All Activity
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SmokyICCBear joined the community
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sad started following Announcements
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sad joined the community
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Changed Status from Pending to No Response Changed Fixed In to 2.1.3
- Today
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dusaid joined the community
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Mifsopo joined the community
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Chevlos joined the community
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hid333 started following Bridge collision detection
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Neighigh started following Bridge collision detection
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Is it possible to replace the bridge prefabs at the Q20 Cleanup Station with versions that have no collision detection? When purchasing goods via drone at the Outpost, the drone sometimes hits the bridge here and fails to return. Also, the monument marker is doubled.
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Fruster started following NPC's can be killed by NPC's and turrets
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BetterDeadThanZed started following NPC's can be killed by NPC's and turrets
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I have this set in my config: "Will autoturrets attack NPCs": false, While the turrets aren't attacking the NPC's, if the NPC's walk into the shots from the turret, or within shots of other NPC's, they will be killed.
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headman1313 joined the community
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Thank you! Would it be okay if I asked two more questions? 1. Cooldown reset Let's say a player with the shop.default permission purchases an item that has a 30-minute cooldown. As expected, they can't purchase it again until the cooldown expires. Is there any way to allow that player to purchase it again immediately? Right now, the only workaround I've found is to unload the Shop plugin, remove that player's cooldown entry from oxide/data/Shop/Player.json, and then load the Shop plugin again. This works, but while the plugin is unloaded, nobody can access the Shop. Is there a better way to achieve this? 2. The "ID" field { "Shop Categories": [ { "Enabled": true, "ID": 1822931874, "Category Type": "None", "Title": "Special", "Permission": "", "Sort Type": "None", "Items": [ { "Type": "Item", "ID": 5000, "Image": "", "Permission": "" Regarding the ID field, am I correct in understanding that: For Type: "Item", this should be the Rust Item ID. For other types such as Command, is it okay to leave the ID field empty ("")? I just wanted to make sure I'm using it correctly.
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@Deisel @Teastick I just uploaded a new version where the above issue should be fixed.
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Djskizy joined the community
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nyshon joined the community
- Yesterday
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Phantom2 joined the community
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Sometimes when you kill the scientists, they float to the ceiling. Also, since a recent Rust update, computer terminals require power. Any way to get the computer terminals powered in the bases included with the plugin? Also, any chance of adding permissions so I can give my players on my creative server access to the command to spawn the dungeons?
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Fastik_salatik changed their profile photo
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Very cool, like the plugin so far. Some thoughts after playing with it for a while: - Support for blocks with different textures on different sides, example: log blocks - A pain to do, but for extra performance having a batched version of the skins and using a single rug for multiple block faces could be effective, although it may lose texture quality if batching too many together. Maybe just configurations up to 2x2? - Cube highlight can be a bit sluggish feeling, I see that DdrawUpdateInterval is set to 0.2f, is it mostly a performance concern to not have it lower? Could potentially adjust the interval up/down with the amount of people either online, or currently using the planner. - Would be nice to have config option for player build distance - Would be nice to have a per-player option to toggle the ddraw for normal cubes and/or ddraw color - Damage block for repairs/cancel repairs when taking damage would be good as well - Extended custom entities, such as workbench, using the crafting table skin etc. Love it so far. Fyi: I tested on a mostly empty server with about 102k blocks placed, totaling about 220k entities. Server fps didnt really change, client fps was only low because it was all in one place. So performance seems okay so far.
- 18 comments
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- #minecraft
- #cube
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Juakka changed their profile photo
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That was exactly what it needed and works great now! Thank you! Would be great to see those other fetures added as well in the future. Definitely would put this plugin at the top above all the others that seek to accomplish this same thing. Could probably get away with charging for it at that point too. Food for thought.
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Version 1.0.0
3 downloads
de_ancient A simple lightweight prefab (~575 pieces). This map is heavily inspired by the 2018 version of CSGO's de_ancient, which featured a 1v1 warmup arena before competitive matches began. The layout closely follows the original design while being adapted for this project. If you encounter any issues, have suggestions for improvements, or would like to see a full de_ancient map recreation, please let me know in the discussion section. Your feedback is greatly appreciated and helps improve future updates. Please, enjoy. What is Included? x1 de_ancient 1v1 Warmup Arena prefab, inspired by the late-2018 CSGO warmup arena. Planned (Long-Term) Full-size de_ancient recreation (TBD) Disclaimer This product does not include any official CSGO/CS2 assets, textures, models, sounds, or images. All included content is independently created and only inspired by the original map layout. Description updated 6/27/2026$11.66 -
EastSideGaming changed their profile photo
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Dinuwa changed their profile photo
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Thanks for the update. No problem, I'll wait.
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Changed Status from Pending to Fixed Changed Fixed In to Next Version
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Gtocha! Fixed in next version now. Looks like the pathing didn't build the full connection to the tunnel here. Thanks for the help!
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Hey! So you dont create the marker separately, it comes automatically with the vendor. Just look at the spot where you want the seller and type /ship vendor create. It spawns the mission NPC there and the map marker shows up on its own, then it follows the NPC. To fine tune the position do /ship vendor start 0, then /ship vendor move and /ship vendor rotate, then /ship vendor save.
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root1222 changed their profile photo
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irony here is that death was against this type of thing but yet this plugin lives here. A random deletion of anything without knowing WHY it was happening leads back to the "if I am bleeding. . . " For the sake of the conversation there is no LLM out there that can "intelligently" determine the source of some of the navmesh errors to be 100% on what they should or should not do. I looked at the code and its too too short for any type of "intelligent" deterministic sourcing of such errors. covering such things up, doesn't help the server owner determine if the error or issue is related to a physical object or another plugin with bad (probably AI) code.
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ok thank you ill get it sent over
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- #rust configs x2 loot table
- ##2x loot config
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Tagged with:
- #rust configs x2 loot table
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- ##better loot
- ##rust config
- ##2x server loot table
- ##loot config
- ##2x better loot config
- ##x2 server
- ##betterloot
- ##2x server cfg
- ##rust 2x server
- ##loot x2
- ##2x better loot tables
- ##2x server settings
- ##alphaloot 2x
- ##2x loot tables
- ##2x loot
- ##x2 loot config
- ##better loot tables
- #alphaloot
- #loot table rust
- #loottable
- #loot
- #percentage
- #modded
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Desert Rust changed their profile photo
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Erland changed their profile photo
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the blue fliter doesnt stop the navmesh spam anyway, only a reboot ever does. im looking forward to trying this on my server. 80% of games now are coded using ai help, i dont see a problem, i can always just ask an ai to fix this code for me if it ever stops. seems sort of easy. not sure why theres an argument. ill be back with an actual review in a couple weeks. thanks.