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  2. Rust Admin

    XPrison

    Thanks - so I need to place it every map wipe manually then? It will not automatically choose a location and stay there at wipe time? I am trying to avoid needing to set a location every time. Cool plugin!
  3. From the patch notes: Updated quality crafter to limit the slots to the native MaxSlots value. I am adding a config option to the next release to allow for it to function like it did before. Its intention was always to cap out at the items native max slots though. There has been no update for BetterChat in 2 months, and nothing from the previous update changed the integration for it, and it's working on other servers. Its either a config issue or you may have accidentally given the notitles permission.
  4. Hey, is it just me, or did something change since the update? With Skill Tree maxed, it now takes 3 HV rockets or 2 C4 to destroy a turret. It used to be 2 HV or 1 C4 before. Could I get the previous version of the plugin to test and compare, please?
  5. Yesterday
  6. After this newest Rust patch of 5/12/26, The drone still operates but the inventory and ridable portion no longer works. Any update would be great! It just doesn't even show up anymore.
  7. mofokk

    Girl Island

    Hi, Giving this another go. Quite like the map and it has some fantastic custom building locations. I have an issue with really low numbers of roadside loot piles. why are there so few of them. it makes the map feel quite sparse and those are some very long runs on foot with next to no reward if theres no loot to collect on the way ?
  8. Yaki

    Not working anymore

    Changed Status from Pending to No Response Changed Fixed In to 2.0.1
  9. Version 1.0.0

    1 download

    CLAN BASES - THE FORTRESS COLLECTION (Tier 6) Take your server to the next level with our most ambitious project yet: The Clan Base Mega-Pack. These aren't just buildings; they are impenetrable fortresses designed for the most dominant groups in Rust. What Makes This Pack Elite? 36 Massive Designs: Engineered specifically for large teams (8+ players). Advanced Architecture: Includes Multi-TC setups, disconnectable externals, 360° coverage, and sophisticated "wide-gap" shooting floors. Raid-Proof Logic: Optimized honeycomb and pixel-perfect bunker gaps to drain any raider's resources. Ready to Deploy: Fully compatible with the CopyPaste plugin for instant spawning. Technical Disclaimer This pack contains Base Models (.json files) only. It is NOT the Raidable Bases plugin. You are purchasing the high-end architectural blueprints created by our professional building team. Dominance Guaranteed If you want your "Hard" or "Nightmare" events to be truly legendary, these 36 Clan Bases are the ultimate test. They represent the pinnacle of Rust building techniques, refined through thousands of hours of raid testing. Give your players a fortress worth fighting for!
    $24.99
  10. Version 1.0.0

    1 download

    Are you looking to upgrade your server's Raidable Bases or provide your players with the ultimate building inspiration? Look no further! Our team has engineered the most formidable structures in Rust. What’s Inside? 36 Professional Designs: From intricate bunkers to massive high-tier fortresses. Tier 5 Difficulty: Specifically crafted for the "Nightmare" experience. Optimization: Built with stability and performance in mind (low entity count where possible). Plug-and-Play: Fully compatible with the CopyPaste plugin. Important Note This pack contains Base Models (.json files) only. It is NOT the Raidable Bases plugin script. You are purchasing the architectural designs created by our expert building team. Why Choose Our Packs? We don't just build boxes; we create raiding experiences. Every base in this 36-base collection has been tested for flow, trap placement, and durability. Join hundreds of satisfied server owners and level up your gameplay today!
    $24.99
  11. Yeah jump in my discord and we will get together and figure out where your wanting them
  12. MrLiquid

    Any chance

    The discord bot container I have by my provider only runs Node.JS
  13. crash

    NCP

    Ill look for compability, sure
  14. Hi, I read in the description that crafting items will flow into the backpack when main inventory is full. I have a backpack equiped, and when I craft a tool, I get a message in game saying "You don't have enough room to craft this item!". I check the backpack, and I have two slots free, so enough space for the crafted item.
  15. Changed Status from Pending to Not a Bug Changed Fixed In to 1.1.5
  16. Changed Status from Pending to Fixed Changed Fixed In to 2.1.1
  17. RobJ

    River Bottom Missing Water

    Changed Status from Pending to Closed
  18. Hello, When looting crates, f.ex. crate_normal, my inventory is full but have space in a backpack - the items are not automatically going to my backpack? However, if I manually click and drag an item from the crate to my backpack, it stores in the backpack successfully. I can then right click each item into the backpack when it it open.
  19. Would it be possible for them to add some NPCs to the custom monuments for better NPCs?
  20. Similar to other maps, an update is needed to fix the y axis of a few monuments (specifically Large Sewers, Military Tunnels and Missile Silo). Attached are some examples as well as an update that was needed on another map on our 4SG PVE that gives the axis negative needed.
  21. What exactly am I looking at past comments, had a good look and didn’t saw anything regarding packages, could you be more specific please. Best regards
  22. What exactly am I looking at past comments, had a good look and didn’t saw anything regarding packages, could you be more specific please. Best regards.
  23. Similar to other maps, an update is needed to fix the y axis of a few monuments (specifically Large Sewers, Military Tunnels and Missile Silo). Attached are some examples as well as an update that was needed on another map on our 4SG PVE that gives the axis negative needed
  24. XFactorXXL

    Five Islands

    Edited to move to support request! All in all a great map! Just need the 3 monuments fixed due to Facepunch shifting Y Axis on some monuments.
  25. thanks . ill make changes in morning going to bed now ,, been benching Wednesday , again
  26. Thanks for quickly fixing the initial compile issue, the plugin works! I have tested for a short while, and do have some suggestions for you. Console spam - the plugin logs every blocked SAM target. These fire repeatedly while in range which will become very noisy for owners, especially on large pop type servers and active SAMs. Recommend you move this behind a debug config option i.e. "Enable debug logging": false by default and only log when enabled, ideally with a cooldown. [Smart SAM Sites] [SAM] BaluDog on minicopter.entity blocked (vehicle permission). [Smart SAM Sites] [SAM] BaluDog on minicopter.entity blocked (vehicle permission). [Smart SAM Sites] [SAM] BaluDog on minicopter.entity blocked (vehicle permission). [Smart SAM Sites] [SAM] BaluDog on minicopter.entity blocked (vehicle permission). The in game chat message is partially cooled but it isn't configurable. Would suggest moving the cooldown into config for owners to choose a value. [SAM Sites] The SAM Site will not shoot you because you are authorized on the TC Suggest moving your player facing messages to a lang config, to separate gameplay config and localisation. Suggest adding various feedback options for the messages, chat is good, but also consider console, toasts etc. "Feedback": { "Chat enabled": true, "Toast enabled": false, "Console enabled": false, "Message cooldown seconds": 25.0 } The vehicle protection logic seems to protect the whole vehicle, even if the pilot or another passenger should not be protected. Maybe add a "Vehicle protection mode" and then "PilotOnly" (driver/pilot is TC- auth'd) and "AllMounted" (every mounted player must be TC - auth'd). Maybe rename the parachute permission, to make it clean that permission applies to player targets, not strictly parachuting? Have you tested the plugin with Raidable bases, custom monuments etc? Owners might get some unexpected results with the staticRespawn. Suggest you add some config options to tailor how these are handled. "Ignore static respawn SAM Sites": true, "Ignore monument/static SAM Sites": true, "Protect only player-deployed SAM Sites": true
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