to explore! 4500K Rust map built for explorers, survivors, and creative builders alike. Packed with every major monument and 30+ custom marked build locations hidden across forest terrain, forgotten coastlines, and hidden areas. Designed with ultra low entity counts for buttery smooth performance, endless creativity, and nonstop gameplay. Your players will NEVER run out of new places to explore, conquer, and build on Forsaken Islands. Even though this is a 4500K Map performance is top notch! What Makes It Special 30+ Custom Build Zones marked with an "X" on the Map!!! Your players will NEVER run out of fun places to build their base! We use super shallow beach areas so there are always spots for players to build and endless spots for your Raidable Bases to spawn. These shallow beach waters go out very far allowing for spawning and building of all types! Fully connected train tracks + underground rails for fast travel and tactical control Endless Custom Buildable areas/Caves/Rock Formations that players will love! Beautiful Snowy Mountains, Rivers, Canyons and Valleys players can Build on Diverse terrain: forests, deserts, coasts, cliffs, valleys & plateaus Perfect for solos, clans, builders, and high-pop servers. SUPER Low-prefab, FPS-friendly buildables: Custom caves Floating Crystal Rock Islands with HeliPad Custom HUGE Bus Stop Bases! - Enjoy those nostalgic bus stop builds Water Locations to build a base Hidden structures Unique build pockets with glass roofs Works with 100% of all Popular Events Plugins like Convoy, ArmoredTrain, Raidable Bases, Sputnik, Airfield Event and many more! Custom Monuments: Deadmans Bridge Crystal Swamp All Facepunch Monuments Included: Launch Site • Military Tunnels • Military Base • Silo • Airfield • Power Plant • Water Treatment • Trainyard • Harbors • Outpost • Excavator • Large Oil Rig • Small Oil Rig • Arctic Base • Junkyard • Sphere Tank • Satellite Dish • Ferry Terminal • Sewer Branch • Abandoned Supermarket • Oxum's Gas Station • Mining Outpost • Lighthouse • Bandit Camp • Fishing Village • Large Barn • Underwater Labs • Stone Quarry • Sulfur Quarry • HQM Quarry • Underwater Labs • Abandoned Cabins • Jungle Ziggurat • Jungle Ruins • Caves • Ranch — and more. Map Info Size: 4500k Prefabs: ~11,705 Support Discord: Dymize_
    $29.99
  23. Opa-Mark

    MergedOutpost

    Hi, I just bought your prefab because I was really impressed by the images. Now for my question: can I choose the seed freely? Does the map size absolutely have to be 4500, or can I use a 3800 or 4000 size via RustMap? Best regards, Markus P.S. I’m a complete beginner in this area.
  24. rustplugins

    YESSS yesss

    I respect your desire to help, but I'm only spawning 10 vehicles from a 20,000-line script; you should add a few more—or just include all the free ones from Rust—so that no one makes comments like this. Regards.
  25. snetzer

    Store Robbery

    Hello Update Please, this error have the Plugin Error while compiling StoreRobbery: 'BasePlayer' does not contain a definition for 'ClientRPCPlayer' and no accessible extension method 'ClientRPCPlayer' accepting a first argument of type 'BasePlayer' could be found (are you missing a using directive or an assembly reference?) | Line: 533, Pos: 20
  26. Cuda

    DLC Components Boxes not stacking

    Bumping the post
  27. LivingWorld LivingWorld - Populate your Rust server with AI that farms, builds, teams, and raids like real players. Empty servers die. Yours won't. AI players that actually play. They farm, they build, they team up, they raid. They run Oil Rig and they'll fight you for it. Drop LivingWorld on a fresh wipe and your server looks alive from minute one - because to anyone connecting, it is. No waypoint zombies. No standing targets. Just players who happen not to be people. ⛮Foundation decisions Framework: Carbon, not Oxide. It uses dynamic hooking rather than physically patching server DLLs, and is near-100% compatible with Oxide plugins in 2026. For a plugin this hook-heavy and CPU-heavy. Configuration Everything is in one JSON file, grouped by area. General enable/disable, name prefix and suffix, `/who` tag, chat prefix, spawn logging. Population max bots, minimum when the server is empty, per-in-game-hour targets (the "more bots at your dead hours" curve), the share cap, spawn distance band from real players, respawn delay range, how fast the director ramps. Behaviour gathering, metabolism, night behaviour, looting, wander radius, walk/run/sprint speeds. Combat who bots may attack, damage multipliers in both directions, instant-death vs wounded, weapon effects, target memory. Navigation grid cell size, max walkable slope, road preference and cost multiplier, disk cache, A* node ceiling, queue depth, bake rate. Performance LOD radii, tick rate per tier, bucket count, network culling, frame budget warning. Progression - tie loadouts to wipe age or pin a tier; the tier list itself (name, unlock hour, belt/wear/main items as `shortname:amount`, which difficulty profile it uses). Difficulty profiles `Naked`, `Roamer`, `Zerg` out of the box. Reaction delay range, aim cone start/end and how long it takes to tighten, recoil factor, burst length and pauses, sight range, FOV, hearing range, flee threshold, reposition chance, speed scale, aggression. Add your own by adding a key; reference it from a progression tier. Name pool leave empty for the built-in pool, or supply your own list. Population guard (ToS) Everything that keeps bots out of the number a server browser sees. Bots are removed from BasePlayer.activePlayerList, which is what vanilla and every population reporter counts. They remain fully networked entities. Progression Phase 0 / Bot core - started Phase 1 / Farming & progression. Phase 2 / Building. JSON base blueprints (prefab + offset + rotation + grade) Phase 3 / PvP. This is where you win or lose on "feels like a real player." Phase 4 / Teams & social. Use Rust's actual RelationshipManager so bot teams show in the team UI and on the map. Roles within a team (farmer, builder, roamer). Chat via context-triggered phrase pools keyed to events Update Log - tba- Media: [Coming Soon]
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