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@CraZyL22 If you want to get a full list of all supported prefabs into log file - use limitentities.list console command If you want to know what prefab some entity is using, I suggest you to use Entity Owner plugin. Connect to your server, stand in the front of any entity you want to get prefab name for and use /prod command.
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Changed Status from Pending to Fixed Changed Fixed In from Not set to 4.4.1
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Mikaelson joined the community
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gtakaran joined the community
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kamo started following これは公式が悪いの?
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Ionut Shiro started following これは公式が悪いの?
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Hello, I'm using your map MiniRomania (V1.6). On my server, the Large Oil Rig appears to have no navmesh at all (RustNav), while the Small Oil Rig works fine. Symptoms: After opening the locked crate at the Large Oil Rig, the NPCs dropped by the CH47 stay where they land. They shoot when I get close but never move. Running 'spawn scientistnpc_oilrig' on the Large Oil Rig (helipad and other floors) spawns the NPC half-sunk into the floor, and it does not move. On the Small Oil Rig the same steps work: the NPC stands correctly on the floor and walks around. What I checked: RustNav.Draw shows blue navmesh polygons over the whole Small Oil Rig (including the helipad), but nothing at all on the Large Oil Rig. It draws normally on a nearby island. Deleting and regenerating the navmesh file (MiniRomaniaV1.6.289.navmesh) gave the same result. Removing plugins did not change it. Environment: Rust November 2026 build, Oxide, Deep Sea feature enabled. Large rig is at about (-1225, 36, -1221); small rig at about (1250, 30, 1250). Could you please check the Large Oil Rig in the map so that a navmesh is generated for it? I can send screenshots. Thank you.
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Arkentantix started following Announcements
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Arkentantix joined the community
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root1222 changed their profile photo
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argkarring changed their profile photo
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Changed Status from Pending to Feature Request
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed
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CCCC started following Synecdoche
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Hey, thanks for the detailed report, it helped a lot to track this down. The cause is default Rust recycler behavior: when an item goes into a running recycler, the game unloads the weapon and sends the ammo and attachments to the last player who opened that recycler. That happens even if the player is offline or sleeping, which is why you were waking up with extra bullets. In version 1.9.22 I changed how the industrial recycler handles weapons. Ammo and attachments are now unloaded into the output storage before the weapon goes into the recycler, so the game has nothing left to send to your inventory. Please update and let me know if you still see ammo showing up in your inventory. If anything slips through, I'll keep working on it.
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Changed Status from Can't Reproduce to Work in Progress
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed
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Version V1
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Explore Enclave a 4000 sized landmass custom peninsula connected by bridges and railways system both above and below ground build on offshore custom islands or in the trees in vast forests of the map all while exploring the custom monuments along with procedurally rust generated ones!$25.00-
- #rust custm map
- #rustmap
- (and 8 more)
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HavoNode started following Announcements
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HavoNode joined the community
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Hello, version 3.13.1 is out with this change! Bosses are now spread along the route from the entrance instead of being placed randomly. Since you run one boss, it will always spawn at the farthest point of the dungeon, so players have to go through it to reach him. With more than one boss, they are spaced out along the route, with the last one at the far end, and none spawn near the entrance. No configuration is needed, it works this way automatically. Thanks for the suggestion!
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Hello, great suggestion! In version 3.13.1 I added two new permissions: "dungeonevents.free": players can buy dungeons at no cost. "dungeonevents.bypasscooldown": players can buy dungeons even while their buy cooldown is active. They are independent, so you can give your VIPs free dungeons and still keep the cooldown, or grant both. For example: oxide.grant group vip dungeonevents.free Players still need "dungeonevents.buy" to purchase. Also, the admin permission does not make purchases free or skip the cooldown.
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Changed Status from Pending to Fixed Changed Fixed In from Not set to 3.13.1
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Hello, thanks for the feedback, that makes sense. In version 3.13.1 the option is back. Set "Close Dungeon Doors (Except Entrance Room) When No Players Remain Inside (Left Or Died)" to false to keep the inner doors open. There is also a separate option for the entrance room door.
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Lady Mia changed their profile photo
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Dark Gaming started following Announcements
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Dark Gaming joined the community
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I second the adding of the industrial torch to this!
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Warlock joined the community
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Scrap Forge joined the community
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This error occurs when, for example, you click on "Upper Center" in the new menu; it causes me to get disconnected from the server. RPC Error in AddUI: Object reference not set to an instance of an object. at CommunityEntity.%d7449b776b52c620b8ca4aca3159b4f6bf957718 () [0x00000] in <00000000000000000000000000000000>:0 at CommunityEntity.%b577f0ce063f00e60e67712e7286f30f8e6b03bf () [0x00000] in <00000000000000000000000000000000>:0 at CommunityEntity.%f6fa0e5a7796b34d2620616eb1b07a0ac889c9dd () [0x00000] in <00000000000000000000000000000000>:0 at Client.%0f90fff7b0ad354ba3d6b3a0db42cae793025b80 () [0x00000] in <00000000000000000000000000000000>:0 at Client.%cac049aa2ed5d46cd02b0926afbf311bf99f0bbf () [0x00000] in <00000000000000000000000000000000>:0 at %350ca4da3757119fbb694eba30cea34a352d9e73.%22b197ebb256933bf235862b3fb09c6db5a7a5a8 () [0x00000] in <00000000000000000000000000000000>:0 at %4e6d962470dfea62a611748400a2662b39a83c52.%fc216aee80914c86e3166d7f8bdd7a11b049c731 () [0x00000] in <00000000000000000000000000000000>:0 at Client.Update () [0x00000] in <00000000000000000000000000000000>:0
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No worries and no rush, busy time for us all. Appreciate the update and the work on the plugins!
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Hartwell Labs changed their profile photo
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I actually already own that lock everything plugin, I also own this box stacker Stack Everything - Stack all entities, Chest Stacks, Farm Stacks, and more - Plugins - Codefling The locks do not place automatically on stacked objects.
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Changed Status from Pending to Fixed Changed Fixed In from Not set to 2.2.26
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Hartwell Labs joined the community
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Hello @xlr8tednergythanks for creating a ticket. My other plugin Auto Lock is compatible with the chest stacking plugin and will take care of that for you. It's here on Codefling - If you need anything else feel free to reach out!
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Changed Status from Pending to Not a Bug