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heya, ya you were missing the quotes in your commands. they're necessary as the profiles contain spaces in the filenames. you can always copy my command and change the bases at the end instead, but if you don't have the quotes then it will do as you said and write them into whatever file you specify, which would have been hard, expert and nightmare when no quotes are specified curly quotes are not supported though. it needs to use straight quotes like in the above commands
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UPDATED [Fix] - Game balance changes. - Fixed a bug where items inside fish traps were being deleted. - Fixed a bug where fish traps with more than 100 HP were reset to 100 upon server startup. [Add] - Implemented a floating UI that displays status without accessing fish cages or fish traps as a new technology feature test. (Default False) ZoneManager is required to use this feature. It may also cause performance degradation.
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Remove corpse after death option not working
SlayersRust replied to SlayersRust's Support Report in Support
Legend thanks so much! I’ll try this out tomorrow -
Yazoo riina started following Barry_Allenn
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Remove corpse after death option not working
Yac Vaguer replied to SlayersRust's Support Report in Support
Hey @SlayersRust thank you for the input, i added in the Zombie configuration health and Damage scale, sadly I cannot add Remove Corpse for Zombies. The RemoveCorspe config key is also usable in the rest of the NPC (The one from NpcSpawn) Let me know "Zombies": { "Amount of Zombies to spawn": 10, "Health per zombie [default 150]": 150.0, "Damage scale multiplier [1.0 = vanilla]": 1.0 }, -
Remove corpse after death option not working
Yac Vaguer replied to SlayersRust's Support Report in Support
Changed Status from Pending to Fixed Changed Fixed In to 1.4.2 -
dFxGainwarD started following Small fix
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Fix: Replace: if (showForOwners && tc != null && tc.IsAuthed(basePlayer) && tc.IsProtected) { if (tc.HasFreeProtection) { PLUGIN.SimpleStatus.CallHook("SetStatus", basePlayer.UserId(), ID_STATUS, poptime); SetProtectionStatusTextPreference(basePlayer, tc, popup); return true; } else if (!popup) { var duration = (int)Math.Floor(tc.HoursOfProtection * 3600); PLUGIN.SimpleStatus.CallHook("SetStatus", basePlayer.UserId(), ID_STATUS, popup ? poptime : duration); SetProtectionStatusTextPreference(basePlayer, tc, popup); return duration > 0; } else { PLUGIN.SimpleStatus.CallHook("SetStatus", basePlayer.UserId(), ID_VISITOR, poptime); PLUGIN.SimpleStatus.CallHook("SetStatusText", basePlayer.UserId(), ID_VISITOR, $"{tc.CurrentProtectionPercent}%"); return true; } } to: if (showForOwners && tc != null && tc.IsAuthed(basePlayer) && tc.IsProtected) { if (tc.HasFreeProtection) { PLUGIN.SimpleStatus.CallHook("SetStatus", basePlayer.UserId(), ID_VISITOR, 0); PLUGIN.SimpleStatus.CallHook("SetStatus", basePlayer.UserId(), ID_STATUS, poptime); SetProtectionStatusTextPreference(basePlayer, tc, popup); return true; } else if (!popup) { var duration = (int)Math.Floor(tc.HoursOfProtection * 3600); PLUGIN.SimpleStatus.CallHook("SetStatus", basePlayer.UserId(), ID_VISITOR, 0); PLUGIN.SimpleStatus.CallHook("SetStatus", basePlayer.UserId(), ID_STATUS, popup ? poptime : duration); SetProtectionStatusTextPreference(basePlayer, tc, popup); return duration > 0; } else { PLUGIN.SimpleStatus.CallHook("SetStatus", basePlayer.UserId(), ID_STATUS, 0); PLUGIN.SimpleStatus.CallHook("SetStatus", basePlayer.UserId(), ID_VISITOR, poptime); PLUGIN.SimpleStatus.CallHook("SetStatusText", basePlayer.UserId(), ID_VISITOR, $"{tc.CurrentProtectionPercent}%"); return true; } } Replace: else if (showForNonOwners && tc != null && !tc.IsAuthed(basePlayer) && tc.IsProtected) { PLUGIN.SimpleStatus.CallHook("SetStatus", basePlayer.UserId(), ID_VISITOR, poptime); PLUGIN.SimpleStatus.CallHook("SetStatusText", basePlayer.UserId(), ID_VISITOR, $"{tc.CurrentProtectionPercent}%"); return true; } to: else if (showForNonOwners && tc != null && !tc.IsAuthed(basePlayer) && tc.IsProtected) { PLUGIN.SimpleStatus.CallHook("SetStatus", basePlayer.UserId(), ID_STATUS, 0); PLUGIN.SimpleStatus.CallHook("SetStatus", basePlayer.UserId(), ID_VISITOR, poptime); PLUGIN.SimpleStatus.CallHook("SetStatusText", basePlayer.UserId(), ID_VISITOR, $"{tc.CurrentProtectionPercent}%"); return true; } Add: public static HashSet<ulong> PlayersViewingOverlay = new HashSet<ulong>(); after: public static HashSet<ulong> PlayersViewingInfoPanel = new HashSet<ulong>(); Replace: [Command("tc.info.close")] private void TcInfoClose(IPlayer player, string command, string[] args) { var basePlayer = player.Object as BasePlayer; if (IsNull(basePlayer)) return; CloseInfoPanel(basePlayer); } to: [Command("tc.info.close")] private void TcInfoClose(IPlayer player, string command, string[] args) { var basePlayer = player.Object as BasePlayer; if (IsNull(basePlayer)) return; PlayersViewingInfoPanel.Remove(basePlayer.userID); CloseInfoPanel(basePlayer); } Replace: private void ShowInfoPanel(BasePlayer basePlayer, ProtectedEntity tc, int page = 0) { var container = new CuiElementContainer(); to: private void ShowInfoPanel(BasePlayer basePlayer, ProtectedEntity tc, int page = 0) { PlayersViewingInfoPanel.Add(basePlayer.userID); PlayersViewingOverlay.Remove(basePlayer.UserId()); var container = new CuiElementContainer(); Replace: private void ShowProtectionStatusOverlayTabs(BasePlayer basePlayer, ProtectedEntity tc, int page = 0) { CuiElementContainer container = new CuiElementContainer(); to: private void ShowProtectionStatusOverlayTabs(BasePlayer basePlayer, ProtectedEntity tc, int page = 0) { if (PlayersViewingInfoPanel.Contains(basePlayer.userID)) return; CuiElementContainer container = new CuiElementContainer(); Replace: private void ShowProtectionStatusOverlay(BasePlayer basePlayer, ProtectedEntity tc) { CuiElementContainer container = new CuiElementContainer(); to: private void ShowProtectionStatusOverlay(BasePlayer basePlayer, ProtectedEntity tc) { if (PlayersViewingInfoPanel.Contains(basePlayer.userID)) return; CuiElementContainer container = new CuiElementContainer();
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Some bugs with AdvancedStatus compatibility
dFxPhoeniX replied to dFxPhoeniX's Support Report in Support
Hey, I made a patched version on my side and attached the file here. Changes included: - Improved AdvancedStatus integration - Fixed several issues with status syncing when AdvancedStatus is installed - Fixed background, icon, and icon color not updating correctly with AdvancedStatus - Fixed statuses not properly hiding/showing with the toggle command when AdvancedStatus is installed - Fixed status refresh issues after sleep/wake SimpleStatus.cs - Today
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Tarbango started following Announcements
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Neil7685 started following Roaming NPCs
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Tarbango joined the community
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- 31 comments
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Snake started following Ultimate Leaderboard (+WEB Editor)
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MARKUS started following Scaled Collectables
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lucaheftig started following Announcements
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lucaheftig joined the community
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The Real Butter started following Item Perks
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Could we get a List of items that cannot drop/looted enhanced. So Listed items will not be in the pool to drop enhanced, but can be enhanced with kits. I want no guns to drop enhanced, IDC if they are enhanced after. I'm using: "Use Rust's default loot profile? [true: Will only give items that the container could provide]": true, But Guns are meant to very rare on my server and they drop way to much with this. turning it off makes it worse. Thanks in advance.
- 205 comments
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- #items
- #enhancement
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(and 6 more)
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im not sure if this is a me issue or not. but when i went in and added bases to hard expert and night mare with rb.config add “Hard Bases” raidhard1 raidhard2 raidhard3 rb.config add “Expert Bases” raidexpert1 raidexpert2 raidexpert3 rb.config add “Nightmare Bases” raidnightmare raidnightmare2 raidnightmare3 it created a different file "hard "expert "nightmare and it did not load them into the default files. which isn't a huge issue i was able to figure out just to change the default names in the files over to the file names in copy and paste. my question is did i type something wrong or is this normal. also is there an easy way to address this and combine these files so i don't have to manually add these for future bases added in
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Hi, I just purchased the plugin, and after my first test with 15 players participating in the event, I’ve received two feedbacks from players that would be worth looking into: - Some players get stuck in trees when they respawn. They have to kill themselves using F1 or have an admin pull them out to continue participating in the event. - In my case, the death feed overlaps with the server HUD, so players can’t see it correctly. It would be a good addition if we could change its position via a settings option. Thanks, and great work on the plugin
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Hello. We have confirmed several bugs that have been causing fish trap items to be deleted since a few days ago. We plan to update the game by tomorrow.
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Changed Status from Work in Progress to Closed
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Fastik_salatik joined the community
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Hello, regarding putting fish bait into the fish trap If two people open the fish trap at the same time, the bait will disappear.
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- 2 comments
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- #simplekits simple kits
- #tryhard
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(and 34 more)
Tagged with:
- #simplekits simple kits
- #tryhard
- #tryhard kits
- #kits by tryhard
- #performance
- #light
- #performant
- #amounts
- #rust servers kits
- #kits with menu
- #kits rust
- #in-game management kits
- #kits with editor
- #rust kits plugin
- #kits rust plugin
- #rust kits
- #sets
- #kits umod
- #rustkits
- #kits plugin
- #kit
- #kiticon
- #kits ui
- #kits tryhard
- #kitsui
- #item kits
- #customizable kits
- #cooldowns
- #kits in menu
- #kits
- #kit cooldowns
- #items
- #server management kits
- #set
- #rust plugin for kits
- #rust kit plugin
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argkarring changed their profile photo
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Nemesis Rust changed their profile photo
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Workshop Community Skins Pack for XSkinMenu | .json version
Monster commented on Monster's file in Customizations
- 5 comments
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- 1
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- #xskinmenu
- #skin
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(and 8 more)
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Below in the images you can see the loot table called Oxums_1 ... But when i add it to NPC for example Mechanic at Oxums gas station the npc drops 0 loot when killed..
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chuck norris changed their profile photo
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Issue with wallpapers removing on outside of bases
SlayersRust replied to SlayersRust's Support Report in Support
We are having trouble recreating the bug at all right now trying all ways possible. Its very unusual we will keep testing and recording any findings but we could not recreate the bug in any way today yet. With Vanilla wallpapers, Wallpaperplanner etc. Will keep testing -
Issue with wallpapers removing on outside of bases
RobJ replied to SlayersRust's Support Report in Support
Trying a few more times I still can't get the wallpapers to disappear, but I don't own the plugin paraglider so I cannot fully help. However, I do find without paraglider I can't replicate the issue, so it would suggest there could be an issue on the other side. could you use vanilla wallpapers without opening my ui just apply them with the default wallpaper tool, face punch his way, and then paraglide into that building and let me know if they disappear. -
Plug in DOES NOT WORK!? I make a custom loot table name it Oxums .. i reload lootmanager, i go to an npc or a box and type /lmfill Oxums .. it says NOT FOUND? I add prefab loot table Oxums to an npc via /preset and it does NOT WORK ... Took 3 months off server hosting and i come back to this.. What the hell is going on? Please Adem PLEASE... How does this Plug in not work.. Now i have to go buy another plug and waste more money on alpha loot etc???
- 79 comments
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- #loot
- #lootmanager
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(and 2 more)
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Konnte ich bisher keine finden.
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Workshop Community Skins Pack for XSkinMenu | .json version
chuck norris commented on Monster's file in Customizations
- 5 comments
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- 1
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- #xskinmenu
- #skin
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Hello, so I´m pretty new to editing the config of Plugins. First Question: Can I edit the ingretients of a meal or add my own meals? Because I tried to add 2 own meals and then the plugin won´t work anymore Second Question: Can I edit the gather Source from Ingrediens? We don´t have any Dessert Trees on our Map so we won´t get any Pineapples and we would like to add it to the Pumpkins.
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- 1,146 comments
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- #loot
- #customloot
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