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  2. Hi, the custom build spot in W24 is not accessible; the entrance is visible but it looks as though it is slightly below ground level, which is preventing entry, so could this please be checked and adjusted so it can be accessed properly?
  3. Make sure you have version 1.0.13. It fixed the issue.
  4. imthenewguy

    Question on tiers

    The tiers just represent the upper and lower values that the item can spawn with. For example: C tier: 10-20% B tier: 21-25% A tier: 26-30% S tier: 31-35% The numbers next to the letter is the actual buff value. For example if it says 0.5, it means 50%.
  5. SyNFuLLj

    Console Spam

    Some reason this has started spamming my console. Any idea? Thanks Failed to call internal hook 'OnEntityTakeDamage' on plugin 'MonumentEvents v1.1.7' [952055589] (Object reference not set to an instance of an object.) at bool Oxide.Plugins.MonumentEvents+MonumentEvent.IsEventNpc(ScientistNPC npc) in /home/container/carbon/plugins/MonumentEvents.cs:line 4181 at void Oxide.Plugins.MonumentEvents.OnEntityTakeDamage(ScientistNPC npc, HitInfo hitInfo) in /home/container/carbon/plugins/MonumentEvents.cs:line 4849 at object Oxide.Plugins.MonumentEvents.InternalCallHook(uint hook, object[] args) in MonumentEvents.cs/Internal:line 350
  6. SlayersRust

    Disappearing rugs

    I don't know if it was instantly after the restart. But sounds like he noticed after an hour I'll ask him to test again
  7. idk, all I can suggest is just unloading everything then loading BotReSpawn on its own and testing. If there's no problem, then some plugin is governing the damage.
  8. Tage2

    Npc Spawn

    As loot manager is reverting to the old format and then will go away, do we use the current version of loot manager or the nov 3rd version that was before the loot manager changes that are apparently disliked and the cause of the plugin being discontinued???
  9. ALiEN JiM

    Dungeon Events

    After a recent update, the custom NPC names defined in my config are no longer being applied. All dungeon NPC variants are now spawning with the default name “Scientist.” The config entries appear correct, but they are not being respected in-game.
  10. Changed Status from Pending to Closed
  11. ah, no worries. have fun
  12. nivex

    Raidable Bases

    thanks @Agricola, the line number varies based on the number of bases in the profile
  13. Yesterday
  14. Vergbergler

    Player error / Diconnect

    Apologies for the late response. I attempted to debug the issue, but wasn't able to finish before I was relocated out of country. I couldn't remote into my machine due to the lack of Google services. I have informed WhiteThunder (the developer of ItemRetriever) of the issue and linked your fix so he has an easy time looking into the issue. You can see my post here to WhiteThunder: https://umod.org/community/item-retriever/57739-player-disconnect?page=1#post-2 Since this fix is contained within ItemRetriever, we should wait for him to update it or respond. Thank you.
  15. Tage2

    Npc Spawn

    The new version just says "mandatory update" -- there's usually a breakdown of what that means? What is "mandatory" this time?
  16. I will. thx anyway.
  17. maybe, maybe. I am not complaining here, if i get back here this means i have checked and need some help. maybe you cant help. Sorry for asking you to do so.
  18. Duff

    Disappearing rugs

    its good information for sure, can you confirm if this happends after a server restart? you mention "being there an hour after reset but then gone" To me it sounds like After a server restart then the rug will disappear?
  19. Silent Creations

    Metropolis

    Yes thank you in will adjust that appreciate the feedback back sir
  20. Laimin

    Add new bots!!!!!

    Almost a month has passed, but not all the deep sea content has been added to the plugin. I haven't seen a single bot in this configurator yet!
  21. SlayersRust

    Disappearing rugs

    The player tested again and reported this. I know it prob doesn't help much. But the issue seems to only happen when the rug is placed hanging off of a triangle floor "oh yeah its only on a the triangle floor, that this is happening on, the foundation ones ive placed are still there. where as the ones on the raised floors disappear. i though ahead about this and placed a few others in different spots and square floors and foundations had no issues, and triangle foundations where also ok, just the hanging triangle floor rug sees to be the issue with removing. It seems to be a 48 hours from when i placed it. being there an hour after reset but then gone."
  22. Changed Status from Pending to No Response
  23. HunterZ

    Plugin not working

    Changed Status from Pending to No Response
  24. Changed Status from Pending to No Response
  25. Changed Status from Pending to No Response
  26. LosGranada

    Startup Probleme

    Changed Status from Pending to Not a Bug Changed Fixed In to 6.0.0
  27. Somescrub

    Repairable Flag issues

    This may be more of an issue with customitemdefinitions, but I am surfacing it here first since it affects items created via this plugin. While testing custom wearable items created via CustomItemManager + CustomItemDefinitions, I found a consistent behavior difference based on the custom definition’s Repairable flag: If a custom wearable is defined with Repairable=true, when condition reaches 0 it behaves like normal Rust clothing: it remains equipped and shows as broken (red exclamation), rather than disappearing. If the same item is defined with Repairable=false, once condition reaches 0 it is removed from the wear container (appears to “poof” rather than remain broken). In our case, this removal could also coincide with other worn items being displaced/disappearing when stacking/combination plugins were present (likely due to wear/equip refresh events firing at the same moment). For reference, this was occurring when I also had custom clothing combinations loaded - though the issue only surfaces when toggling the repairable flag in CIM. In CustomItemDefinitions, definition.repairable is applied directly to the underlying ItemDefinition.condition.repairable, so this is not just “can’t repair at a bench” — it seems to change runtime condition behavior. Workaround: For any custom item intended to be worn and allowed to reach 0 condition without vanishing, Repairable=true must be set (even if actual repair is undesired). I didn't really want these items repairable, but unless I have them set to true they end up vanishing (and taking other worn items with them) when reaching 0 durability.
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