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- Past hour
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TheDragonessesLair started following MaxiJonson
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A brilliant plugin that has become a fantastic addition to our server. The WebUI is intuitive and makes creating and managing contracts incredibly straightforward. The ChatGPT integration is a genuine game-changer, helping design and generate contracts with minimal effort while still allowing plenty of customization. The developer is responsive, professional, and genuinely receptive to feedback and feature requests. It's clear the plugin is actively maintained and continually improving. I can wholeheartedly recommend it to anyone looking to add engaging, configurable contracts to their server.
- 10 comments
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- 1
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- #contracts
- #quests
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Kar7 started following Announcements
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Kar7 joined the community
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doesn't seem to be cleaning up after itself...
GreenCardPVE replied to GreenCardPVE's Support Report in Support
- Today
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inakacom joined the community
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OvaHawks changed their profile photo
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How exactly are you Using vanilla hammer or some custom plugin? In any case the plugin itself is not an issue. Try it on server without any other plugins and you'll see it's working just as expected. Most likely you have a custom plugin that preventing / avoiding to call OnEntityKill hook, which vanilla Rust does when destroying any entity and this plugin depends on it.
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That would require a large change to the structure of the plugin in order to persist the buffs through memory. I will look into it, but no guarantees, since it's going to be very messy to persist temp skill tree buffs.
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- 1,620 comments
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- #leveling
- #progression
- (and 19 more)
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Cayreb started following Announcements
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Cayreb joined the community
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RPC Error kick when interacting with items
imthenewguy replied to SlayersRust's Support Report in Support
This error is a random error that is caused by a weird plugin conflict with stacks plugins . The way to prevent the error is to avoid reloading ItemPerks/Legendary items during run time (change config between server restarts only). -
telmo started following Cases and Cobalt Laboratory
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dFxGainwarD started following Issues in TCUpgrades 1.2.1
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Iftebinjan started following Issues in TCUpgrades 1.2.1
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Hi, I noticed two issues in TCUpgrades 1.2.1. The default UI menus appear horizontally stretched. If I try to adjust their size from the config, only the main panel changes, while the elements inside it keep their original size and position, so they no longer fit correctly. Could you please release a patch that fixes the internal UI scaling and also includes better default config values so the menus are not stretched? Also, if the chat prefix is left empty, the notification messages still start with an extra space. It would be better for the message to start directly from the beginning when no prefix is set.
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I am not sure what is going on but now it is showing correctly... I am confused...
- Yesterday
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Changed Status from Pending to Closed
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Never mind. Its not your plugin. I completely forgot that I run RoamingNPCs plugin and the they also create buried stashes. Ive traced it to that plugin. Sorry for the false alarm. I'll send this to the correct developer. Thanks for the support either way.
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TR1PLLO.ME changed their profile photo
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I can't find the problem, please attach your config file
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Black808 changed their profile photo
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Changed Status from Pending to Fixed Changed Fixed In to 1.0.8
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I spent some time troubleshooting and it seems that when a player places an item it counts, but picking it back up it does not lower the count, i have tested it a few times { "Enable GameTip notifications": true, "Enable notifications in chat": true, "Chat steamID icon": 0, "Commands list": [ "limits", "limit" ], "Warn when more than %": 0.0, "Building detection range": 0.0, "Track growable entities": false, "Track powered lights": false, "Enable ChestStacks plugin support": false, "Enable PlaceryExtended plugin support": false, "Excluded list": [ "assets/prefabs/building/ladder.wall.wood/ladder.wooden.wall.prefab" ], "Excluded skin IDs": [], "Use ZoneManager": false, "ZoneManager include mode (true = include mode / false = exclude mode)": false, "ZoneIDs": [], "Entity Groups": [ { "Group name": "Foundations", "Group Entities list": [ "assets/prefabs/building core/foundation.triangle/foundation.triangle.prefab", "assets/prefabs/building core/foundation/foundation.prefab" ] }, { "Group name": "Furnace", "Group Entities list": [ "assets/prefabs/deployable/furnace/furnace.prefab", "assets/prefabs/deployable/legacyfurnace/legacy_furnace.prefab", "assets/prefabs/deployable/playerioents/electricfurnace/electricfurnace.deployed.prefab" ] }, { "Group name": "PlanterBoxes", "Group Entities list": [ "assets/prefabs/deployable/planters/planter.large.deployed.prefab", "assets/prefabs/deployable/planters/planter.small.deployed.prefab", "assets/prefabs/deployable/planters/planter.triangle.deployed.prefab", "assets/prefabs/misc/decor_dlc/bath tub planter/bathtub.planter.deployed.prefab", "assets/prefabs/misc/decor_dlc/minecart planter/minecart.planter.deployed.prefab", "assets/prefabs/misc/decor_dlc/rail road planter/railroadplanter.deployed.prefab", "assets/prefabs/misc/decor_dlc/rail road planter/triangle_railroad_planter.deployed.prefab" ] }, { "Group name": "Quarries", "Group Entities list": [ "assets/prefabs/deployable/oil jack/mining.pumpjack.prefab", "assets/prefabs/deployable/quarry/mining_quarry.prefab" ] }, { "Group name": "Roof", "Group Entities list": [ "assets/prefabs/building core/roof.triangle/roof.triangle.prefab", "assets/prefabs/building core/roof/roof.prefab" ] }, { "Group name": "TC", "Group Entities list": [ "assets/prefabs/deployable/tool cupboard/cupboard.tool.deployed.prefab", "assets/prefabs/deployable/tool cupboard/retro/cupboard.tool.retro.deployed.prefab", "assets/prefabs/deployable/tool cupboard/shockbyte/cupboard.tool.shockbyte.deployed.prefab" ] } ], "Permissions": [ { "Permission": "default", "Priority": 10, "Limits Global": { "Limit Total": 2000, "Limits Entities": { "assets/content/props/strobe light/strobelight.prefab": 10, "assets/prefabs/deployable/beehive/beehive.deployed.prefab": 10, "assets/prefabs/deployable/campfire/campfire.prefab": 20, "assets/prefabs/deployable/ceiling light/ceilinglight.deployed.prefab": 50, "assets/prefabs/deployable/chickencoop/chickencoop.deployed.prefab": 2, "assets/prefabs/deployable/furnace.large/furnace.large.prefab": 5, "assets/prefabs/deployable/hitch & trough/hitchtrough.deployed.prefab": 10, "assets/prefabs/deployable/oil refinery/refinery_small_deployed.prefab": 5, "assets/prefabs/deployable/plant pots/plantpot.single.deployed.prefab": 10, "assets/prefabs/deployable/search light/searchlight.deployed.prefab": 10, "assets/prefabs/deployable/survivalfishtrap/survivalfishtrap.deployed.prefab": 10, "assets/prefabs/deployable/windmill/electric.windmill.small.prefab": 9, "assets/prefabs/npc/sam_site_turret/sam_site_turret_deployed.prefab": 0, "Foundations": 300, "Furnace": 9, "PlanterBoxes": 10, "Quarries": 2, "Roof": 200, "TC": 10 } }, "Limits Building": { "Limit Total": 1000, "Limits Entities": { "assets/content/props/strobe light/strobelight.prefab": 5, "assets/prefabs/deployable/search light/searchlight.deployed.prefab": 5, "assets/prefabs/deployable/windmill/electric.windmill.small.prefab": 5 } }, "Limits Radius": { "Radius": 20.0, "Limits Entities": { "assets/content/props/strobe light/strobelight.prefab": 5, "assets/prefabs/deployable/search light/searchlight.deployed.prefab": 5, "assets/prefabs/deployable/windmill/electric.windmill.small.prefab": 5 } }, "Limits Powered Lights": { "Maximum Point Count": -1, "Maximum Total Length": -1.0, "Maximum Distance Between Points": -1.0 }, "Prevent excessive merging of buildings": false }, { "Permission": "vip", "Priority": 20, "Limits Global": { "Limit Total": 5000, "Limits Entities": { "Foundations": 500, "Roof": 400 } }, "Limits Building": { "Limit Total": 2000, "Limits Entities": { "assets/content/props/strobe light/strobelight.prefab": 15, "assets/prefabs/deployable/search light/searchlight.deployed.prefab": 15, "assets/prefabs/deployable/windmill/electric.windmill.small.prefab": 15 } }, "Limits Radius": { "Radius": 0.0, "Limits Entities": {} }, "Limits Powered Lights": { "Maximum Point Count": -1, "Maximum Total Length": -1.0, "Maximum Distance Between Points": -1.0 }, "Prevent excessive merging of buildings": false }, { "Permission": "elite", "Priority": 30, "Limits Global": { "Limit Total": 10000, "Limits Entities": { "Foundations": 2000, "Roof": 1000 } }, "Limits Building": { "Limit Total": 5000, "Limits Entities": { "assets/content/props/strobe light/strobelight.prefab": 20, "assets/prefabs/deployable/search light/searchlight.deployed.prefab": 20, "assets/prefabs/deployable/windmill/electric.windmill.small.prefab": 20 } }, "Limits Radius": { "Radius": 0.0, "Limits Entities": {} }, "Limits Powered Lights": { "Maximum Point Count": -1, "Maximum Total Length": -1.0, "Maximum Distance Between Points": -1.0 }, "Prevent excessive merging of buildings": false } ], "Log Level (Debug, Info, Warning, Error, Off)": "Off" }
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Hi! The tables I have on the page is all I have, except a few with blueprints increased and stuff. adding tech trash to barrels is pretty easy, but the rest is a bit of cleaning and adjustments to the table. It is possible to adjust it by yourself if you do it correctly, a few misses could lead to a broken loottable fyi. if you remove things you have to give other things the right percentage etc. /Ponn
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Good good ... Those subcategories will be based on what player wb opens ? And is it possible to have only subcategories without level 1 ,2 ,3 ... So example what i wanna , i dont wanna have level 1 , 2 , 3 at all , i wanna have like 5-8 categories ( its oke to open it from wb ) where i put custom stuff etc
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Changed Status from Pending to Not a Bug
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sorry man been away for 7 days , yeah sorry im surprised know one else has asked if i really didnt list it, the command is /dloot
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We are running the latest versions of SupermarketEvent and AnimalSpawn. Bears are still being spawned instead of wolves, and the error message above appears. Why doesn't it work?
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- 5 comments
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- #loot
- #dungeon events
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(and 4 more)
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Hey, that's actually the next feature I'm working on: “Subcategories.” It's already possible to use my plugin independently of the game's tree. In the settings, under “Replace vanilla tree? Open with [R] if false,” set it to “false.” This allows you to use the Workbench natively and open the plugin's tree with the R key. However, it is currently required to be linked to a Workbench trigger
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Big Tasty joined the community
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copcopekcro started following Techtree
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Hey ... Is there option to make new categories/tabs ( like those level 1 - 2 - 3 enge) . Example Special tab and that we can chose what wb is required .. So player opens wb 3 and he see lets say level 3 , and special tab ? IF there isnt that option , can you maybe make it ? I see that this is based on opening UI with workbench .. Can Ui be opened on chat/console command ? So that tech tree can be independent actually from wbs .. So that we can maybe make some non wb researches what we open on command . Thank you !