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"Permission Grant Settings": { "Levels (each level grants its permission)": [ { "Permission To Grant Player": "tier1", "Group To Grant Player": "", "Value": 0.0, "Cost": 50.0, "Permission": "", "Requirements to access level": [], "Commands On Level Up": [] }, { "Permission To Grant Player": "tier2", "Group To Grant Player": "", "Value": 0.0, "Cost": 50.0, "Permission": "", "Requirements to access level": [], "Commands On Level Up": [] }, { "Permission To Grant Player": "tier3", "Group To Grant Player": "", "Value": 0.0, "Cost": 50.0, "Permission": "", "Requirements to access level": [], "Commands On Level Up": [] },
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The configuration file is located at `oxide/config/MyTutorial.json`. Basic Structure { "TaskGroups": [ { "Tasks": [ { "Description": ["Line 1", "Line 2"], "CompletionCondition": "ItemInInventory", "CompletionType": "shortname", "CompletionValue": "item.shortname" } ] } ], "DefaultPosition": "MiddleLeft" } Please remember that your space is very limited! --- Config (Detailed) DefaultPosition Sets the default UI position when the player hasn't chosen one yet. Valid Values: - `TopLeft`, `TopCenter`, `TopRight` - `MiddleLeft`, `Center`, `MiddleRight` - `BottomLeft`, `BottomCenter`, `BottomRight` Example: Note: Players can change the position via the `UI`. --- 2.TaskGroups An array of task groups. Each group contains multiple tasks that the player must complete. Structure of a TaskGroup: { "Tasks": [ { /* Task 1 */ }, { /* Task 2 */ }, { /* Task 3 */ } ] } Flow: 1. Player sees Task Group 1 first 2. When all tasks in Group 1 are completed → Task Group 2 3. When all groups are completed → Tutorial complete 4. Tutorial UI is completely removed --- 3. Task Structure (Detailed) Each task consists of 4 properties: Description The description of the task shown to the player. Features: - Can contain multiple lines - Automatic line wrapping for long text - Supports Rust color codes (`<color=#RRGGBB>`, `<color=orange>`) - Emojis: `⇨`, `⇝`, `✔`, `✕` Example: "Description": [ "⇨ Property acquisition:", " ⇝ Visit the town hall", " ⇝ Buy a property", " ⇝ Receive a mailbox", " ", " ⇝ This is optional text <color=#ffed00>optional</color>" ] --- CompletionCondition Determines how the task is completed. There are 6 options: `ItemInInventory` - Player obtains a specific item (crafted, bought, or found) | On each inventory update `Group` - Player is added to a group | On group changes `Command` - Player executes a command | On each chat command `BuildingPlaced` - Player places a specific structure/deployable | When placing (`OnEntityBuilt`) `LocationVisit` - Player enters a specific area | Every 5 seconds (position check) `PlayTime` - Player is online X seconds (current task) | Every 5 seconds (cumulative) --- CompletionType The type of value in `CompletionValue`. Possible Combinations: | CompletionCondition | Valid CompletionType | |-------------------|----------------------| ItemInInventory - `shortname` Group - `group` Command | `command` BuildingPlaced - `shortname` LocationVisit - `location` PlayTime - `seconds` --- CompletionValue The actual value the plugin checks. For `ItemInInventory` (shortname): - One or more item shortnames, separated by commas - The plugin checks for **at least one** of them - Examples: `mailbox`, `cupboard.tool,cupboard.tool.shockbyte` For `Group` (group): - One or more group names, separated by commas - The plugin checks for **at least one** of them - Examples: `vip,tierone,tiertwo` For `Command` (command): - An exact command (case-insensitive) - Only this command is accepted - Example: `/info`, `/help` For `BuildingPlaced` (shortname): - One or more `ShortPrefabName` values (deployable/structure), separated by commas - The plugin checks for **at least one** of them, triggered when player places the item - Examples: `door.hinged.wood`, `cupboard.tool,cupboard.tool.shockbyte`, `workbench1.deployed` - **Note:** The value is the prefab name of the placed entity, not the item shortname (usually the same, but please be careful!) For `LocationVisit` (location): - Format: `x,y,z,radius` (four comma-separated numbers) - `x`, `y`, `z` are world coordinates, `radius` is the tolerance in meters - Example: `100,0,-250,15` (player must be within 15m of point (100, 0, -250)) - **Tip:** Get coordinates in Rust with `client.showpos 1` (F1 console), but this is only useful for recurring maps, otherwise you need to adjust it each time For `PlayTime` (seconds): - A single number: required seconds the player must be **online in the current task group** - Example: `300` (5 minutes), `600` (10 minutes) - **Note:** Time only counts while player is online and accumulates from entering the current task group --- Examples ### Example 1: Simple Tutorial with Items ```json { "TaskGroups": [ { "Tasks": [ { "Description": [ "⇨ Obtain a pickaxe", " ⇝ Start mining" ], "CompletionCondition": "ItemInInventory", "CompletionType": "shortname", "CompletionValue": "pickaxe" }, { "Description": [ "⇨ Build a simple house", " ⇝ Gather wood", " ⇝ Craft planks" ], "CompletionCondition": "ItemInInventory", "CompletionType": "shortname", "CompletionValue": "wood" } ] } ], "DefaultPosition": "MiddleLeft" } ``` --- ### Example 2: Multi-stage Tutorial (Groups) ```json { "TaskGroups": [ { "Tasks": [ { "Description": [ "⇨ Welcome to our server!", " ⇝ Explore the map", " ⇝ Build a first base" ], "CompletionCondition": "ItemInInventory", "CompletionType": "shortname", "CompletionValue": "cupboard.tool" } ] }, { "Tasks": [ { "Description": [ "⇨ Support the server", " ⇝ Become a VIP member", " ⇝ Enjoy exclusive benefits" ], "CompletionCondition": "Group", "CompletionType": "group", "CompletionValue": "vip" } ] } ], "DefaultPosition": "TopRight" } ``` --- ### Example 3: Command-based Tutorial ```json { "TaskGroups": [ { "Tasks": [ { "Description": [ "⇨ Choose your playstyle", " ⇝ Open chat", " ⇝ Type: /joys" ], "CompletionCondition": "Command", "CompletionType": "command", "CompletionValue": "/joys" } ] } ], "DefaultPosition": "Center" } ``` --- ### Example 4: Location, Building, Item & Playtime ```json { "TaskGroups": [ { "Tasks": [ { "Description": [ "⇨ Visit Bandit Camp", " ⇝ Explore the map and find the trading post" ], "CompletionCondition": "LocationVisit", "CompletionType": "location", "CompletionValue": "100,0,-250,25" }, { "Description": [ "⇨ Build a wooden door", " ⇝ Place it on your base" ], "CompletionCondition": "BuildingPlaced", "CompletionType": "shortname", "CompletionValue": "door.hinged.wood" }, { "Description": [ "⇨ Craft a rope", " ⇝ Open your crafting menu", " ⇝ Make a rope" ], "CompletionCondition": "ItemInInventory", "CompletionType": "shortname", "CompletionValue": "rope" }, { "Description": [ "⇨ Explore at your leisure", " ⇝ Simply stay online for 5 minutes" ], "CompletionCondition": "PlayTime", "CompletionType": "seconds", "CompletionValue": "300" } ] } ], "DefaultPosition": "MiddleLeft" } ``` --- ### Example 5: Complex Multi-Item Tutorial ```json { "TaskGroups": [ { "Tasks": [ { "Description": [ "⇨ Get a mailbox", " ⇝ Go to the town hall", " ⇝ Buy a mailbox" ], "CompletionCondition": "ItemInInventory", "CompletionType": "shortname", "CompletionValue": "mailbox" }, { "Description": [ "⇨ Set up your base", " ⇝ Place the mailbox", " ⇝ Build a house", " ⇝ Place a Tool Cupboard" ], "CompletionCondition": "ItemInInventory", "CompletionType": "shortname", "CompletionValue": "cupboard.tool,cupboard.tool.shockbyte,cupboard.tool.retro" } ] } ], "DefaultPosition": "MiddleLeft" } ```
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ReKcUs MuC started following Wont compile still
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gives error: Error while compiling Statistics: Cannot implicitly convert type 'Facepunch.StringView' to 'string'. An explicit conversion exists (are you missing a cast?) | Line: 223, Pos: 202 Time line on update?
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Changed Status from Pending to Not a Bug
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We all know this, KpucTaJI probably had some reasons for dragging this out.
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Super Xero started following Dungeon Events
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hi, thanks for reporting and providing steps to reproduce. this will be fixed in the next update.
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Lexx started following Building Sites [Super Sized Bundle]
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- #building
- #building site
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Thats my fault I should have clarified that in the instructions
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You have to you sign image in game so like you would a regular painting
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winter36 started following Restaurant images
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Have uploaded images to my data images but still not showing in the restaurant.. Any help in case im putting them in the wrong place
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Night Dome Event | NightDomeEvent for night owls
marcellodaloyal reviewed RustFlash's file in Plugins
I have to tell you, the price really put me off, I've had it on my wish list for a while. Well, I have to say it's really worth the money; it looks amazing at night, and my players now have a mission to complete even at night. It's very detailed, and the different difficulty levels make it interesting for everyone, from beginners to advanced players. -
Wickly joined the community
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Efebey114 joined the community
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KILLFARM88 joined the community
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- 209 comments
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- #carbon
- #oxide
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(and 61 more)
Tagged with:
- #carbon
- #oxide
- #security
- #automation
- #locking
- #vehicles
- #deployables
- #furnaces
- #mining
- #quarries
- #construction
- #doors
- #protection
- #weapons
- #turrets
- #storage
- #customization
- #admin
- #utilities
- #access
- #teams
- #door closer
- #auto closing
- #auto lock
- #code lock
- #key lock
- #lock everything
- #windows
- #windows lock
- #wood shutters lock
- #medieval
- #medieval entities
- #mounted ballista
- #battering ram
- #catapult
- #siege tower
- #ballista
- #medieval large wood box
- #farm
- #farming
- #farm lock
- #farming lock
- #triangle planter box
- #triangle rail road planter
- #single plant pot
- #beehive
- #chicken coop
- #cooking workbench
- #engineering workbench
- #hopper
- #abyss horizontal storage tank
- #abyss vertical storage tank
- #black box
- #flight control codelock
- #wall cabinet
- #clothing mannequin
- #krieg storage crates
- #krieg storage barrel
- #naval deep sea
- #drawing
- #signs
- #storage box pack dlc
- #industrial decor pack dlc
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Thanks! The first one looks like the new apartments? Easy fix but we'll have to leave it like this until I'm done the railroad tracks. Second one I can fix easy too, doesn't look too invasive like the first issue so it's safe for now. Thanks again!
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- 209 comments
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- #carbon
- #oxide
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(and 61 more)
Tagged with:
- #carbon
- #oxide
- #security
- #automation
- #locking
- #vehicles
- #deployables
- #furnaces
- #mining
- #quarries
- #construction
- #doors
- #protection
- #weapons
- #turrets
- #storage
- #customization
- #admin
- #utilities
- #access
- #teams
- #door closer
- #auto closing
- #auto lock
- #code lock
- #key lock
- #lock everything
- #windows
- #windows lock
- #wood shutters lock
- #medieval
- #medieval entities
- #mounted ballista
- #battering ram
- #catapult
- #siege tower
- #ballista
- #medieval large wood box
- #farm
- #farming
- #farm lock
- #farming lock
- #triangle planter box
- #triangle rail road planter
- #single plant pot
- #beehive
- #chicken coop
- #cooking workbench
- #engineering workbench
- #hopper
- #abyss horizontal storage tank
- #abyss vertical storage tank
- #black box
- #flight control codelock
- #wall cabinet
- #clothing mannequin
- #krieg storage crates
- #krieg storage barrel
- #naval deep sea
- #drawing
- #signs
- #storage box pack dlc
- #industrial decor pack dlc
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And I also discovered two small things. https://imgur.com/a/Ttnc1UB https://imgur.com/a/AM5bu79
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Dizelboi joined the community
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@Devil-Steph Your screenshot above with the two messages shows you leaving and then re-entering the event. Did you leave and re-enter, or only enter? Your screenshot above with C4 is cropped, so I cannot see any important information. I need a full screenshot. This is likely an issue with your Advanced Protection Radius in the profiles, it is 50 by default. oxide/data/RaidableBases/Profiles/ "Advanced Protection Radius": { "Buyable Events": 50.0, "Maintained Events": 50.0, "Manual Events": 50.0, "Scheduled Events": 50.0, "Obstruction Distance Check": -1.0 },
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@Dead Nasty haha, it's quick for you to do a fix which is I post them. If you have "PluginWatchers" set to false in oxide/oxide.config.json or "ScriptWatchers" set to false in carbon/config.json, Then, you can edit the RaidableBases.cs, apply fix, and upload it to the server. Do not reload unless there are no pending events. If there are pending events, then you can schedule an automatic reload with: rb.toggle scheduled_reload This toggles all new raids off, and scheduled_reload will automatically reload the plugin after all current events despawn, applying your new fix. If there are no pending events then do not schedule a reload as there will be nothing active to schedule with. Just reload with o.reload or c.reload in that case.
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AlmightyAustin joined the community
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- 209 comments
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- #carbon
- #oxide
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(and 61 more)
Tagged with:
- #carbon
- #oxide
- #security
- #automation
- #locking
- #vehicles
- #deployables
- #furnaces
- #mining
- #quarries
- #construction
- #doors
- #protection
- #weapons
- #turrets
- #storage
- #customization
- #admin
- #utilities
- #access
- #teams
- #door closer
- #auto closing
- #auto lock
- #code lock
- #key lock
- #lock everything
- #windows
- #windows lock
- #wood shutters lock
- #medieval
- #medieval entities
- #mounted ballista
- #battering ram
- #catapult
- #siege tower
- #ballista
- #medieval large wood box
- #farm
- #farming
- #farm lock
- #farming lock
- #triangle planter box
- #triangle rail road planter
- #single plant pot
- #beehive
- #chicken coop
- #cooking workbench
- #engineering workbench
- #hopper
- #abyss horizontal storage tank
- #abyss vertical storage tank
- #black box
- #flight control codelock
- #wall cabinet
- #clothing mannequin
- #krieg storage crates
- #krieg storage barrel
- #naval deep sea
- #drawing
- #signs
- #storage box pack dlc
- #industrial decor pack dlc
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Hi, I only recently purchased/tested this plugin so I have no idea how long this hasn't been working properly, but: no matter the quarry (or pumpjack) level, the production amount is always the same (1k stone with default config values for 1 diesel fuel; 4k crude oil for 1 diesel fuel). So level 1 pumpjack = 4000 crude oil, level 2 pumpjack = 4000 crude oil; level 3 pumpjack = 4000 crude oil level 1 quarry = 10k stone, level 2 quarry 10k stone, level 3 quarry = 10k stone and 10k metal ore What does work is the addition of metal, sulfur, hqm and more space in loot container, as well as a reduced time to function. Would it be possible to fix this? I have tested this on a fresh server with no other plugin than PermissionManager, Vanish and QuarryLevels. Thanks