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It does not decorate every monument of that type. The number of decorated monuments is controlled in the config. Disable automatic spawning for that monument and set: "Number of monuments that will spawn additionally (Does not depend on the previous two parameters)": 3 or 4, depending on how many decorated Gas Stations, Supermarkets, or Warehouses you want. You need to do this for: halloween_supermarket halloween_gasstation halloween_warehouse
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ProjektEU started following Barrel event
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Rainey started following Barrel event
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Hello, I’d like to ask about the Barrel event: I was informed that when a player destroys a barrel, it doesn't count towards the event. Thank you.
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No, you misunderstood. It is working. For some reason, only the Supermarket, Gas Station, and Warehouse were not updated, and the Halloween decorations shown in your screenshots did not appear on them. Sorry, I just checked again and there are a few of them. However, Halloween decorations were not added to all Gas Stations and Warehouses. Was that intentional?
- Today
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Hi. You need to enable these two options in the config: "Replace the poles with Halloween-themed ones? [true/false]" "Replace roadside junk piles with Halloween-themed ones? [true/false]" Only newly spawned junk piles will be customized. The ones that were already spawned before enabling the option will stay unchanged. If new junk piles spawn, they will already use the Halloween version. You can also configure the customization chance for both poles and junk piles next to these options. By default, it is set to 30%, so roughly every third pole and junk pile will be customized.
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hid333 started following about damage trigger
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Iftebinjan started following about damage trigger
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I would like to report an issue regarding SimplePVE and RustEdit damage/radiation trigger prefabs. On some custom maps, map creators use damage areas, hazardous floors, lava, and similar environmental hazards. Many of these are created using the standard damage trigger prefabs documented on the Facepunch Wiki. For example: Damage Triggers https://wiki.facepunch.com/rust/Volume_Prefabs#damagetriggers Damage Trigger Low Damage Trigger Mid Damage Trigger High Damage Trigger Death Radiation Spheres https://wiki.facepunch.com/rust/Volume_Prefabs#radiationspheres Radiation Low Radiation Med Radiation High These prefabs can also be found in the RustEdit prefab list. The problem is that when SimplePVE is enabled, some of these environmental damage triggers are also blocked by the PVE damage protection. Because of this, custom maps that intentionally use hazardous areas do not behave as expected. For example, a floor or lava area configured with Damage Trigger High may cause no damage at all while SimplePVE is active. Radiation triggers can also be affected depending on how the damage is processed. Would it be possible to officially support these RustEdit environmental triggers? A possible approach would be to detect damage originating from the standard RustEdit/world TriggerHurt / TriggerHurtEx damage volumes, or from prefabs under the standard hurt-trigger prefab path, and allow that environmental damage before applying the normal PVE damage-blocking logic. It would be important that this exception applies only to world/environmental damage, so normal player-vs-player, trap, NPC, turret, and vehicle damage would still continue through the existing SimplePVE rules. In short: Allow standard RustEdit Damage Trigger Low / Mid / High / Death damage Allow normal Radiation Low / Med / High behavior Keep existing SimplePVE PvP protection unchanged Treat these as environmental/world damage rather than PvP damage Some custom maps rely heavily on these standard Facepunch/RustEdit trigger prefabs, so official support would be very helpful. Thank you for your work on SimplePVE and for considering this request.
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Stormo started following Power Lines Updated, but New Monuments Don't Spawn
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Adem started following Power Lines Updated, but New Monuments Don't Spawn
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Gruber started following Power Lines Updated, but New Monuments Don't Spawn
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Hello, as always, it's a great addition, but I'm having some issues. The power line monuments and the junkpiles connected to them were updated successfully. However, none of these monuments seem to appear at all. Is there perhaps something that needs to be configured differently or set up correctly?
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- 2 comments
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- 326 comments
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Mightyrox joined the community
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BarbieBree joined the community
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(08:09:16) | AdvancedItemCrafting was compiled successfully in 1359ms (08:09:16) | [AdvancedItemCrafting] Configuration file AdvancedItemCrafting.json loaded (08:09:16) | [AdvancedItemCrafting] Configuration changes saved to AdvancedItemCrafting.json (08:09:16) | [AdvancedItemCrafting] Configuration file EpicLoot.json found. Loading... (08:09:16) | [AdvancedItemCrafting] Configuration file EpicLoot.json not found. Please fix your setup. (08:09:16) | Unloaded plugin AdvancedItemCrafting v1.0.10 by molokatan EpicLoot.json
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Hi! Unfortunately, this isn’t possible because the blocks are placed on a 1×1×1 meter grid. There’s no guarantee that the bottom of a block will line up with the top of a foundation. I also can’t allow blocks to be placed freely without using the grid, because then player-built structures may not connect correctly if construction was started from different locations.
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That URL works perfectly but the Update Checker says it is not found.... SORRY my screen capture seems to be blanking out the URL but here it is directly from /ucsetup: ALSO I updated Convoy (3.0.4 => 3.0.6) and the the updatechecker still shows the same as below; Convoy is NOT found.
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- 2 comments
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All sorted i was a bit confused thats all Love the plugin
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Awesome happy it is all fixed :)
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{ if (item.skin != 0 && item.position != 0) { BasePlayer player = item.GetOwnerPlayer(); if (player != null) { SendReply(player, "種(カスタム肥料)はプランターの最初の枠(スロット1)にしかセットできません!"); if (!player.inventory.GiveItem(item)) { item.Drop(player.transform.position, Vector3.up); } } else { item.Drop(planter.transform.position + Vector3.up * 0.5f, Vector3.up); } } 取り急ぎこちらを入れて2枠目に入らないようにしました。 上記は暫定でやってみましたが2枠目に入れたらインベントリに戻らずはじかれるだけですがww ご検討していただきありがとうございます。
- 59 comments
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- #rust
- #facepunch
- (and 12 more)
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- 59 comments
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- #rust
- #facepunch
- (and 12 more)
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aidenneal12 changed their profile photo
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getting massive console spams. These are the two types that happen. I have to delete ai, etc. and reload npc spawn for it to stop: I have BetterNPC running, but I turned off all other events that may use NPC Spawn. I do have Raidable Bases on. Server Exception: FSMComponent.BudgetedUpdate NullReferenceException: Object reference not set to an instance of an object. at UnityEngine.Bindings.ThrowHelper.ThrowNullReferenceException (System.Object obj) [0x00018] in <7ef4b7e39e5e4212acadbf6d2e50d7fa>:0 at UnityEngine.Component.get_gameObject () [0x00006] in <7ef4b7e39e5e4212acadbf6d2e50d7fa>:0 at UnityEngine.Component.TryGetComponent[T] (T& component) [0x00001] in <7ef4b7e39e5e4212acadbf6d2e50d7fa>:0 at Rust.Ai.Gen2.SenseComponent.InSameTeam (BaseEntity other) [0x0000e] in <5c6eb1c7ffa24b1ea2180a66bcc56f9e>:0 at Rust.Ai.Gen2.SenseComponent.Tick () [0x000e1] in <5c6eb1c7ffa24b1ea2180a66bcc56f9e>:0 at Rust.Ai.Gen2.FSMComponent+TickFSMWorkQueue.RunJob (Rust.Ai.Gen2.FSMComponent component) [0x00019] in <5c6eb1c7ffa24b1ea2180a66bcc56f9e>:0 at PersistentObjectWorkQueue`1[T].RunList (System.Double maximumMilliseconds) [0x000e2] in <6ee04996b0054ecc84ea5fdda86ca2fe>:0 at ServerMgr.Update () [0x00812] in <5c6eb1c7ffa24b1ea2180a66bcc56f9e>:0 UnityEngine.DebugLogHandler:Internal_LogException_Injected(Exception, IntPtr) UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception, Object) ServerMgr:Update() [2026.08.18 15:59:14] [ERRO] Unhandled error occurred (NullReferenceException: Object reference not set to an instance of an object.) at UnityEngine.Bindings.ThrowHelper.ThrowNullReferenceException (System.Object obj) (at <7ef4b7e39e5e4212acadbf6d2e50d7fa>:0) at UnityEngine.Component.GetComponentFastPath (System.Type type, System.IntPtr oneFurtherThanResultValue) (at <7ef4b7e39e5e4212acadbf6d2e50d7fa>:0) at UnityEngine.Component.GetComponent[T] () (at <7ef4b7e39e5e4212acadbf6d2e50d7fa>:0) at Rust.Ai.Gen2.SenseComponent.InSameTeam (BaseEntity other) (at <010595c14c5944699d0962442bdb66da>:0) at Rust.Ai.Gen2.SenseComponent.Tick () (at <010595c14c5944699d0962442bdb66da>:0) at Rust.Ai.Gen2.FSMComponent+TickFSMWorkQueue.RunJob (Rust.Ai.Gen2.FSMComponent component) (at <010595c14c5944699d0962442bdb66da>:0) at PersistentObjectWorkQueue`1[T].RunList (System.Double maximumMilliseconds) (at <1de78670e1f94545b77fbdaddfb9e952>:0) at ServerMgr.Update () (at <010595c14c5944699d0962442bdb66da>:0) at UnityEngine.Debug:LogException(Exception, Object) at ServerMgr:Update()
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when i call in panimal cow bull calf any new animal it says not found went thru the entire config file and animals are loaded. re-downloaded and installed again no change oops sorry forgot to check permission s did not think this plugin used permission i am sorry plugin works fine you can close this
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Version 1.0.0
5 downloads
Livestock Purchase Limit adds configurable purchase cooldowns to the Large Barn vendor NPC for calves and lambs, with separate cooldowns for male and female animals. Players with permissions can benefit from reduced cooldown times through configurable permission based multipliers. Config: { "Time format": "hh\\:mm\\:ss", "Lamb": { "Female (seconds)": 300.0, "Male (seconds)": 600.0 }, "Calf": { "Female (seconds)": 300.0, "Male (seconds)": 600.0 }, "Cooldown multiplier by permission": { "livestockpurchaselimit.vip": 0.5 } } Lamb & Calf: Allows you to configure separate purchase cooldown times for male and female animals. Cooldown multiplier by permission: Allows you to configure reduced cooldown times for players with specific permissions (ex: VIP). The multiplier is applied to the base cooldown configured for each animal. For example, a multiplier of 0.5 reduces the cooldown by 50%. Lang: { "Prefix": "<color=#813659>[Livestock Purchase Limit]</color>", "Cooldown": "You can buy another {0} in {1}.", "LambF": "Female Lamb", "LambM": "Male Lamb", "CalfF": "Female Calf", "CalfM": "Male Calf" }$4.99- 2 comments
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I'm randomply getting this spamming my console. Seems to be when a plugin loads an NPC or tries to delete one. I did message RaidableBases team as well as it seems it's some sort of conflict with them, but wanted to see if anyone has seen this before. Thanks! Server Exception: FSMComponent.BudgetedUpdate NullReferenceException: Object reference not set to an instance of an object. at UnityEngine.Bindings.ThrowHelper.ThrowNullReferenceException (System.Object obj) [0x00018] in <7ef4b7e39e5e4212acadbf6d2e50d7fa>:0 at UnityEngine.Component.get_gameObject () [0x00006] in <7ef4b7e39e5e4212acadbf6d2e50d7fa>:0 at UnityEngine.Component.TryGetComponent[T] (T& component) [0x00001] in <7ef4b7e39e5e4212acadbf6d2e50d7fa>:0 at Rust.Ai.Gen2.SenseComponent.InSameTeam (BaseEntity other) [0x0000e] in <5c6eb1c7ffa24b1ea2180a66bcc56f9e>:0 at Rust.Ai.Gen2.SenseComponent.Tick () [0x000e1] in <5c6eb1c7ffa24b1ea2180a66bcc56f9e>:0 at Rust.Ai.Gen2.FSMComponent+TickFSMWorkQueue.RunJob (Rust.Ai.Gen2.FSMComponent component) [0x00019] in <5c6eb1c7ffa24b1ea2180a66bcc56f9e>:0 at PersistentObjectWorkQueue`1[T].RunList (System.Double maximumMilliseconds) [0x000e2] in <6ee04996b0054ecc84ea5fdda86ca2fe>:0 at ServerMgr.Update () [0x00812] in <5c6eb1c7ffa24b1ea2180a66bcc56f9e>:0 UnityEngine.DebugLogHandler:Internal_LogException_Injected(Exception, IntPtr) UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception, Object) ServerMgr:Update()
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Great plugin but needs a lot of work to make it usable... I will open by saying this is a full featured plugin that can really offer some great extra challenge to low pop or PVE styled servers by populating the map with challenging NPCs however, there are issues and out of the box it is far from good and should IMHO offer a couple of different preset packages... The Good So it uses the NPC Spawn system to generate endlessly styled NPCs at all monuments and events with the option to replace existing NPCs. I ahve tested a few NPC plugins and this one by far is the better one mostly because it doesn't just drop NPCs around the edge of a monument, it has spawn locations within rooms, atop of roofs and even snipers in towers. NPCs may charge you, they may respond to sound so several may rush you and with such variety of presets for the weapons and behaviours, they may throw grenades, flash banks, smoke bombs or even attack you in your base with explosives and rockets if you try hide. Each NPC can be fine tuned using the preset files to adjust how the behave, what weapons they carry, if they can heal themselves, how fast they move and even if they can attach other NPCs or animals around them. The Not So Good Out of the box every NPC is armed with a gun making it impossible to get to ANY monument to get basics when starting including mining outposts, gas stations and supermarkets. Additionally, all NPCs are ramped up in run speed that when they rush you often you are just dead since you cannot run and cannot reload fast enough to take out more than 1 at a time. Accuracy is also far too dialled up with snipers having silencers and hitting you from a mile away. It takes a LOT of adjustment and on my server I removed all guns from roaming NPCs, ones stationed at the basic monuments like mining outpost, supermarket, gas station and electrical sub stations so starter players can find at least something before being killed. It is also needed to tune most of the NPCs run speed down to 5 or 4 instead of hte preset 7.5-10 as that is just stupid. Increasing the Aimcone to about 2.5 for most NPCs makes them less accurate and so easier to fight in numbers. All of this has to be done or the challenge is just frustrating as all hell. Another issue I find is the cargo ship no matter how I try the NPCs I replace on there are usually useless and easier to take out than the default ones. I filled cargo with heavy scientists and other NPCs and most of them will not engage you if you are not right up close to the ship. Heavies will engage if you give them a chaingun and snipers will engage but I add in a mix of extras and keep the originals as I find the original NPCs often function far better than these ones which seem to have a simple program of attack player by running directly at them, that is it. So it's a neat plugin that can add value but does have its weaknesses
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- 59 comments
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- #rust
- #facepunch
- (and 12 more)
