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the error has gone away now, no worries there bud! Thanks though, but I am curious if the web editor is the only place to add/remove items? and my second question.. where are the default pictures like the white diamond, white ammo.. etc like shown in the picture? those files done exist within the plugin.
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jpost2199 started following Doesn't record time correctly?
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Khan started following Doesn't record time correctly?
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I am checking the playtime with /playtime and the counter is going up and down and doesn't record time correctly.
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- #raidable
- #base
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(and 45 more)
Tagged with:
- #raidable
- #base
- #bases
- #raid
- #raidables
- #raidbase
- #raidablebse
- #building base
- #base pack
- #mega pack
- #raid base packs
- #raid base full pack
- #raid base mega pack
- #raid loot tables
- #raidable base package
- #raidable base pack
- #base and loot
- #raidable bases and loot tables
- #build
- #builder
- #buildings
- #building
- #building bases
- #raiding base
- #raidbases
- #hard bases
- #nightmare bases
- #expert bases
- #easy bases
- #medium bases
- #base loot tables
- #base loot
- #loottables
- #raid base loot tables
- #build base
- #raidable base easy
- #raidable base medium
- #raidable base hard
- #raidable base nightmare
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xXBIGSPENDERXx started following Hapis Island
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NUCXNFUT started following TurretsOnBoats
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Teastick started following Raidable Bases
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Hi, get a lot of ConsoleSpams. NullReferenceException: Object reference not set to an instance of an object. at UnityEngine.Bindings.ThrowHelper.ThrowNullReferenceException (System.Object obj) [0x00018] in <7ef4b7e39e5e4212acadbf6d2e50d7fa>:0 at UnityEngine.Rigidbody.get_linearDamping () [0x00006] in <2d0f16869212430390072ac38dfbbd87>:0 at UnityEngine.Rigidbody.get_drag () [0x00000] in <2d0f16869212430390072ac38dfbbd87>:0 at Oxide.Plugins.BetterBodyBags+DroppedContainerWatcher.GroundWatchRoutine () [0x00022] in <0c25acd89910481db25270f1fc5d9d57>:0 at RustServerMetrics.HarmonyPatches.Delayed.InvokeHandlerBase_DoTick_Patch.InvokeWrapper (InvokeAction invokeAction) [0x00019] in <c3c1ebc4e43b48c8adb0e539ec3b8405>:0 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.InvokeHandlerBase`1[[InvokeHandler, Facepunch.UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]].DoTick_Patch0(InvokeHandlerBase`1<InvokeHandler>) at InvokeHandlerBase`1[T].LateUpdate () [0x0001f] in <03c6b8333ad54716bb8adcf10c3ffd3e>:0
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crick joined the community
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed
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It is used to configure NPC loot for some plugins by Kpuctajl.
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Hi! I'm having a problem where your plugin often does this: I set the value for a specific item, but when I click on the search bar, it closes completely; and when I try to enter the amount for the item I want to sell, the UI closes! I'll log out, and then it'll work again for a while
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I just tested the new version and the dome generated—thanks. Should I remove the Loot Manager, or do some plugins still depend on it?
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ArmoredTrain.json
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Changed Status from Pending to No Response
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Send your config
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Thanks. Since you're here—and great job on the latest update—I wanted to mention an issue I had with the "Armor Train": the dome wasn't forming. The PvP zone would appear, but the dome itself wouldn't generate (whereas it does work at Sputnik, for example). Honestly, I couldn't figure out what the problem was. I haven't tested it with the new update yet, though.
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You can configure the loot directly in the plugin configs. Custom loot tables from AlphaLoot, LootTableStacksizeGUI, and CustomLoot are also supported.
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Actually, it didn't quite cover that part; it just skimmed over it. I was looking for a simple loot tool that would let me modify and control the loot for your train convoy and Sputnik events—it's a shame the "Loot Manager" is gone. Do you have any other suggestions? How can I edit those settings?
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Ultimate Leaderboard Integration please?
SlayersRust replied to SlayersRust's Support Report in Support
Thank you so much for the incredibly detailed help it means alot, my players are really enjoying your plugin. Thank you I will update to the latest version. -
1. No, the two intervals are unrelated. TitleSelector's refresh only re-reads UltimateLeaderboard.json to see your title definitions (new titles, renames, priority). Who currently owns a title is checked live every time a chat line is built, so it follows UltimateLeaderboard's own cache cycle. 600 is fine, and 0 turns the re-read off entirely. 2. Your custom colors work. In 2.5.4 the plugin reads the color out of the title itself, so <color=#ce422b>[APEX PREDATØR]</color> shows in your color. There's a new option for it, on by default: "Keep the color defined in UltimateLeaderboard when the title has its own <color> tag": true Set it false if you'd rather have one color for all leaderboard titles. The color is also no longer part of the internal title key, so changing a color in UltimateLeaderboard won't wipe what players had selected anymore. Renaming the text still will. Old selections, presets and categories are converted on load, you don't have to do anything. 3. With "Working with BetterChat": true, UltimateLeaderboard dumps every title a player owns into chat at once, in its own order. That's UltimateLeaderboard doing it, not the plugin. Suppress true: TitleSelector removes that and prints only what the player picked, together with their VIP titles, using its own order and its titleselector.max.* limits. Suppress false: you get both, so the same titles show up twice. For what you're doing, leave it true. Max Titles 17 on the UltimateLeaderboard side is correct: that's how many a player can own, and TitleSelector decides how many are shown. 4. Yes. Ownership is rechecked when the chat line is built and when the menu opens. A title they no longer hold isn't printed and gets dropped from their selection and presets. If UltimateLeaderboard happens to return nothing at all, selections are left alone instead of being wiped. 5. Fixed. That line was printed on every refresh (600s by default, which is why it looked like it was tied to server save). Now it only prints when the title list actually changes, so basically once at boot. 6. That was a bug. When you deselected your last title the plugin figured you had no custom selection and let BetterChat render normally, which puts the UltimateLeaderboard title first. Now deselecting is remembered, so removing the last one leaves you with nothing. Hide All / Show All and the reset button still put you back to default. If you meant deleting the title from the UltimateLeaderboard config instead: it goes away on the next refresh and anyone who had it selected loses it automatically. If something still looks off after updating, run titleselector.uldiag (F1 as admin, or titleselector.uldiag <steamid> from console). It prints the whole chain, now including each title's color and the player's current selection.
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thanks , i tested a extreme wave on large rig last night and it seemed to work , havent tested the other waves yet or on small but appreicate the fix thank you
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@Rusty Hook Really sorry for this confuse, answer to me please It seems to me that the first time I misunderstood your message, and accordingly gave you the wrong fixes) Do you want corpses to appear?
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etwo joined the community
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As shown in the screenshot, why are all plugin entries showing the same content? How do I modify the header text? Players tend to ignore it if it looks exactly like the official one. Additionally, how to connect it to the SHOP marketplace? Thanks for your answer.
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Yeah seems like an unusual glitch with the RustEdit dll maybe. Do you know if breaking your prefab in rustedit causes any issues? The prefab worked great for the entire wipe so far until now though. Here is my rustedit config as well Okay Ill try that out and see what happens. The weird thing is sometimes it takes like 1-2 weeks to see any doors dissapearing etc, RustEdit.json
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Changed Status from Not a Bug to Closed Changed Fixed In from 1.0.7 to 1.0.8
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This looks like a RustEdit plugin glitch, but it’s very strange—I’ve never seen doors disappear like that before. We also run several servers using my monuments, and we haven’t had any issues lately. I’m not even sure how I could fix this on my end. That said, I’d suggest running the map on a clean test server—both with and without the RustEdit plugin—to see if the doors still disappear.