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Is there anyway, you'd be willing to add a function into the mod to stop it injecting Epicloot into raidable bases loot pools after the base spawns. There is a very noticable lag spike when it happens. I'd love to be able to have this option, without having to edit all the raidable bases JSON files individually.
- 288 comments
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- #enhanced
- #custom loot
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(and 7 more)
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I’m confused by what you mean, please upload your config for starters.
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It is fixed in the next update, it’s harmless and can be ignored for now.
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- 2 comments
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- #custom prefabs
- #rust custom prefabs
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(and 3 more)
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- Today
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thanks for fast answer here it is UltimateIndustrialFarm.json
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- 158 comments
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- 1
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- #serverpanel
- #info
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- #welcome controller
- #welcome video
- #infopanel mevent
- #welcome panel
- #welcome mevent panel
- #welcome info
- #multi-function info panel
- #server panel
- #menu by mevent
- #menu with info
- #menu gui
- #menu rust
- #rust menu
- #info hud
- #infomenu
- #information
- #best welcome plugin
- #rust welcome
- #welcomer
- #welcome menu
- #welcome ui
- #welcome gui
- #welcome plugin
- #welcome hud
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If you have anything to add, feel free to write in this thread.
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Changed Status from Work in Progress to Not a Bug
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IIIaKa started following Logs Error
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If you have anything to add, feel free to write in this thread.
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Changed Status from Pending to Fixed Changed Fixed In to 0.1.24
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Hello. Do you mean removing the unlock timer for hackable crates? If so, you can remove the unlock timer by setting "Seconds that will be skipped when opening HackableLockedCrate" to 900(or more) in the permission settings(*SERVER*\oxide\data\RealPVE\PermissionConfig.json) for the desired permission. When a player attempts to open a hackable crate, if a value is set for them in the permission settings, the unlock time of such crates will be reduced by the specified number of seconds.
- 121 comments
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- #rust
- #real
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(and 56 more)
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- #pve
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- #solo
- #build
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- #monument
- #monuments
- #loot
- #looting
- #farm
- #newbie
- #custom
- #bar
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- #panel
- #vehicle
- #claim
- #limit
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- #sleeping
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- #permission
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- #economy
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- #town
- #radtown
- #queue
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- #vehicles
- #raidable
- #base
- #bases
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- #raider
- #raiders
- #humannpc
- #event
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- #copy
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- #plugin
- #plugins
- #umod
- #oxide
- #carbon
- #iiiaka
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I tested this by unloading them at Train Yard. From your video, it looks like you're using some plugin that automatically "unloads" the wagons when they spawn, since you were trying to open them outside of that monument. Could you please tell me which plugin you're using? There's a high probability that the issue is on its side and that it doesn't fully unlock those wagons.
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Thank you! I have one more question. When editing Shops/Default.json, I noticed there are both Image and Skin fields. If I enter a Skin ID in the Skin field, the shop usually loads the corresponding image automatically. However, some Skin IDs don't display an image at all. In those cases, I've been using the Image field with a direct image URL instead, and that works fine. Is there a reason why some Skin IDs don't load their images? I'd like to understand what determines whether a Skin ID can be used this way.
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Hello. Are you sure the issue is caused by RealPVE? This plugin doesn't affect unloadable wagons in any way. I tested it on my side, both with and without the plugin, and everything works fine.
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Badmethod started following Announcements
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Badmethod joined the community
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FullNelson changed their profile photo
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Дон Карлеонес joined the community
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BananenMaul changed their profile photo
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Changed Status from Pending to Closed Changed Fixed In to 6.1.4
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TRAP BOX started following Skins Keep removing it self
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josh-z started following Skins Keep removing it self
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my wallpaper skins keep removing after placing a few wallpapers, its just picking random walls to remove, i end up doing walls over and over untill i notice it.