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Please tell me, is it possible to limit the experience gained when cutting animals with a chainsaw?
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flouONEs started following Gravel Pit | Custom Map | 4000 | FREE
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BenDer started following Loot Table & Stacksize GUI
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@The_Kiiiing When the speed setting is activated on the recycler, they start running regardless of whether the power station is on or off. Can this be fixed? I also have a question: is there a way to apply multipliers globally to all boxes? For example, setting a 2x multiplier for scrap across the board, so I don't have to enter "2x" for each individual box—the same applying to other items. Thank you, have a nice day)
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Cannon丶 started following I just bought it and now it’s on sale. I feel so upset.
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Adem started following I just bought it and now it’s on sale. I feel so upset.
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Gruber started following I just bought it and now it’s on sale. I feel so upset.
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The price went down right after my purchase. I’m quite disappointed.
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I ask because they are plugins that depend on NPC spawn, and I was quite lost with that, but it's all sorted out now—thanks for asking.
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aimacak started following Npc Location
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Hello, the logs indicate that you have incorrect NPC positions, they cannot move in them. Have you checked your event configurations? Why do you think NpcSpawn is the problem if the error points to one of your events?
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Mr. Wilder Wilderness started following Heavy Excavator Event
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devnull started following Raid Time Manager
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It doesn't allow selecting the following month as the end date in Schedules
Iftebinjan replied to ChisSpito's Support Report in Support
@ChisSpito @wayofthepixel I added a beta version, which you can use now. Let me know if you have any issues or bugs. -
PURIN changed their profile photo
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TatuTatu joined the community
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Airpex changed their profile photo
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Hi, I'm struggling with the automatic PVP + raid times. For testing purposes it should run as PVE, and automatically switch daily from 7 PM to 10 PM to PVP + RAID allowed, and then afterwards switch back to PVE and no-raid. But that's not working. I also set up a schedule for just the last 24 hours before wipe. Whether that works I can't even tell I'm sure I'm making a mistake in how to operate it. https://i.postimg.cc/v8HSGMmc/20260927214135-1.jpg
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Sometimes the Bounties spawn in the cliffside terrain
Wrecks replied to SlayersRust's Support Report in Support
I can make the terrain check more strict -
zs2art changed their profile photo
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We’ve been running this map for two weeks now and have had zero complaints. There are plenty of large, flat areas perfect for big player bases, and the ring road around the map works amazingly well for Convoy & Train events. There are also several unique build spots, and a lot of players have already built on top of the hand. Overall, the map has been a great fit for our server. I would 100% recommend any of Litum's maps
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Changed Status from Pending to Fixed Changed Fixed In to 1.1.4
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Hello, I pushed a change in 1.1.4 that I'm hoping will address this. There was a problem with a change in my last update that was causing some locations to be treated as invalid which was incorrect. You should no longer see that message in the latest version. Please let me know if you have any trouble after trying that.
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Bought wrong plugin on wrong site, need a refund
Cahnu replied to FandangoChristmas's Support Report in Support
Changed Status from Pending to Not a Bug -
xjumbo22x changed their profile photo
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Hello, actually NpcSpawn, which uses the BossMonster plugin, does nothing with these bags, it just removes the corpse of the npc, Rust does everything else. This has already been discussed, perhaps sometime later, when some functionality of bags is added, this moment can also be played, but it may not be... It's important that you understand what I mean correctly. But out of my interest, I ask if you know how to accurately reproduce this situation?
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Hello, its already in roadmap. You can using my fix before official release. internal void SpawnCargoCrate(LootContainer crate) { if (Cargo == null || crate.GetParentEntity() != Cargo) return; if (crate is HackableLockedCrate hackCrate) { if (HackCrates.ContainsKey(hackCrate)) return; SetHackCrate(hackCrate, _config.CargoHackCrates); } else { if (Crates.ContainsKey(crate)) return; SetCrate(crate, _config.CargoCrates.FirstOrDefault(x => x.Prefab == crate.PrefabName)); } //if (_ins.ActivePveMode) _ins.PveMode.Call("EventAddCrates", _ins.Name, new HashSet<ulong> { crate.net.ID.Value }); if (_ins.ActivePveMode) { _ins.PveMode.Call("EventAddCrates", _ins.Name, new HashSet<ulong> { crate.net.ID.Value }); } crate.EnableSaving(false); }
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The water issue is a bug; I’ll try to fix it in the next few days by replacing the water prefab. As for the wind, you need to run into it.
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Mezobciek changed their profile photo
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Hey, if plugin compiles and work properly after you run reload command it means there's nothing wrong with plugin itself. This sounds more like specific issue related to your server and there's not much I can do without having access to it. Perhaps if you could post full console log from startup it would give me more insight but that's about it. Easiest solution to this issue would be to schedule command on server restart to reload plugin for you. I can help you with that if you want.
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Well, that is odd. Let me ask around to see what would be causing that. I suspect it might be plugin-related. Do you use Bot Respawn?
