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What if you restart the server and then attempt to remove the caboose without reloading the plugin? If that doesn't work, try unloading DeployableNature, ent killing the caboose, load it again, and when it respawns, remove it again normally. I have heard of this issue happening before, but I am unable to replicate it on my test server (I can pick it up without issue). If none of the above works, you will need to disable it in the config.
- Today
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rsmith04 started following Better Teams
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Thunderchile started following Wipe day shouldn't be stressful. So let's do something about it!
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Wipe day shouldn't be stressful. So let's do something about it!
Thunderchile replied to Death's topic in Announcements
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Excellanc changed their profile photo
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Hey! You've probably set Make Item Names Multilingual (generates a lot of text in lang file) to true and you can translate this field in language file.
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One support request is enough. I will check it tomorrow and fix it, thanks. Cant do it now because its night already ans have a normal job X
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One support request is enough. I will check it tomorrow and fix it, thanks. Cant do it now because its night already ans have a normal job X
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Its all of the new AI npcs Oil rig and deep sea
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Glitch0986 started following New oil rig NPC
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xNullPointer95 started following New oil rig NPC
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They dont take damage or die is there a way to fix it?
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Thanks for checking this. You were right—the road and terrain weren’t the problem. I use ZombieHorde, and I’m sorry I reported it as a map issue before checking my server setup properly. We enabled Rust’s newer navmesh, updated our ChaosNPC navigation extension, and made ZombieHorde wait until navigation finished loading. Players have confirmed zombies now leave the roads and chase normally. We didn’t change your map file. I appreciate you looking into it, and I wanted to share the fix in case another server owner runs into this. 5 stars ill be buying your other maps in future wipes thank you so much.
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ievukas started following Announcements
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ievukas joined the community
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comment out line 341. ill fix it in the next update as well
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TheTownDrunk started following Turn off hud, player option?
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Sheo started following Turn off hud, player option?
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Can we turn off the hud, not in the config, but player choice? like /hidehud or something?
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Version 1.0.0
1 download
About 120 New Raidable Bases by JaaaaaThomas (Pre-Order) Hello everyone, I’m excited to present a brand new base pack! I’ve put a lot of hard work into this project and I hope you’ll appreciate the quality. IMPORTANT: PRE-ORDER NOTICE & UPDATES This is an early pre-order. Since the full pack is still in development, you will pay half the price now and receive one initial base immediately. As time goes on, regular updates and new ready-made bases will be uploaded progressively, until the complete package containing all 120 bases is fully finished and delivered by October 20. What Makes This Pack Different? Unlike other authors who spam 100 easy bases and only a couple of high-tier ones, we maintain a perfectly balanced distribution. This pack includes 120 completely new, raid-ready bases featuring 20 unique designs for every single difficulty level, all the way up to our brand new Clan Bases tier. Why Choose Us? Balanced Progression: Exactly 20 high-quality bases for each difficulty level (no lazy spam of just Level 1/Easy bases). Brand New Tier: Introducing the exclusive Clan Base difficulty level. Realistic Rust Design: Built to look and feel like a real player lives in them—no empty boxes or laggy, useless decoration spam. 100% Original Designs: Fresh architecture you won't find anywhere else. Superior Quality: Crafted professionally by an experienced building team. Important Reminder This is a Base Model Pack (.json files). It is NOT the Raidable Bases plugin script. These are the blueprints crafted by our professional building team. Level Up Your Server Don't settle for basic cubes. Give your players a challenge they’ll never forget. Whether you're looking for a "Hardcore" event or a permanent fortress for your top clan, these upcoming bases are built to dominate. I hope you enjoy these builds! If you’re satisfied, please leave a positive review—it helps a lot. Also, if you have any suggestions for future updates, feel free to leave a comment below! Thank you! [ Pre-Order Now & Start Building ]$94.95-
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- #base
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- #basepet
- #baseloot
- #basement
- #basepack
- #base loot
- #base build
- #base packs
- #base design
- #base repair
- #base pack
- #base trains
- #base package
- #v
- #base and loot
- #vs
- #base building
- #base packages
- #base upgrades
- #raid
- #raids
- #raider
- #raidder
- #raiders
- #raidable
- #raiding
- #raidbase
- #raidbases
- #raidblock
- #raid logs
- #raid loot
- #raid base
- #raidlimit
- #raid mega
- #raid pack
- #raidzones
- #raid time
- #raidstats
- #raidables
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polniyagregat joined the community
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The oil rig Ai doesent die they freezed but dont take damage
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They are not dieing tho?
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You can kill them and get the loot normally when they are even freezed.
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Glitch0986 started following Npc Help
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xNullPointer95 started following Npc Help
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Is there a way to make the NPCS die so they can be looted?
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Alex123134 changed their profile photo
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A little confused with the plugin, I have dynamic PVP, zone manager, and Zone Manager Auto Zones. My goal is to make everywhere PVP except monuments and events like patrol heli or cargo etc. First time trying to run a PVE/PVP server and its actually a lot more complicated than I thought. I got a couple of questions. - Does spawning a Player NPC count as a normal player? Trying to test it is there anyway to test it without another real player on - Following that question it allows me to kill the NPC even though I have server.pve "true" set it should technically default to PVE unless zone rules apply PVP correct? - On the Abandon Bases plugin (which is something I want to get after configuring this) states that server.pve needs to be set to false. So which would it be with this plugin and that plugin installed. - This plugin if I understand correctly automatically identifies monuments and allows you to adjust permissions on the specific monuments, so do you not need zone manager then? Can someone help me understand some things? Been trying to figure this out for the last three days first started with truepvp figured plugin was broke now trying to figure this one out.
- 135 comments
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- #rust
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Tagged with:
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- #monument
- #monuments
- #loot
- #looting
- #farm
- #newbie
- #custom
- #bar
- #ui
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- #panel
- #vehicle
- #claim
- #limit
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- #sleeping
- #bag
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- #bed
- #shelter
- #permission
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- #economy
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- #rad
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- #queue
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- #vehicles
- #raidable
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UnicornOnK joined the community
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Hello there, i'm a developer and i would love to take on your project. You can Dm me on discord: altos0845
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Original player that reported this asked if there was any update.
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Hello. This idea is not a new one but it is a gamemode from the "old" Medal of honor Allied Assault, Spearhead expansion where it was a gamemode called Liberation. This started as a team deathmatch, where when you killed a player, that player ended up in your team prison and for the player to get out of it, their team would need to free/raid the prison by force (switching a lever back on MOHAA) but in rust-style, would it be easyer to use handcuffs as a "teleportation" to the prison where it had to be raided before the player were able to get out and run back to his team ?
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Version 1.0.1
3 downloads
IRON VALLEY A compact handcrafted world where large Vanilla monuments come together in a way that procedural maps simply cannot achieve. Iron Valley is a handcrafted 2500-size Rust map built around a simple idea: bringing a large-scale Vanilla monument experience into a compact world. Every area of the map has been manually shaped and planned to make room for major monuments while maintaining natural terrain flow, travel routes, and balanced progression. On a procedural map of this size, the terrain and monument placement are limited by generation rules, making it difficult to create a world where large monuments can coexist naturally without sacrificing important areas or creating awkward layouts. Iron Valley removes those limitations through handcrafted terrain and carefully planned monument placement. The result is a compact but highly detailed world featuring large Vanilla monuments, diverse biomes, mountains, forests, rivers, valleys, coastlines, and a connected railway system. Surface train tracks cross the map and connect with the underground metro, giving players multiple ways to move between different regions. Every road, valley, coastline, mountain pass, and monument location has been considered to create a world that feels larger than its 2500 size. The map is designed to encourage encounters, exploration, competition, and progression while keeping the classic Vanilla Rust experience at its core. Features Handcrafted 2500-size world Large Vanilla monuments in a compact map 100% Vanilla Rust monuments Hand-placed and carefully planned monument layout Surface railway network Railway connections to the underground metro Compact world with high monument density Snow, forests, mountains, valleys & coastlines Natural terrain and road flow Balanced monument progression Strategic PvP terrain Multiple routes between regions Designed for solos, groups & clans High replayability wipe after wipe Monuments Included Airfield Arctic Research Base Missile Silo Water Treatment Plant Desert Military Base Launch Site Train Yard Military Tunnel Giant Excavator Pit Harbor 1 Harbor 2 Lighthouse Large Oil Rig Small Oil Rig Satellite Dish Gas Station Supermarket Warehouse Underwater Labs Compound Outpost and Bandit Apartaments Fishing Villages If you need to contact me send me a private message or write me on Discord. j4v1rust$12.00 -
@Whispers88 I get this error in the console when someone logs in. 09/15 16:38:54 | XXXX:58478/76561199012399797/Silver Blade disconnecting: Exception (cs:163794): ArgumentException: Could not create sprite (0, 0, 512, 512) from a 256x256 texture. UnityEngine.Sprite.Create (UnityEngine.Texture2D texture, UnityEngine.Rect rect, UnityEngine.Vector2 pivot, System.Single pixelsPerUnit, System.UInt32 extrude, UnityEngine.SpriteMeshType meshType, UnityEngine.Vector4 border, System.Boolean generateFallbackPhysicsShape, UnityEngine.SecondarySpriteTexture[] secondaryTextures) (at <00000000000000000000000000000000>:0) UnityEngine.Sprite.Create (UnityEngine.Texture2D texture, UnityEngine.Rect rect, UnityEngine.Vector2 pivot, System.Single pixelsPerUnit, System.UInt32 extrude, UnityEngine.SpriteMeshType meshType) (at <00000000000000000000000000000000>:0) %7536239cb2a9b377b8da4f6c9ed80490defd23c3+<LoadIcon>d__10.MoveNext () (at <00000000000000000000000000000000>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <00000000000000000000000000000000>:0)