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rustfoxgaming started following Skill Tree
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Xiao Hei started following Zombie Swarm Core
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- 7 comments
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- #ai zombies apocalypse plugin
- #custom npc
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Xiao Hei joined the community
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boricuagta changed their profile photo
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Lizard Gaming Management started following Announcements
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Lizard Gaming Management joined the community
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Hey "Add spawnable Resource/Nature to your configuration. (Default: FALSE)": true, makes me think that setting it to “true” will cause them to be added automatically, but they aren't being added. do I have to add them manually to the configuration list? example /se 3445732195 1 It spawns in my inventory but it won't let me place it, says "entity not enabled" thanks
- 123 comments
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- #spawn everything
- #spawn
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- #vehicle
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- #deployables
- #crates
- #custom entity
- #execute commands
- #casino
- #train casino
- #blackjack machine
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- #base
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Thiago started following Announcements
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Thiago joined the community
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SkillTree has been a great addition to our PvE server. It gives players something extra to work toward and really helps keep the server from getting stale later in the wipe. Our player base has enjoyed the added progression, and it’s definitely helped keep people engaged. Great plugin and well worth adding to your Rust server.
- 1,653 comments
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- #leveling
- #progression
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- Yesterday
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@s8dmm10sa1 heya, you're welcome. I am glad that you guys enjoy it. I can look into your request, but it seems more complicated than it should be. the way the game handles crates: if you are the first to open a crate but leave items then the next person to loot will not be set as the person who looted their items, you will be. anything more than this seems very inefficient due to the requirements of another hook or subscription to a callback
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dasbooch started following Announcements
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dasbooch joined the community
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lee.comerford changed their profile photo
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It would be really cool if there was an option to where when the crates spawn in they stay spawned in until they are unlocked and further events won't start until the prior crates are unlocked. I've used FuZZED's version of this on my servers from day one and the biggest complaint I've got is about them despawning on people trying to claim them. Also if this had GUI Announcement support as well that would be incredible.
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Title: Items in Additional Belt become locked/unusable after respawn with "Restore Upon Death" (Requires moving items to fix) Description: Hi, I encountered an issue when using the Restore Upon Death plugin alongside the Additional Belt plugin. Setup & Permissions: Players have been granted the following permissions: additionalbelt.enabled and additionalbelt.keep. The Issue: When a player dies and respawns, their items are successfully restored to the additional belt slots. However, after toggling/switching to the additional belt, the restored items become "ghost items" or locked. Players cannot equip, use, or take out these items directly from the hotbar. Temp Fix / Workaround: Players must manually open their inventory and drag/move the items to another slot first. Once moved, the items sync properly and can be used normally again. It seems like a inventory syncing or container snapshot issue between the two plugins upon respawn. Could you please look into this and see if a fix or a small delay in restoring items can be implemented? Thank you so much for your help and support!
- 20 comments
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- #additional
- #belt
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yyy joined the community
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Try the latest update
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The "Show button when opening Workbench" option certainly hasn't been working since the way the Workbench opens was changed; previously, there was an intermediate screen rather than the branches opening directly, and the button was displayed on the interface during that intermediate stage. That is why we subsequently set it up to appear via a physical button. I will check if a button can be re-implemented in the CUI in some way.
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I tested this pretty extensively on the latest SimpleStatus build and I haven’t been able to reproduce the stuck purge status. The console message you posted is expected and is only informing you that PurgeFX is using a Rust asset icon, so SimpleStatus falls back to Legacy CUI for that status. It is not an error. I tested: adding/removing the purge status while online removing it while the player is offline timed status expiry while offline reconnecting after the status expired reloading SimpleStatus during the purge reloading the plugin controlling the purge during the purge restoring the status after reload and then clearing it while the player was offline In all of those cases the status was removed correctly and did not reappear after reconnecting. At this point I can’t reproduce an issue in SimpleStatus itself, so this may be related to how PurgeFX is restoring or clearing its purge state in your specific case. The problem probably is not SimpleStatus itself, and may be related to how PurgeFX is restoring or clearing its purge state in your specific case. Can you tell me exactly what happened before the status got stuck? For example, whether the server restarted, PurgeFX/SimpleStatus was reloaded, the purge ended automatically or by command, and which versions of PurgeFX and SimpleStatus you are using. If you have any console logs from around the time the purge ended, send those too
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Wondering if theres a way to set a specific amount of an item that is allowed to spawn per dungeon? Weve got the min/max setup but have come across alot of times itll just have multiple of that item (custom weapons/certain resources/etc) if there a way within the current config to set a max drop rate per dungeon difficulty or is that something that can be added?
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I wanted to preface this by saying THANK YOU for the hard work of keeping this plugin polished and up-to-date. It is by far my servers favorite plugin I've installed. I was wondering if it's possible to make the loot that spawns in the bases have the "Looted by PLAYER" tag? I've had players complain that the guns they loot from these raids don't have tags. Thanks again!
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The_Toasty_Boi joined the community
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Hello! In Schedules, it doesn't allow you to select an end date if it falls in a different month. For example, if you set the start date to September 30th, it won't let you select October 1st as the end date. Thanks!
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Regarding the lag at the end of the event: theoretically, if there are many entities and they are all removed in a single frame, lag could occur—it depends on your configuration, but I can optimize this. As for the issue with an extra crate dropping from the Chinook, I didn't quite understand that part and haven't been able to reproduce the problem.
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Hello. Please try testing it on a clean server with only this plugin installed, as that would help rule out conflicts with other plugins or your server setup. So far, you're the only person who has reported this issue. If it were caused by the plugin itself, I would expect other users to encounter it as well. I tested it both when you first reported the problem and again now, and everything works correctly on my end.
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- 165 comments
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- #serverpanel
- #info
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(and 32 more)
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- #info
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- #server
- #serverinfo
- #welcome
- #welcomeui
- #infopanel
- #server gui
- #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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I ended up pulling the plugin, as the problem was easily replicated. I pulled every other plugin that could have had anything to do with the result, and it was still the same. Thanks for looking at it all the same.
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? Since the update, the status is still active even though the Purge is over. Please help.