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maronnnnnnnnn changed their profile photo
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aleksandrikkkk started following Failed to call hook 'OnServerInitialized'
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Adem started following Failed to call hook 'OnServerInitialized'
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[11:48:06]Failed to call hook 'OnServerInitialized' on plugin 'DynamicMonuments v1.2.5' (UnauthorizedAccessException: Access to the path "/home/container/oxide/data/DynamicMonuments/junglePack.json" is denied.) at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <f98723dd4586469db5213ec59da723ca>:0 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.IO.FileOptions options) [0x00000] in <f98723dd4586469db5213ec59da723ca>:0 at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int,System.IO.FileOptions) at System.IO.StreamWriter..ctor (System.String path, System.Boolean append, System.Text.Encoding encoding, System.Int32 bufferSize) [0x00055] in <f98723dd4586469db5213ec59da723ca>:0 at System.IO.StreamWriter..ctor (System.String path) [0x00008] in <f98723dd4586469db5213ec59da723ca>:0 at (wrapper remoting-invoke-with-check) System.IO.StreamWriter..ctor(string) at System.IO.File.WriteAllText (System.String path, System.String contents) [0x00026] in <f98723dd4586469db5213ec59da723ca>:0 at Oxide.Core.Configuration.DynamicConfigFile.WriteObject[T] (T config, System.Boolean sync, System.String filename) [0x0003f] in <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Core.DataFileSystem.WriteObject[T] (System.String name, T Object, System.Boolean sync) [0x00007] in <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Core.DataFileSystem.ReadObject[T] (System.String name) [0x0002d] in <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Plugins.DynamicMonuments.LoadDataFile[TYpe] (System.String path) [0x00020] in <0f91e6f6146b45789e52ee72a445fb69>:0 at Oxide.Plugins.DynamicMonuments.TryLoadData () [0x00016] in <0f91e6f6146b45789e52ee72a445fb69>:0 at Oxide.Plugins.DynamicMonuments.OnServerInitialized () [0x00021] in <0f91e6f6146b45789e52ee72a445fb69>:0 at Oxide.Plugins.DynamicMonuments.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0011e] in <0f91e6f6146b45789e52ee72a445fb69>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <112d89ea5d3348c8b949af0ab1a866d2>:0
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I was extremely tired when trying to set this up. Came back to it and was able to get everything set up and running. Just some misunderstanding on my part... Thanks you for reaching out!
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dylanstar12 started following SkillTree Experience Busted
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ZEODE started following SkillTree Experience Busted
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So saw previous post here from months ago about it but has only just been reported to me that heli's aren't giving experience. Some quick trouble shooting revealed the issue. If Heli Signals loads before SkillTree on server boot, it detects no Skilltree plugin and changes Enable reward xp to false in config. "Plugin to Use For Awarding XP (SkillTree | XPerience)": "SkillTree", "Enable XP Reward": false, [Oxide] 22:52 [Warning] [Heli Signals] ====== Harmony Patching Begin ====== [Oxide] 22:52 [Warning] [Heli Signals] INFO: PatrolHelicopterAI.UpdateTargetList method found: True [Oxide] 22:52 [Warning] [Heli Signals] INFO: PatrolHelicopterAI.FireRocket method found: True [Oxide] 22:52 [Warning] [Heli Signals] INFO: ✓ Patched: PatrolHelicopterAI.UpdateTargetList [Oxide] 22:52 [Warning] [Heli Signals] INFO: ✓ Patched: PatrolHelicopterAI.FireRocket [Oxide] 22:52 [Warning] [Heli Signals] INFO: Successfully applied 2 Harmony patches! [Oxide] 22:52 [Warning] [Heli Signals] ====== Harmony Patching Complete ====== [Oxide] 22:52 [Warning] [Heli Signals] SkillTree plugin not found, giving XP is not possible until loaded. [Oxide] 22:52 [Info] Loaded plugin Heli Signals v1.2.32 by ZEODE [Oxide] 22:52 [Warning] [Heli Signals] INFO: Vanilla patrol Helicopter server event is disabled [Oxide] 22:52 [Info] SkillTree was compiled successfully in 1871ms Then requires manual intervention to change back to true and only works until the next time it loads first and changes it back to false again
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Try deleting and creating a new config file, i saw this too and fixed it in that version. ill take a look into commands again
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Hi, I tried the new version but it still broken. I can't use commands. Alsı I have one more problem, every time I reboot plugin or server. Config ncreases 2x words like this "Check on these alerts": [ "Team Kill", "Team Raid", "Code Lock", "Team Kill", "Team Raid", "Code Lock"
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VATS started following Announcements
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VATS joined the community
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- 46 comments
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Runa changed their profile photo
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Technical question about prefab respawn behavior of map-provided base structures
K9N_Twitch posted A Support Request in Support
Hello, I’m running your map on a Carbon-based Rust server and I’d like to ask a technical question regarding how some map-provided structures are spawned and managed. We are investigating an issue where elevators inside map-provided, base-like structures become duplicated over time. This does not affect official monuments (e.g. Missile Silo), which behave correctly and never duplicate. Observed behavior Elevators that are part of map-provided base-style structures sometimes spawn more than once at nearly identical positions This results in multiple elevator entities (including doors) overlapping When a player presses the elevator button, they are kicked with Kicked: RPC Error in Server_RaiseLowerFloor Removing duplicated elevator entities temporarily fixes the issue The duplication may occur after plugin reloads or other server-side reinitialization events Players are not placing these elevators manually Important clarification These structures appear to be map-provided prefabs, not events and not CopyPaste builds They are buildable / interactable like normal bases They do not seem to be treated as official monuments by the engine Technical questions To better understand and handle this safely on the server side, could you clarify: Are these base-style structures spawned only once during world generation, or can they be spawned again at runtime? Is there any logic that respawns these prefabs if entities already exist in the same location? Are elevators included as child prefabs that may be re-instantiated on reload or chunk reinitialization? Is there a reliable way to identify these entities as “map-owned” versus player-placed? Is there a design reason these structures are not handled as monuments? Our goal is to avoid touching intended map content while preventing entity duplication that causes RPC errors. If helpful, I can provide logs, exact coordinates, or screenshots showing the duplicated elevators. Thank you very much for your time and for creating the map. Best regards, -
Vadim Belov changed their profile photo
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Clarification about “ready to play immediately after installation” / automatic event start
Vadim Belov posted A Support Request in Support
Hi, I just bought MultiEvents because the description says "ready to use / ready to play immediately after installation". Right now events only start if I manually open /events and press START or RANDOM every time. Question: Does MultiEvents automatically start events by itself (on a timer / rotation), or do I have to manually trigger events every time? If it does auto-start, where is this configured? Thanks. -
I will re do it the same way and send the config. I ended up taking it out so I could work on some other plugins. Sorry for the delayed response.
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Hello, pushed new version, let me know!
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milK joined the community
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Seen this suggested recently, these are the issues came to mind: I cannot confirm if the command actually started an event or did whatever was asked to do,, if it had a reason not to run, AutometedMessages would still send messages you setup even if it might be incorrect. (Like saying GasStation event started when it actually did not) If i setup commands listening trigger, it will be expected in many cases for AutomatedMessages to send to who the command is directed to, i can only obtain it from the command itself without knowing which argument the player id or name is at. (Example: for Economics you credit a player with deposit <player name or id | *> <amount>, but for ServerRewards you credit it them with rp add <username|userid|*> <amount>.. 1st argument for one, and 2nd for the other) Forgot the third I'll be working on a small update very soon and will still give this a try then decide if I had a good solution for it.
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- 3 comments
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- #rust custom
- #custom monument
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Oh I should also note that this worked only because the members who have the TC options were able to do this work around. Default players still can't, by default, upgrade with the hammer to gingerbread. Again, not sure if that's me or my server and some plugin interfering.
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Interesting is that once I set the skin as gingerbread in tc Skin section. Then destroy the foundation of my shack and build a new one it lets me upgrade to gingerbread just like intended right from the right-click menu. just fyi.
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seems to work just find after selecting gingerbread option in Skin section inside the TC.
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it looks like it fixed it so it works when you update to that skin in the TC but not directly from hammer.-rightclick. or is it just me?
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Version 1.0.0
2 downloads
BarrelEventsPro – Advanced Automated Barrel Event System BarrelEventsPro is a powerful and fully configurable barrel event plugin for Rust servers. It transforms ordinary barrels into dynamic, scheduled, map-wide events that increase player activity, improve loot control, and reduce administrator workload. Create small surprises for your players. You can define your own commands to spawn and hide barrels at specific locations, or run your customized barrel presets as events and present them to your players. During events, hints can be shown to guide players. Barrels break in a single hit, and rewards are automatically added to the player’s inventory. All rewards are fully configurable, and you can even change the barrel prefab itself. This is not just barrel spawning — it is a complete event system. Admin Control Commands /barrelevent start – Manually start the event /barrelevent stop – Stop the current event /barrelevent status – View the event status and remaining time /barrelevent next – Check the interval scheduling status Alternatively, as shown in the examples, you can define your own commands in the configuration file, customize their behavior, and create events simply by typing them in chat. Examples: /fuelred · /scrapbarrel · /mixedbarrel Preconfigured Commands Fully permission-based Permission: barreleventspro.use Automatic Event Scheduling Choose how and when events start: Interval Mode – Events start automatically at random intervals Fixed Time Mode – Events start at specific server times Combined Mode – Maximum flexibility Additional options: Configurable event duration Automatic event stop and cleanup Advanced Barrel Spawning During an active event: Barrels spawn every X seconds Random amount per spawn cycle Active barrel limit (maximum cap) Smart spawning logic: Avoids water Avoids monuments Avoids players Respects world edge buffers Raycast-based ground placement All spawn locations are safe, clean, and performance-friendly. Preset & Reward System Command-Based Presets Create unlimited barrel presets via the configuration file: Custom prefab per preset One-hit break option Multiple reward items Optional amount overrides per command Examples: /fuelred · /scrapbarrel · /mixedbarrel Admins (or authorized players) can instantly spawn reward barrels. Smart Reward Distribution Rewards are given directly to the player who breaks the barrel If the inventory is full: Drop items on the ground (optional) Or safely remove them Default barrel contents can be fully stripped to prevent exploits Grid Hint & Announcement System Live Map Grid Announcements Automatic broadcasts when barrels spawn Configurable announcement intervals Grid range support (example: H12–J14) Displays current / maximum barrel count Fully customizable messages Example: Barrels spotted around H13–J15 (8/20) Perfect for encouraging map exploration. Automatic Cleanup & Safety Event barrels are tracked individually At event end: Only event barrels are removed Optional auto-despawn after X minutes Optional cleanup on plugin unload No orphaned entities No memory leaks If you want, I can also: Shorten this for a uMod plugin page Convert it into a feature list + screenshots layout Prepare a changelog or README.md version$4.59 -
Version 1.0.0
2 downloads
RustEdit 的完整中文本地化,专为希望更快、更清晰、无语言障碍地工作的中文管理员和地图制作者而设计。 此软件包将 RustEdit 用户界面翻译成中文,同时保留软件的结构和逻辑。目标是:提高可读性,减少误解,并优化 Rust 地图编辑的工作流程。 安装简便 不影响性能 兼容最新版本的 RustEdit 非官方翻译。由于 RustEdit 内部的限制,部分元素可能仍保留英文。 _____________ Complete Chinese localization for RustEdit, designed for Chinese-speaking administrators and map makers who want to work faster, more clearly, and without language barriers. This package translates the RustEdit user interface into chinese, while respecting the software's structure and logic. The goal: to improve readability, reduce misinterpretations, and optimize the workflow when editing Rust maps. Easy installation No impact on performance Compatible with recent versions of RustEdit Unofficial translation. Some elements may remain in English due to internal RustEdit limitations..Free-
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- #translation
- #rustedit
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(and 1 more)
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Version 1.0.0
2 downloads
Npc Supply – Advanced NPC Summon System Npc Supply brings custom, balanced, and cinematic NPC summoning to your Rust server. It’s perfect for PvE events, survival reinforcements, boss fights, or cooperative wave spawns. Overview Npc Supply allows players (with permission) to throw special flares that summon groups of NPCs defined in the BotReSpawn plugin. Each flare type can have its own permission, cooldown, spawn profile, announcement style, and behavioral rules — all fully customizable through the config file. It’s designed to feel like calling in an NPC drop or reinforcement, with complete server-side control and safety checks to prevent abuse. Features Flare Spawning — Throwing a configured flare triggers the spawn of an NPC group using a BotReSpawn profile. Flare Profiles — Each flare (by skin ID) can have unique permissions, cooldowns, group profiles, and names. Landing Spawn — The plugin reads the flare’s final landing position, not the throw position — bots spawn where the flare lands. Spawn Offset — NPCs spawn slightly (~1.5 m) away from the flare so they don’t appear directly on it. Cooldown System — Prevents repeated use; shows formatted remaining time (e.g. “3 m 20 s”) and refunds the flare if used too soon. Permission System — Custom permission nodes (npcsupply.<your_permission>) determine who can use which flare type. Monument & Base Safety — Optional checks prevent using flares near monuments, building privileges (TCs), or underground. Customizable Announcements — from launch and spawn notifications to errors and cooldowns, can be edited directly in the config with rich color tags and placeholders. Chat Prefix — The tag shown before all messages ([NpcSupply]) can be fully customized or colorized. BotReSpawn Integration — Uses BotReSpawn’s AddGroupSpawn API to create configured NPC groups instantly at the flare location. Admin Commands — Admins can give flares or reload config files from chat or console. How It Works 1. Configuration defines one or more flare types (by skin ID). 2. When a player throws a flare: The plugin verifies permission. Checks cooldown. Ensures location is safe (not near monuments/bases, not underground). Schedules a delayed NPC spawn at the flare’s landing position. 3. After the delay, BotReSpawn spawns the configured NPC group. 4. Messages are displayed according to your configurable announcement texts. Permissions npcsupply.admin — Allows use of admin commands. npcsupply.<key> — Allows use of a specific flare type. Commands (Admin or console) nsgive <permission> <player> [amount] — Give configured flares to a player. — npcsupply.admin npcsupply.reloadconfig — Reloads the plugin configuration and monument cache. — npcsupply.admin npcsupply.where — Displays monument proximity info for your location. — npcsupply.admin Example Scenario 1. Admin creates a new profile in BotReSpawn called “Raiders”. 2. Adds this entry to SignalProfiles: ``` "1234567890": { "Permission": "vipRaiders", "BotReSpawnProfile": "Raiders", "Cooldown": 600.0, "Name": "Raider NPC Boss Flare", "AnnounceGlobally": true } ``` 3. Grants player oxide.grant user steamid npcsupply.vipRaiders. 4. Player throws the “Raider NPC Boss Flare.” 5. After 15 seconds, the Raiders NPC group spawns at the flare’s landing site with global announcement. Configuration Guide All settings are stored in: oxide/config/NpcSupply.json$19.00 -
@forlandoo Hello, as a quick and easy way, you can find the file oxide/data/Space/Stations/ISS.in json, and using Notepad++ or any other program that is convenient for you, change this in the entire file: "skin": 0 to: "skin": 10430 But there are a few nuances: 1) some non-construction objects of the event will have SkinID 10430 installed, I don't think this will be a problem, but you can evaluate it yourself based on your server settings 2) Facepunch policy, I'm not 100% sure, but as far as I know, it is forbidden to give paid content, in this case we don't give it to players to use.
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it's strange that you didn't receive any notifications, thank you. Do you have an error when starting the server too? I do not think that the server owner can somehow influence the order of loading plugins, this was not a guide to action on my part, but just observations that you could compare with your behavior on the server for confirmation, I suppose we are waiting for a fix from Adem
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This is still acting a bit weird lol The global message says more votes are cast than needed, while the command response says another vote is needed. Both of these are wrong because only 9 people are on, and I don't have the threshold set at 100%.
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123_billybob changed their profile photo
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Couple of times now, the skill tree would just not work in game randomly. I would have to reload the plugin then its fine. Thanks
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Changed Status from Fixed to Work in Progress
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What image?
