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I think I must be blind. I can't find the option in the config
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рейх started following Announcements
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рейх joined the community
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DefianceLlama started following Advanced Status
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You can move it, its draggable
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aimacak started following /SpawnPointPos Command
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Hawkhill started following /SpawnPointPos Command
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KpucTaJl started following /SpawnPointPos Command
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Hi The /SpawnPointPos {name} command. Will the coordinate still work when you change the map or do i need to use rustedit ?
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geniekitty started following Gruber
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Remco van der Linden started following Offline Raid Protection
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No worries and thank you for your feedback! There is no topology that would impact it and i tried rotating and moving it to a different location but the outcome is the same so i can only assume it's a facepunch bug since map wise there is nothing that impacts it or that i can modify it
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Changed Status from Fixed to Closed
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Changed Status from Work in Progress to Fixed Changed Fixed In from 1.1.0 to 1.1.1
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yangeok started following Announcements
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B1 aka Mick changed their profile photo
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Changed Status from Pending to Closed
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Hi Evox. We chose to not implement permissions as it is one of the reason other plugins are slower. It requires a check of owner, and their permission for each object being processed. That adds up on a server with a few thousand affected objects. I did not add powering auto turrets due to them requiring special handling, that others had already coded. I did not want to steal their thunder. You might like these two plugins: https://umod.org/plugins/powerless-turrets https://umod.org/plugins/turret-switches I have been working on an in game UI for settings and toggling. It was a bit ugly so I plan to start over.
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Hello, I'm following up on my original support request regarding NPC Health Bar v1.0.11, as I have not received a response from the developer yet. The plugin still has significant compatibility issues with current Rust NPCs running on Carbon. Although the plugin loads successfully and /npcbar opens, health bars do not appear for several NPCs, including Gen2 animals and scientists. As documented above, my diagnostic testing identified that the plugin's IsNpcEntity method does not recognize Rust.Ai.Gen2.Boar. I also identified a separate issue with the npchealthbar.use permission not being registered until the plugin is reloaded. I've provided detailed diagnostic findings and a list of affected NPCs to help identify the problems. Could the developer please provide an update on the following? Have these compatibility issues been acknowledged or investigated? Will NPC Health Bar be updated to support current Rust Gen2 animals, scientists, and other missing NPC types? Is there an estimated timeframe for a compatibility fix? I purchased this plugin expecting it to function with the current version of Rust. Unfortunately, its primary functionality remains unusable for many NPCs without local modifications. I would prefer to have the plugin fixed rather than request a refund, but I do need confirmation that these issues will be addressed. Thank you. I look forward to an update.
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- 212 comments
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- #carbon
- #oxide
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(and 62 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
- #halloween
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Mamkalo joined the community
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Neon joined the community
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Thanks for testing it so thoroughly. 2.0.1 is out with the changes you asked for: - Raiders now notice defenders anywhere in the raid area and react straight away when shot - Defenders come first: raiders with a gun fight before raiding, and explosive plants are cancelled when a defender shows up - Longer bursts instead of 3 shots, configurable with "Shots per burst" per raid type - Raiders move like players in a fight: they strafe after a burst, take cover to reload, and keep moving to spots where they can see you - Assault raiders flank from the other sides of the base to split the defenders Note: update after the November force wipe, since this version needs the new Rust build. Let me know how they feel after the update.
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Hello again, and thank you once more for your help. A short update: I tested the server with no plugins at all and a freshly regenerated navmesh file, and the result is the same. RustNav.Draw shows navmesh on the Small Oil Rig and on nearby islands, but nothing on the Large Oil Rig. So it does not seem to be caused by my plugins. Since it is a procedurally generated monument, I'll leave it as it is for now and hope a future Rust update improves it. I just wanted to share the result in case it helps other server owners. Thank you very much for your time and kindness. Best regards
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REVV joined the community
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Mr.Crash changed their profile photo
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Hello, and thank you very much for getting back to me so quickly. I understand now that the Large Oil Rig is a procedurally generated monument, not a custom one, so navmesh and NPCs can't be added or changed on the map side. I really appreciate you taking the time to explain this and look into it for me. I'll keep investigating on my server (starting with testing without any plugins) to find out whether something on my side is causing it. If I find the cause, I'll be glad to share it in case it helps other server owners using your map. Thank you again for your kindness, and for creating such a lovely map. My players enjoy it very much. Best regards
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inflamed joined the community
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- 75 comments
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Right now KOTH runs in zones you create (/koth create <name> where you stand). To get variety, create several zones around the map and add their names to "KOTH Automatic event schedule random from list" in the config, and the schedule will pick one at random each time. Fully random positions anywhere on the map aren't supported yet, but I've noted it as a feature request.
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Not yet: NPC loot currently comes from one shared table in oxide/data/MonumentEvents/NpcLoottable.json, and the hackable crates use the normal crate loot (or your loot plugin). Per-event loot for NPCs and crates is a good idea, I've added it to my list for a future update.
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If you have anything else to add regarding this issue, feel free to reply in this thread. For unrelated questions or issues, please create a new support ticket.