All Activity
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imthenewguy started following Skill presets
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RustyW started following Skill presets
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Hi, I was trying to play with the skill presets, but noticed that each preset is saved in the previous one, and the actual one you just created remains empty. Similar to what the respec issue was after the UI changes. As in the example below, I saved a few mining and woodcutting skills in the gatherer preset, which remains empty. Once I create a new preset (loot goblin in this case) with different skills, these skills are saved to the gatherer instead of my new preset. If I created another preset, that one would get saved to the loot goblin and so on. Am I doing anything wrong, or is there an issue?
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Abdullah joined the community
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snetzer started following Safe Cracker | Event at gas stations with lockpicking mechanics
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Version 1.0.0
5 downloads
This event makes using the excavator more exciting. When the player kills all the normal excavator NPCs and thinks everything is fine, and starts the excavator, an alarm sounds and a surprise comes. When I press the airdrop call on the computer, the NPCs spawn as well. No permissions. No commands. Contact: Additional free plugins created by me are available on Discord: https://discord.gg/C5CehdJMdK If you want to try out this plugin, you can do so on the test server. IP: 212.73.137.3:27195 My public Rust server IP: 136.243.135.46:28050 Video: Config: { "Version": { "Major": 1, "Minor": 0, "Patch": 0 }, "Event enabled?": true, "Spawn NPC when the player sets the resource?": true, "Spawn NPC when the player calls up the airdrop on the computer.?": true, "Medium Npcs settings": { "Spawn Npcs?": true, "Npc prefab name:": "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_bradley.prefab", "Name": "Excavator Guard Medium", "Health": 150.0, "Npc amount minimum": 5, "Npc amount maximum": 7, "Are you changing the NPCs' outfit?": true, "NPCs wear outfits": [ { "ShortName": "coffeecan.helmet", "SkinID (0 - default)": 3045043901 }, { "ShortName": "pants", "SkinID (0 - default)": 915346906 }, { "ShortName": "hoodie", "SkinID (0 - default)": 3044969914 }, { "ShortName": "roadsign.jacket", "SkinID (0 - default)": 3045043722 }, { "ShortName": "roadsign.kilt", "SkinID (0 - default)": 3045043574 }, { "ShortName": "shoes.boots", "SkinID (0 - default)": 916448999 } ], "Use custom loot?": false, "CustomLoot": { "Minimum items": 1, "Maximum items": 1, "Use minimum - maxium?": false, "List of items": [ { "ShortName": "xmas.present.small", "Minimum": 3, "Maximum": 6, "Chance": 100.0, "Give blueprint?": false, "SkinID": 0, "Displayname": "" } ] } }, "Heavy Npcs settings": { "Spawn Npcs?": true, "Npc prefab name:": "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_bradley_heavy.prefab", "Name": "Excavator Guard Heavy", "Health": 200.0, "Npc amount minimum": 2, "Npc amount maximum": 4, "Are you changing the NPCs' outfit?": true, "NPCs wear outfits": [ { "ShortName": "metal.facemask", "SkinID (0 - default)": 3483642014 }, { "ShortName": "pants", "SkinID (0 - default)": 3040752617 }, { "ShortName": "hoodie", "SkinID (0 - default)": 3551617741 }, { "ShortName": "metal.plate.torso", "SkinID (0 - default)": 3483640666 }, { "ShortName": "roadsign.kilt", "SkinID (0 - default)": 3088342213 }, { "ShortName": "shoes.boots", "SkinID (0 - default)": 916448999 } ], "Use custom loot?": false, "CustomLoot": { "Minimum items": 1, "Maximum items": 1, "Use minimum - maxium?": false, "List of items": [ { "ShortName": "xmas.present.small", "Minimum": 3, "Maximum": 6, "Chance": 100.0, "Give blueprint?": false, "SkinID": 0, "Displayname": "" } ] } }, "Use chat messages?": true, "Chat messages config": { "Chat messages prefix:": "<color=#C98300>Excavator Npc's</color>", "Chat Icon:": 0, "Message to the player when NPCs spawn:": "You've got company!" } }$15.00 - Today
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Bad Cop started following /pnpc loot-all
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walkinrey started following /pnpc loot-all
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Hi walkingrey I've been trying this for some time, but i dont think /pnpc loot-all is working correctly The bot starts running to some boxes very far away (there are many boxes near), and even when he gets there, doesnt pick up. Can only loot crate with the point command Attached json. Using the spawned npc (not from item). Please tell me if wrong configuration PersonalNPC.json
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The order of entries in the VIPGroups list in the config file is what matters. The first entry in VIPGroups is group1 The second entry is group2 The third entry is group3 The fourth entry is group4 and so on… The value of VipStatusId (vip, vip+, vipelite, viplegend) is only an identifier. It does not affect which group text is used. Why the lang file uses group1, group2, etc. The plugin assigns group numbers based on the position in the VIPGroups list. That’s why the lang file must contain matching entries like: VIPStatusText_group1 VIPStatusText_group2 VIPStatusText_group3 VIPStatusText_group4 Do not rename these keys. Custom names like VIPStatusText_vip or VIPStatusText_vipelite will not work. Adding or changing VIP groups If you add another VIP group to the config, you must also add the corresponding groupX entries to the lang file. If you change the order of VIPGroups, the displayed texts will also change unless the lang file is updated accordingly. Important rules ✔ You can change: Colors Icons Images VipStatusId You must not: Rename VIPStatusText_groupX Skip group numbers Forget to update the lang file when adding groups Short summary group1 = first VIPGroups entry group2 = second VIPGroups entry The plugin uses order, not names Config and lang file must always match This system has already been used by 90+ buyers without any issues, and it has been understood and applied correctly. You can also test it yourself at any time by simply giving yourself a VIP status and checking how it is displayed in-game. As long as this structure is followed, everything works perfectly
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Landmark Institute started following Announcements
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Landmark Institute joined the community
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LVJRust started following helis/scraps etc
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David started following helis/scraps etc
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How do i make the shop spawn a mini or scrappie or attack etc? I did the item for e.g attack heli. I can buy it in the shggop but it just adds a heli into my inventory i cant actually spawn it? What am i doing wrong?
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Thanks for asking — and no worries at all. At the moment I don’t have a fixed public roadmap or specific “next features” I can promise. Right now my focus is on polishing and improving the current feature set: stability, performance, usability, and overall quality. That said, I do actively listen to feedback. If there are strong requests from server owners (and they make sense for the sandbox’s direction), I’m open to adding new functionality later — I just prefer to avoid committing to features or dates until I’m sure they can be delivered properly. If you tell me what features you feel are “missing” compared to the other sandboxes you’re looking at, I can honestly tell you whether: it’s already possible via configuration / existing tools, it’s something I’m likely to consider, or it’s outside the scope of this project. The sandbox is modular and currently consists of 9 plugins (same version series), each with a clear role: BuildConfig – central config provider BuildLang – centralized localization/messages BuildPlots – lobby/plots, zones/colliders, domes, markers BuildCore – player flow (/build, /leave, safe teleport/init) BuildUI – the in-game UI BuildOptions – creative privileges + command restrictions + tools BuildIO – saving/loading/renaming/deleting/share codes (integrates with CopyPaste) BuildGuests – guest invites/requests/permissions BuildCosts – build + upkeep cost calculation display Overall the plugins are pretty light when idle — there’s no heavy background load. The main resource hit is during actions like save/load/paste (or mass tools), and BuildIO is optimized for that (queued operations, per-player locks, fast limit checks) to avoid lag spikes. For the server itself, I recommend a modern 4–8 core CPU, plus an SSD/NVMe and at least ~12–16GB RAM
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Hi, I’m using BetterTC on a production Rust server and I’d like to suggest a small improvement related to raid balance. Currently, automatic repair is correctly blocked after recent damage using SecondsSinceAttacked, but automatic upgrade is not, which allows players to instantly upgrade structures via the TC while being raided. The behavior I’m aiming for is: Block ONLY automatic TC actions (auto-repair / auto-upgrade) For X seconds after any building entity takes damage Still allow all manual actions: Manual repair with hammer Manual upgrade Placing new building pieces From a code perspective, this could be achieved by applying the same SecondsSinceAttacked check already used in RepairProgress to the upgrade loop in UpdateProgress, without interfering with vanilla mechanics. This would significantly improve raid balance while keeping manual gameplay intact. Thanks for your work on the plugin!
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Thank you for your response. I realize I may have overlooked the key bindings, so I appreciate your clarification. As I mentioned before, I am considering purchasing your sandbox. However, there are other sandboxes available with more features, so I am still a bit uncertain given the price. What I particularly appreciate about your solution is its clean, calm presentation and well-thought-out functionality. Before making a decision, I would like to know: - What features or additions are planned for the future? - How many individual plugins does your sandbox currently consist of? - How resource-intensive are these plugins, and what system requirements would you recommend? I understand these are quite a few questions, and I do not want to be impolite or a bother. It is simply important for me to make an informed decision, as the price is significant and I want to ensure the sandbox will run reliably on my server. So far, in testing, your plugin has impressed me the most. Excellent work! Thank you in advance for your time and information.
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Parul Belwanshi joined the community
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Krieg Storage barrel is in the config file but it seems it is not working correctly
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There are some commands already like /fly , /f , /noclip , /god , /g that toggle the noclip and fly. Also there are default KEYs like F for toggle fly mode, R (with a hammer in hand) to REMOVE an entity, MIDDLE CLICK to open the UI also admin console commands like "ent kill", "noclip", "god 1", "spawn" through F1 spawn items and vehicles will work just fine I am not sure what are you trying to achive with theese commands in UI, it will be even harder for players to open the UI, navigate down to the Custom Commads and then click on the UI button since they can just use hammer in hand and press R to remove or press F to fly.
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Hey! It all depends on how you configure the Notify plugin. But by default, 0 or 1 should work.
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For example, chat commands could be used there to trigger commands from other plugins, such as /remove, /rules, or /help, so players don’t have to constantly type these commands into the chat. This would also solve the ent.kill issue, as admins could integrate the Remove Tool directly. The remove button could then be placed in the tools section as well.
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Thanks for the rapid response
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moonlight changed their profile photo
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Changed Status from Pending to Fixed Changed Fixed In to 2.4.12
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Changed Status from Pending to Fixed Changed Fixed In to 2.4.12
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Found the problem, thanks for reporting it, fixed the bug, please download the latest version
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Jose Angel Martinezmas joined the community
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Version 1.0.0
3 downloads
Stack Size Controller – Balanced Configuration Packs - Includes 4 different configs. Pick one to use, or use different configs on multiple servers. Server Compatibility - Suitable for 3x, 5x, 10x and PvE servers - If higher stack sizes are desired, the 3x preset can safely be used on 2x servers without causing major balance issues or technical problems Professionally Designed & Tested All configurations are manually created from scratch and are not auto-generated or simple default edits. Each configuration has been: - Actively tested on live servers for over 2 years - Used on long-running, active servers - Adjusted based on real player behavior and feedback - Balanced with economic flow and recycler outputs in mind The goal is to improve quality of life without breaking progression or server economy. Balanced Design Philosophy Not every item is meant to be stacked. Below are the core principles behind how these configurations are designed. Durability & Skin Safety Weapons, clothing, doors, and certain electrical items are intentionally excluded from stacking. These items rely on durability (condition) mechanics and often support skins. Stacking them may cause condition conflicts, incorrect durability behavior, skin desynchronization, and inventory-related bugs. To maintain server stability and predictable gameplay, these item types are deliberately kept unstacked. Explosives & Economy Control F1 Grenades, Smoke Grenades, and similar explosive items are intentionally excluded from stacking or only increased by reasonable amounts. This approach helps prevent gunpowder inflation, balance abuse, and uncontrolled progression. Stackable Item Categories - Resources (Some resources have been stacked above the normal limits in line with strong player demand, especially wood and stone, among others.) - Components (Excessive stacking has not been applied in order to maintain recycling balance; it has been kept at a controlled and balanced level.) - Food items - Medical items - Ammunition Easy Installation 1. Choose one of the 4 configuration presets 2. Copy StackSizeController.json into your config folder 3. Oxide.reload StackSizeController OR c.reload StackSizeController Required Plugin This configuration pack requires the Stack Size Controller plugin. You can download it for free from uMod: https://umod.org/plugins/stack-size-controller$12.99-
- #stack size controller
- #stacks
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hamderog changed their profile photo
