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  1. Past hour
  2. ProjektEU

    Error

    Hello, I'd like to ask: when did the indicators showing who the event owner is disappear? Sometimes the game acts up—it says I'm the owner, but I'm not, and I can't collect loot at the monument. Thank you.
  3. Am not having this problem but i updated the plugin try it now.
  4. Today
  5. is anyone else have the the team shared Workbench skill intermitteltly stopping and starting.. Flashes on, for 5 seconds then off again and then back in a few seconds later. also the lockpicking skill seems to have an issue with it;s timer.
  6. pandemia

    not working for me

    We sincerely apologize for the delay. The update, including all fixes, will be released within the next hour.
  7. NooBlet

    shark launcher

    Changed Status from Pending to No Response
  8. Skippyroo

    Not loading

    Correction, it reports successfully loaded, but no buttons appear in backpack crates etc. Yes permission is given. It was working fine until the update over 1 week ago, then it just stopped working. I've double checked I'm using the latest version, I've deleted the json file and allowed it to generate another but still no buttons appear?
  9. n54sk

    XPBoost

    Is it possible to add exceptions for this action to the plugin, with the ability to edit them in the configuration file?
  10. Success, this works. The only issue is the pipe direction isn't rendering correctly, but that's a minor problem. Here's the code I modified: private static float GetPipeLength(IOEntity from, int outputSlot, IOEntity to, int inputSlot) { if (from == null || to == null) return -1f; if (from.ioType != IOEntity.IOType.Industrial || to.ioType != IOEntity.IOType.Industrial) return -1f; if (outputSlot < 0 || outputSlot >= from.outputs.Length) return -1f; if (inputSlot < 0 || inputSlot >= to.inputs.Length) return -1f; var startWorld = from.transform.TransformPoint(from.outputs[outputSlot].handlePosition); var endWorld = to.transform.TransformPoint(to.inputs[inputSlot].handlePosition); var groundStart = new Vector3(startWorld.x, TerrainMeta.HeightMap.GetHeight(startWorld), startWorld.z); var groundEnd = new Vector3(endWorld.x, TerrainMeta.HeightMap.GetHeight(endWorld), endWorld.z); //return Vector3.Distance(startWorld, groundStart) // + Vector3.Distance(groundStart, groundEnd) // + Vector3.Distance(groundEnd, endWorld); return Vector3.Distance(startWorld, endWorld); } private static float GetPipeLengthToPlayer(IOEntity from, int outputSlot, Vector3 playerPosition) { if (from == null) return -1f; if (from.ioType != IOEntity.IOType.Industrial) return -1f; if (outputSlot < 0 || outputSlot >= from.outputs.Length) return -1f; var startWorld = from.transform.TransformPoint(from.outputs[outputSlot].handlePosition); var groundStart = new Vector3(startWorld.x, TerrainMeta.HeightMap.GetHeight(startWorld), startWorld.z); var groundEnd = new Vector3(playerPosition.x, TerrainMeta.HeightMap.GetHeight(playerPosition), playerPosition.z); //return Vector3.Distance(startWorld, groundStart) // + Vector3.Distance(groundStart, groundEnd) // + Vector3.Distance(groundEnd, playerPosition); return Vector3.Distance(startWorld, playerPosition); } private static void SetPipeLinePoints(IOEntity from, int outputSlot, IOEntity to, int inputSlot) { if (from == null || to == null) return; if (from.ioType != IOEntity.IOType.Industrial || to.ioType != IOEntity.IOType.Industrial) return; var slot = from.outputs[outputSlot]; var startWorld = from.transform.TransformPoint(slot.handlePosition); var endWorld = to.transform.TransformPoint(to.inputs[inputSlot].handlePosition); // Ground height under the two sockets var groundYStart = TerrainMeta.HeightMap.GetHeight(startWorld); var groundYEnd = TerrainMeta.HeightMap.GetHeight(endWorld); // Ground point under the start socket var groundStart = new Vector3(startWorld.x, groundYStart, startWorld.z); // Ground point under the end socket var groundEnd = new Vector3(endWorld.x, groundYEnd, endWorld.z); // All points in 'from' local space slot.linePoints = new[] { from.transform.InverseTransformPoint(startWorld), // [0] socket output //from.transform.InverseTransformPoint(groundStart), // [1] goes down to ground under 'from' //from.transform.InverseTransformPoint(groundEnd), // [2] travels along the ground to 'to' from.transform.InverseTransformPoint(endWorld), // [3] goes up to the input socket }; }
  11. tofurahie

    rcon command?

    Yes, "checkupdates"
  12. Tangerine

    Not loading

    Do you have any console errors, or smt exactly not working? Are you sure you gave yourself a permission?
  13. I think I know what the issue is with this function. You always want the pipe to go "down" to the ground, then run along the ground, then go "up" to the container — instead of going in a straight line. You're using TerrainMeta.HeightMap.GetHeight(startWorld) to find the ground, but this doesn't account for floating islands created by other plugins. This results in the pipe projecting dozens of meters downward from the floating island just to reach the game's base terrain. Maybe you did this for visual aesthetics? But I don't think it's necessary — just drawing a straight line between the two points would be fine. I'm going to modify your code and test it out.
  14. Oldbtchsgaming

    Artifacts

    i just loaded all of the files but will not load igeI just loaded all of the files, but it will not load. I get this error?t this error?-Error while compiling Artifacts: The non-generic method 'BaseEntity.ClientRPC(RpcTarget)' cannot be used with type arguments | Line: 2077, Pos: 24
  15. SlayersRust

    CubeBuild

    Anyone have any cool build photos they can share from their servers from players or admins making epic bases etc? I’d love to see some more images of what’s possible with the plugin
  16. Changed Status from Pending to Closed
  17. imthenewguy

    XPBoost

    Yes, they are only temporary boosts. Reloading the server or disconnecting/reconnecting removes the player's data from memory and wipes the buff.
  18. Endry

    Puzzle Island

    I'm working on a new idea. I'll publish it in a week. One important detail: I see you downloaded version 1.0 of the map. I found an issue with the underwater lab in that version. Please use the new version of the map on your server after the wipe.
  19. Endry

    Puzzle Island

    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.
  20. 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/
  21. 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
  22. -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
  23. 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
  24. Yesterday
  25. 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?
  26. venda_vole

    Puzzle Island

    Hi, does it have road and rail ring ?
  27. Deisel

    rcon command?

    Is there an Rcon command to run a check manually, outside of the specified timeframe for a check (60mins)??
    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.
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