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  1. Past hour
  2. Drxp

    Base Upgrade

    yes, ill get them added now!
  3. NHGaming

    gathering rates

    Just tried a fresh install from scratch and still happening when using standard method not through config. There is no table at all in Loottbale2/loot
  4. This is a very cool plugin. Dev any chance you can add config so this spawns only in the deep sea? And are there options to increase size of the dragon and Health etc..., maybe to implement different difficulties? Appreciate it!
  5. tofurahie

    NPCShop

    You mean, how much items can players buy per day from npc? (globally or per player?)
  6. rex

    Player Homes

    je laisse comme sa je vais pas le mettre sur le serveur c est dommages que sa marche pas
  7. rex

    Player Homes

    et j ai poser la maison et fait la sev mais toujoure pas de maison et le plugins ne se charge pas
  8. rex

    Player Homes

    Enregistrement de l'écran 2026-11-10 135511.mp4
  9. rex

    Player Homes

    sa marche pas je vous fait une video
  10. fullwiped

    All + Remove

    Hi Mercury, IQGradeRemove is a great plugin, and I really like it. I'd like to request a small quality-of-life improvement. As you know, the plugin has an ALL + REMOVE feature for admins, which works great. However, ALL + REMOVE is a dangerous combination, as it could allow players to accidentally remove their entire base. That's why we don't allow regular players to use it, and I believe this is the correct behavior. The problem is that some players forget to deselect ALL after using ALL + UP. Later, when they try to remove something, ALL + REMOVE remains selected, causing permission errors. I receive at least 2–3 support tickets every month just because of this issue. Even though I explain it in the warning message, players with limited English often don't understand it. I understand this isn't a bug or a plugin issue, but would it be possible to automatically deselect ALL when non-admin players select the Remove icon? This would prevent permission errors for regular players and save me quite a few support tickets. Thanks for your time and for your great work! Best regards.
  11. hid333

    Monument Lock

    At the very least, it is working correctly on my server using the latest version. For monuments that do not require locking, I have successfully excluded them by setting the following: "enabled: Is Monument enabled and to be used in this map?": false,
  12. Today
  13. DynamicMonuments.json
  14. OK, wish this would get fixed ... my lakes, oasis and place people build are blocking the other players there. This is a bit over the top. I don't even think those were intended monuments for this plugin.. Every monument, no matter how tiny is getting locked. Also, I noticed that Large Harbor is reporting as Small and visa versa. Please, can we get someone to take a look? This would be the best plugin for a PvE server if it could work consistently.
  15. Добрый день. Очень прошу .... Пожалуйста, исправьте UiEngineFramework
  16. walkinrey

    NPC DMG

    CrewNpc, BaseCustomNpc are our entity classes add them in your PVE config setup to allow damage
  17. RoamingNpc, BaseCustomNpc are our classes
  18. I just press E and see it.
  19. To activate the craft menu, press on your workbench, click upgrade and the menu will appear
  20. Hello. I don't have that plugin, so implementation might be difficult. I need specific information on how the fish behave using that plugin.
  21. No rush! Take your time.
  22. MichuX

    Custom Items

    Hello! After the merge for new update, the Virtual Quarry doesn't support anymore custom items, can you investigate about It? It was fine in the old versions. I use CustomizableWeapons plugin there.
  23. NHGaming

    gathering rates

    i'm using the option through config folder
  24. NHGaming

    gathering rates

    Hi, I'm running Loottable v2.2.27 following the November Rust update and encountering a gathering issue. Ore nodes and trees initially give normal vanilla resources after a server restart, but later begin producing approximately half their normal total yield. Metal nodes also disappear without their normal finishing effect and stop awarding HQM. Unloading Loottable did not immediately restore the affected nodes. However, after removing the plugin and restarting, gathering has remained normal. I reviewed the source and noticed that LootManager.RefreshLootImpl() clears and rebuilds ResourceDispenser.containedItems and finishBonus, then calls dispenser.Initialize() on existing dispensers. Could this cause resource dispenser state inconsistencies after a loot refresh, particularly following the November Rust update? I'd also appreciate an option to refresh loot containers without modifying ore nodes, trees, or other resource dispensers, since I'm using vanilla gathering rates. Thanks!
  25. Steenamaroo

    failing to compile?

    Ok. If you look at your original message, before I replied, I think "BotReSpawn 2.cs" was failing to compile, and "BotReSpawn.cs" was loaded. Maybe just check your plugin folder in case there's a duplicate still in there. Either way, nothing to do with the actual error, which I can sort. Thanks for reporting.
  26. Deisel

    failing to compile?

    i deleted my original .cs after you said it was corrupted, hence why it compiled the second time.
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