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  2. 現在は要望が多かったスロットごとに個別に成長するようになっており、1つづつの設定は現在ありません。
  3. simon2410

    TruePve Configuration

    Hello i have done that now and all fixed thanks.
  4. Rust Admin

    Grab Dome Oil

    https://rusthelp.com/items/crude-oil like to make sure they have something the oil can go into before they can just take it.
  5. SlayersRust

    TruePve Configuration

    Hello please restart your server and apply the latest rust game update. While the server is offline make sure to update the TruePVE plugin to the latest version. You’ll need to apply the latest rust update for this version to compile corrextky https://umod.org/plugins/true-pve
  6. ご相談 インベントリ内に同じ苗を分けて入れた際に、個別に成長してしまうのですが仕様でしょうか? 成長時間を1時間に設定した場合、1時間後に6つが成育します。 設定で1つずつしか成長できないように出来る方法はありませんでしょうか?
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  8. Yesterday
  9. Cannon丶

    Hi Adem!

    Hi Adem! Love CubeBuild. Feature request: blocks are currently always spawned with grounded = true, so there's no stability/support requirement (floating buildings everywhere). Could you add a config option to enable block stability, so builds require foundations and a support chain? That would be a huge improvement for realism on my server. Thanks!
  10. u dumb you shared the file with everyone
  11. If someone is in a hurry, I’ll post the corrected version until the author solves the problem. PersonalFarmer.cs
  12. Yes, I have inquired about this previously, but just to be certain, I have submitted a fresh inquiry this time as well.
  13. it's cumulative: value of powergrid.simulatepowerplantfuses server convar, if applicable plus physically inserted fuses at power plant plus any contributed fuses via VFB (/fb) = total number of active fuses for the power grid, and all 3 methods can coexist simultaneously. so, this satisfies your condition of "vanilla plus addition of /fb command"
  14. A large monument can also spawn in the center of a procedural map and cause the same issues, so I think this question should be directed to the plugin developer instead.
  15. athlonclub

    Island rust

    monuments floating in the air, and missing custom prefab files in RustEdit Hi, I downloaded [Map name] v[version] from Codefling. When I used it, several monuments were floating in the air, so I had to open the map in RustEdit [version] and fix their positions. The download only contains the .map file, and when I open it in RustEdit I get these errors (screenshot attached): Unable to load custom prefabs \ineswingingtreeprefab – file does not exist: …\CustomPrefabs\ineswingingtreeprefab.prefab I don't have these custom prefabs, so they could not be loaded while I was editing the map. Could you please: Send me all custom prefab files used on the map – these four and any others (.prefab and .prefab.heights), so the map opens and can be edited without errors. Tell me why the monuments are floating – is this a known issue, or is it related to the Rust or RustEdit version the map was made for? Tell me whether the map works on a server without these prefab files – are those objects stored inside the map, or are the files required? Let me know if it needs any extra plugins or extensions (e.g. Oxide.Ext.RustEdit).
  16. athlonclub

    Islands

    monuments floating in the air, and missing custom prefab files in RustEdit Hi, I downloaded [Map name] v[version] from Codefling. When I used it, several monuments were floating in the air, so I had to open the map in RustEdit [version] and fix their positions. The download only contains the .map file, and when I open it in RustEdit I get these errors (screenshot attached): Unable to load custom prefabs \Safe zonesphere – file does not exist: …\RustEdit\CustomPrefabs\Safe zonesphere.prefab Unable to load custom prefabs \AVTO MOST – file does not exist: …\CustomPrefabs\AVTO MOST.prefab Unable to load custom prefabs \Cave – file does not exist: …\CustomPrefabs\Cave.prefab Unable to load custom prefabs \ineswingingtreeprefab – file does not exist: …\CustomPrefabs\ineswingingtreeprefab.prefab I don't have these custom prefabs, so they could not be loaded while I was editing the map. Could you please: Send me all custom prefab files used on the map – these four and any others (.prefab and .prefab.heights), so the map opens and can be edited without errors. Tell me why the monuments are floating – is this a known issue, or is it related to the Rust or RustEdit version the map was made for? Tell me whether the map works on a server without these prefab files – are those objects stored inside the map, or are the files required? Let me know if it needs any extra plugins or extensions (e.g. Oxide.Ext.RustEdit).
  17. Is the 'Virtual Fuse Box' additional to the physical fuse boxes at power plant, so players can choose to either place them in vanilla fashion or else use the command? Or does the VFB replace the physical fuse boxes? I would like everything to remain vanilla except addition of /fb command.
  18. I would like to report an issue that occurs when a monument is located near coordinates 0,0,0. In RUST, the coordinates 0,0,0 appear to have a special meaning. Based on the behavior I have observed, it seems that various entities or objects may temporarily be created or initialized around 0,0,0 internally by the game. Because of this, problems can occur on custom maps where a monument—for example, an Airfield—is located at or very close to 0,0,0. For example, when attempting to apply a monument lock to the Cargo Ship, the monument located near 0,0,0 may also be incorrectly detected and locked. In this example, the Airfield may become locked as well. This can result in situations where players are unable to attack the NPCs on the Cargo Ship, which may eventually cause the players to be killed by those NPCs without being able to fight back. I would greatly appreciate it if you could consider implementing a way to avoid this behavior. Whenever I use a custom map, I make it a point to check the area around 0,0,0 first. However, depending on the map design, it is not always possible to move or modify the monument. I understand that the monument lock detection threshold can be adjusted quite precisely using the Monument Finder commands. However, if a monument is located directly above or extremely close to 0,0,0, it can be practically impossible to avoid this issue through threshold adjustments alone. In such cases, my only workaround is to exclude that specific monument from the monument lock system entirely. If possible, I would appreciate it if the plugin could include some kind of special handling for entities detected at or near 0,0,0, so that monuments located there are not incorrectly associated with entities such as the Cargo Ship. Thank you very much for considering this issue.
  19. Razor

    HumanNPC Pro

    its compatible with HumanNPC on umod so any plugin that uses them as a dependency like Bank Hotel Hunt RPG NPC Vending Map Marker Npc TP Quests Recycle Rust Kits Rust Lottery Server Rewards
  20. OxideBro

    error in the console

    Changed Status from Pending to Fixed Changed Fixed In to 1.2.2
  21. OxideBro

    error in the console

    Apologies, I’ve posted the updates.
  22. When Vanish is turned ON or OFF, certain states or effects may sometimes persist. For example, if Vanish is enabled while inside a Safe Zone, the Safe Zone state may remain even after leaving the area. It seems that the issue preventing access may be caused by a similar behavior. Since this only affects administrators and does not impact regular players, I will simply make sure to be careful about this in the future. Regarding the Airfield, it can still be affected even if the prefabs themselves are not placed at coordinates 0, 0, 0. This is not an issue with this plugin itself. It is related to how monument-locking plugins define monument boundaries. The monument area is generated as a spherical region large enough to cover the prefabs associated with the monument. Because of this, the same issue occurs with both the free Monument Lock plugin: https://codefling.com/plugins/monument-lock and the paid Monument Owner plugin: https://codefling.com/plugins/monument-owner For smaller monuments, I would normally just move them slightly to resolve the issue. However, since this involves the Airfield, relocating the entire monument would be quite difficult. In this case, the only practical solution was to disable monument locking for the Airfield. If you create maps in the future, I would greatly appreciate it if you could avoid placing monuments around coordinates 0, 0, 0 whenever possible. Doing so would prevent this issue from occurring. Of course, I understand that this does not affect everyone, so this is only a request if it is reasonably possible within your map design. If you happen to have some flexibility when placing monuments, I would appreciate it if you could keep this in mind.
  23. crash

    not loading

    Changed Status from Pending to Not a Bug
  24. crash

    not loading

    No worries!
  25. LeDonjon59

    error in the console

    Failed to call hook 'CanRecycle' on plugin 'CustomItemsRecycler v1.2.1' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.CustomItemsRecycler.CanRecycle (Recycler recycler, Item item) [0x00000] in <b8e04c6252154e2bbc876c7b4a5708b8>:0 at Oxide.Plugins.CustomItemsRecycler.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0011a] in <b8e04c6252154e2bbc876c7b4a5708b8>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0 Ty
  26. is their a command to spawn the armor with slots in? i cant find a command listed
  27. Teastick

    update

    can we get an update to be able to upgrade the new plague doctor hazmat please?
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