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- #minecraft
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Changed Status from Pending to Closed
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Yes, they are only temporary boosts. Reloading the server or disconnecting/reconnecting removes the player's data from memory and wipes the buff.
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Hi. It’s impossible to build a loop road or a railway on this map. That was actually the whole idea—since each puzzle piece sits at a different elevation. Instead of standard roads, I laid out dirt roads across the map. However, the spawn rate on these dirt roads is just as high as—if not higher than—on regular roads.. There is a full-fledged underground metro system.
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the reload hooks use projectile.ShortPrefabName instead of normal item prefab names. This would probably match closer to the Prefab list here: https://www.corrosionhour.com/rust-prefab-list/
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sleep transitions warp stationary NPCs standing on structures without navmesh
tsuyoshi_ito posted A Support Report in Support
Hello, First of all, thank you for developing and maintaining NpcSpawn — we use it on our PvE server through several of your and Adem's plugins. ■How we found it We noticed the issue while using Dynamic Monuments (by Adem). Its "Static NPCs" are stationary guards placed through NpcSpawn on monuments that are spawned dynamically while the server is running. Those NPCs sometimes ended up standing under the monument floor, on the terrain. The trigger was distance: if a player was near the monument when it spawned, the NPCs stayed in place; if nobody was around, they fell under the floor. We investigated and confirmed that Dynamic Monuments places the NPCs at the correct positions — the displacement happens later, inside NpcSpawn's sleep system. So the report below is about NpcSpawn itself and can be reproduced without Dynamic Monuments. ■The issue in NpcSpawn A stationary NPC (Speed = 0, or States containing only IdleState / CombatStationaryState) is spawned with its NavMeshAgent disabled: CustomScientistBrain.AddStates() calls DisableNavAgent(). The NPC then stands exactly where the SpawnNpc API placed it, even if there is no navmesh at that position. This is correct behavior. The problem is in CustomScientistNpc.UpdateSleep() (around line 3632 in 3.3.7). When the sleep state toggles, it always runs one of two movement-related calls, including for stationary NPCs: Falling asleep: SetDestination(HomePosition, 2f, NavigationSpeed.Fast). This goes through BaseNavigator.SetDestination, which re-enables the disabled NavMeshAgent (SetNavMeshEnabled(true) → PlaceOnNavMesh()). Waking up: NavAgent.enabled = true directly. Enabling a NavMeshAgent makes Unity snap it to the nearest navmesh surface. Entities spawned at runtime are not part of the baked navmesh, so for an NPC standing on such a structure the nearest navmesh is the terrain below it — the agent gets warped under the floor. This also explains why the bug looks intermittent: if a player stays within SleepDistance from the moment the NPC spawns, no sleep transition ever happens and the NPC keeps its position. For a stationary NPC both calls are unnecessary: it never moves, so there is nothing to navigate on sleep/wake transitions. ■Steps to reproduce Create a preset with Speed = 0 (or States containing only IdleState + CombatStationaryState), CanSleep = true, SleepDistance = 100. Spawn any prefab with a walkable floor at runtime and place the NPC on top of it via the SpawnNpc API, with no player within 100 m. Wait a few seconds (UpdateTick runs every 2 s), then approach as a player. The NPC is standing on the terrain under the floor. Repeat with a player standing nearby the whole time — the NPC stays in the correct position. ■The fix we applied (verified on our server) We changed only the Sleep region of CustomScientistNpc: Added an IsStationary property using exactly the same condition AddStates() uses for its local isStationary variable. In UpdateSleep(), after Brain.sleeping is updated, return early for stationary NPCs, so neither SetDestination(...) nor NavAgent.enabled = true runs. Brain.sleeping is still updated, so the sleep optimization (the early return in Think()) keeps working for stationary NPCs, and mobile NPCs keep their current behavior. After deploying this change, stationary NPCs no longer fall under runtime-spawned structures on our server. The modified Sleep region: #region Sleep // Same stationary condition as CustomScientistBrain.AddStates() — keep both in sync public bool IsStationary => Config.Speed == 0f || Config.States == null || Config.States.Count == 0 || (Config.States.Contains("IdleState") && Config.States.Contains("CombatStationaryState")) || (Config.States.Contains("IdleState") && Config.States.Count == 1) || (Config.States.Contains("CombatStationaryState") && Config.States.Count == 1); private void UpdateSleep() { if (!Config.CanSleep) return; bool sleep = Query.Server.PlayerGrid.Query(transform.position.x, transform.position.z, Config.SleepDistance, AIBrainSenses.playerQueryResults, x => x.IsPlayer() && !x.IsSleeping()) == 0; if (Brain.sleeping == sleep) return; Brain.sleeping = sleep; // Stationary NPCs must not touch the NavAgent: enabling it snaps them to the nearest // navmesh, which is the terrain under dynamically spawned monuments (no navmesh on floors) if (IsStationary) return; if (Brain.sleeping) SetDestination(HomePosition, 2f, BaseNavigator.NavigationSpeed.Fast); else if (!ActiveCustomNavMesh) NavAgent.enabled = true; } #endregion Sleep ■Patch and how to apply it The attached NpcSpawn-stationary-sleep.patch is a unified diff against NpcSpawn.cs 3.3.7. Put the patch file in the same directory as NpcSpawn.cs and apply it with either of: git apply NpcSpawn-stationary-sleep.patch (inside a git repository) patch -p1 < NpcSpawn-stationary-sleep.patch The change is small (one added property and one early return in UpdateSleep), so applying it by hand from the code block above works just as well. Would you consider including this fix (or an equivalent one) in a future release? Thank you very much! NpcSpawn-stationary-sleep.patch.txt -
Some bugs with AdvancedStatus compatibility
dFxPhoeniX replied to dFxPhoeniX's Support Report in Support
-Fixed custom statuses briefly overlapping native Rust HUD rows -Added immediate two-stage layout refreshes for crafting, item notifications, building actions, active-item changes, mounting, and dismounting -Updated crafting tracking for current Rust versions without using the removed ItemCraftTask.owner field -Added exact note.inv tracking for native Rust inventory notification rows -Updated standalone native status counting for poison, pet, buffs, debuffs, mounts, metabolism, workbench, crafting, safe zone, shield, and building privilege -Fixed cumulative spacing when multiple vanilla statuses are visible -Added one consistent 2px gap between the vanilla status group and the SimpleStatus group -Separated the 28px vanilla row step from the 30px SimpleStatus row step -Aligned note.inv tracking to the next server tick and reused the existing expiry polling -Fixed hidden status preferences not being restored after reload -Fixed /ts changes not being saved immediately -Fixed status position updates not respecting Rank order -Fixed standalone localization using the real player user ID -Fixed culture-dependent progress, alpha, and UI offset formatting -Fixed delayed AdvancedStatus initialization and runtime mode migration -Fixed finite-duration status tracking while AdvancedStatus is active -Fixed stale AdvancedStatus bars and standalone UI remaining after plugin unload -Fixed expired saved statuses modifying their collection while being restored -Fixed stale saved status entries when their owning plugin is no longer loaded -Fixed malformed JSON when status titles or text contain quotes, backslashes, or line breaks -Clamped standalone progress values to a valid 0-1 range -Improved API null safety, inactive-status updates, corrupted-data recovery, color parsing, and native layout refresh consistency SimpleStatus.cs -
Missing plugin name prefix 'rockettiers' for permission 'rocket.tier1' (by plugin 'RocketTiers') Missing plugin name prefix 'rockettiers' for permission 'rocket.tier2' (by plugin 'RocketTiers') Missing plugin name prefix 'rockettiers' for permission 'rocket.tier3' (by plugin 'RocketTiers') error i get when reloading plugin
- 13 comments
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- #rocket
- #rocketlauncher
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- Yesterday
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Oh you used a "_" instead of a period where the real shortnames are rocket.launcher and not rocket_launcher. It works now, thanks! Edit: Doesn't seem to apply properly for the rpg7 or the homing launcher?
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Is there an Rcon command to run a check manually, outside of the specified timeframe for a check (60mins)??
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kostra joined the community
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A really fun and well-designed event plugin. It brings the Red Light, Green Light game into Rust in a way that feels smooth and entertaining for players. The spectator area, configurable movement sensitivity, custom rewards and automatic event system are all great features. Setup requires a custom map, but the included prefab and installation instructions make the process clear. A great addition for servers looking for unique events.
- 27 comments
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- #autoturret
- #event
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A truly unique and well-made plugin. Pocket Dimensions adds a completely new gameplay mechanic while still feeling balanced and configurable for both PvP and PvE servers. The documentation is detailed, setup is straightforward, and the Copy Paste integration makes it even more useful. Definitely worth it!
- 37 comments
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- #dimensions
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root1222 changed their profile photo
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cookieman changed their profile photo
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Just reloaded Image Library and tried again, everything work perfectly! Thanks for your time!
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A huge thank you to Gallium Anti-Cheat and their entire team for all the help and support they gave us throughout our multiple operations we have had over the years. If we ever decide to come back to the gaming sphere, we will surely be a returning customer. We truly appreciate their dedication to improving the anti-cheat space and everything they have done for our community. Much love guys,
- 2 comments
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- #anticheat
- #moderation
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RIO_x_RIO joined the community
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FarmerFlyer changed their profile photo
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Make sure you have the weapon shortname correct. I tested it with several weapons and works including the Rocket launcher.
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Place the file here: oxide/plugins/ScrappointRaidProtection.cs Then reload: oxide.reload ScrappointRaidProtection
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Silly me, that solved it! Thank you
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Hello, most likely this preset is specified in one of the custom files that were attached to the custom map, you can contact the custom map developer with this. Also you can rename these presets one by one via server console command (PresetRename OldPresetName NewPresetName: PresetRename Ремонтник-70c43b Repairman-70c43b The command will rename both the preset files themselves to data/NpcSpawn/Preset/ and in all BetterNpc files.
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Skins are downloaded to the player PC once. However, they must be loaded into RAM each time, and there's no way to change that. Therefore, the skins are reloaded each time, but if the textures are already stored on the player PC, this happens very quickly. In the configuration, enable ImageLibrary if you haven't already done so.
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@Badkemp yep, you can disable Eject Corpses From Enemy Raids in the profiles
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Changed Status from Pending to Work in Progress