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after killing- spawning infinite dropped nodes
MatthiasBM replied to MatthiasBM's Support Report in Support
ill try that Thanks -
SavageBuilder started following Nnertz
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after killing- spawning infinite dropped nodes
Meowhuh replied to MatthiasBM's Support Report in Support
Hey! I've tested this myself, and the small nodes aren't pickupable on my end. They're only meant to be decorative, and everything seems to be working correctly in my tests. It's possible another plugin on your server is interfering with the pickup behavior. There's also already an option in the config called "Time before golem debris disappears (seconds)". You can try setting it to 0, which should remove the golem's remains immediately after death, leaving only the normal mineable ore nodes and loot crate. Could you give that a try and let me know if it fixes the issue? -
Yeah cheers, I understand some of the isues are in how Rust handles the changes live so it is more understanding how the sliders work really as some changes are instant and some appear to do nothing at all. I didn't think the preset I sent would replicate the issue, seems it's triggered by a certain adjustment of parameters and the only way to clear it is to delete and start the preset over again or reset every parameter back to 0. I've managed to create most of the weather presets I want anyway so I shouldn't really need to mes with the configurator much now other than to tweak night settings
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Yeah for the most part they do ignore them however when I have done a sweeping check I note one is showing up red with heading that is attacking a "Heavy NPC" and when I visually check I will see a BetterNPC standing idle while a RoamingNPC is attacking him. I am unsure what triggers this to occur as watchingg them for the most part they never attack or notice any BetterNPCs however maybe if a BetterNPC is triggered to attack an animal that may trigger the RoamingNPC to trigger an attack. Ideally i'd like the option to have the BetterNPCs attack the RoamingNPCs since the aim of roaming NPC is to appear like a player but that kind of falls apart when they enter a NPC covered monument and attract no attacks. An option to attack/ignore would be great or at least to take on damage if they are attacked by a BetterNPC like they do when attacked by a Vanilla NPC
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roamedoffwipe changed their profile photo
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Hey, no sound file ships with the zip, so the worm uses the vanilla roar until you set one. The clip I tested in game is free to use (CC0): https://freesound.org/s/320345/ (a free Freesound account is needed to download it). 1. Convert it to .ogg (Audacity: File > Export > Ogg Vorbis) and name it dino_roar.ogg. 2. Put it in oxide/data/ScrapWorm/sounds/ (Carbon: carbon/data/ScrapWorm/sounds/). 3. In the config set "RoarSound": "dino_roar" and "RoarSoundPeak": 2.95, then reload the plugin. SoundRadius (default 150) sets how far away players hear it. It needs CrashExtensions 1.12.16 or newer loaded, the same update that fixed your compile error.
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Unreliable Translation — Refund Request
Brostrodamus replied to Brostrodamus's Support Report in Support
I will post my response both here and on discord for tracking purposes. I'm reaching out regarding the Translate System plugin. It appears there is a cap on how many translations the system can do in any given day. I downloaded this plugin in hopes I could bridge the gap between players speaking different languages. By the time the non-english speakers get online, the plugin has stopped working due to many of the false translations and there is typically an error message in the RCON about reaching a limit. I was under the impression this plugin would auto translate everything 24/7. It has not been working this way. If there is no way to have it up and working 24/7, I would like a refund as this is the only reason I purchased it. -
graham started following Problem with stacking
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shady14u started following Problem with stacking
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Amino started following Problem with stacking
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Hello tis plugin has a weird problem where items saved in loadouts do not stack with identical items in storage boxes or inventory im using stacksize controller as well as this plugin if that helps?
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i see whats happening one moment im fixing it in this coming update where im adding more damage control for what hurts him
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after killing- spawning infinite dropped nodes
MatthiasBM replied to MatthiasBM's Support Report in Support
they are just pickup able in general i would just remove them from the pile at end of golem death or find a way to actually stop them being pickupable, if u mine the nodes around they become visible and collectable -
Hi! The plugin is working fine for other customers, so I'm sorry to hear you're experiencing issues with it. Could you please DM me on Discord and provide more details about the problems you're having? I'd be happy to investigate and help you get everything working properly! My Discord username: meowhuh43
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Thank you very much One question: did you include a suitable sound for the new feature? If not, do you have one that you could provide?
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Hey, got it now, you mean the big territory circle. Right now the HUD follows the worm itself, so there's no setting that ties it exactly to that circle. Setting HealthBarRadius to the same value as TerritoryRadius (default 300) gets close for now. Thanks for the idea, it's noted for a next update.
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I hope you understood what I meant It should be static, featuring the large orange and red circles. The smaller circle toward the center is just there to show one's position within the larger circle. The HUD itself should be anchored to the large circle—appearing when you enter it, and disappearing when you leave.
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Muffin_Crumble started following Door Frames
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- 43 comments
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- #floorstack
- #floorframe
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Thanks for the feedback. Unfortunately, you misunderstood me; I was referring to the large circle—specifically, linking the HUD to the large red and orange circle.
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Patrols.json
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hid333 started following LIVESTOCK option
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Iftebinjan started following LIVESTOCK option
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The "LIVESTOCK" option cannot be changed. Is this intended behavior? Additionally, I am encountering an issue—which has occurred previously—where specifying zone IDs under "Exclude Zone IDs From Rules" does not seem to take effect. Do you have any insights into why this might be happening? Specifically, I have a boss spawned within a designated zone (using the plugin found here: https://codefling.com/plugins/boss-scorpion), but the homing missiles fired at the helicopter the player is piloting are having their damage reduced. If I disable "SimplePVE," the damage registers correctly.
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Yes, but would it be possible to have it automatically repair players' bases when they enable "auto repair"—perhaps by adding a new option?
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hid333 started following Missiles are not fired at mini-helis or scrap helis.
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Razor started following Missiles are not fired at mini-helis or scrap helis.
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Mini-helicopters and scrap helicopters are not targeted by homing missiles. Although a lock-on sound will play, no missile is actually fired.
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Any progress here?
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Black Cobra RO started following War Mode PVP/PVE
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I purchased this plugin to help our international players communicate with each other and make the server more welcoming. While it worked initially, it has been unreliable and seems to be down more often than it works. I expected the plugin to perform its advertised function consistently. Unfortunately, that hasn’t been my experience, so I’m requesting a refund.
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Even with your config, I can't reproduce the issue. I could simply disable picking up this crate. Would that solution work for you?
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wd-40 changed their profile photo
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Сейки joined the community
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Hey, that error means the server is still running an older CrashExtensions. Stop the server, overwrite Oxide.Ext.CrashExtensions.dll with the one from the update zip (RustDedicated_Data/Managed on Oxide, carbon/extensions on Carbon), then start it again. If your host doesn't allow DLL uploads, use CrashExtInstaller.cs from the zip and run crashext.install instead. For the HUD, set HealthBarRadius to the same value as SurfaceMarkerRadius (default 60) in the config. The HUD and the red circle share the same center, so it will show when you enter the circle and hide when you leave it.
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And one more thing that’s missing: the Scrapworm’s HUD should be tied to the circle—meaning that when you enter the red circle, the HUD appears, and when you leave the circle, it disappears. That would be much better!