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- Past hour
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NOt sure how it got changed but TYVM Im a Dumass NOOB
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Tons of console errors while doing event
SlayersRust replied to SlayersRust's Support Report in Support
No more errors now thanks for the quick update you are the best! -
Yac Vaguer started following Remove corpse after death option not working
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SlayersRust started following Remove corpse after death option not working
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"Remove a corpse after death? (it is recommended to use the true value to improve performance) [true/false]": true, Hello the above option is not working when set to True in the Config could you please fix I have attached my current config. Currently after I kill a event NPC the corpse stays and does not get removed like it says in the config. Thanks for ant help Also one more quick thing I noticed Zombies HP is not able t be adjusted in the config. It would be cool if we could make like 1000HP strong zombies guarding the room and be able to change their Health in the config just an idea thank you "Zombies": { "Amount of Zombies to spawn": 8 FerryTerminalEvent.json
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Version 1.0.1
1 download
Solar Panel Upgrades adds a part-based upgrade system to electrical solar panels, allowing their performance to be enhanced through modular components. Each part type includes 3 tiers of progression. Players can open an upgrade interface while looking at a solar panel and holding a hammer, then install custom parts by dragging them into specific slots. The menu input button is fully configurable, supporting RELOAD, USE, MIDDLE CLICK, and RIGHT CLICK. Each upgrade part modifies the panel’s behavior, letting you fine-tune max output, sun angle efficiency, low-light performance, and damage power retention through a simple and intuitive interface. Upgrades are saved per panel, and all changes are applied directly to the entity in a lightweight and persistent system. The plugin also includes optional loot crate support, allowing you to control whether upgrade parts spawn in containers and define per-container drop chances for each tier. Alternatively, parts can be integrated into your existing systems such as shops or crafting plugins. All upgrade parts are fully configurable, including their stats and visuals, making it easy to adapt the system to your server’s balance and progression. A default English localization file is included, with full support for custom translations. Part shortnames and skins are pre-configured but can be modified or replaced with items from systems like Custom Item Manager. Permissions: solarpanelupgrades.use – Allows players to open and use the solar panel upgrade interface solarpanelupgrades.admin – Allows access to the admin part-giving command Commands: /sppart – Admin chat command to give yourself all available parts for testing or shop setup. Optionally specify an amount. Pre-Configured Parts: Cells: Tracking Mount: MPPT Controller: Tempered Glass: Default Config:$13.99 -
I've noticed that i wasn't recievin any of the special ingredients, so i go looking thru the file an it's all original ingredients..What happened to spice's, milk an all those?..Thank you
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ThunderBandit27 joined the community
- Today
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Any errors in console?
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"Allow players to reset their progresss and gain Prestige levels?" is set to false. This disables the system entirely.
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Failed to run a 0.20 timer in 'HarborEvent v2.4.1' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.HarborEvent+ControllerHarborEvent.EnablePveMode (Oxide.Plugins.HarborEvent+PveModeConfig config, BasePlayer player) [0x002d8] in <40f1d5777bf440809e991d21338d4d34>:0 at Oxide.Plugins.HarborEvent+<>c__DisplayClass89_0.<Start>b__1 () [0x0001b] in <40f1d5777bf440809e991d21338d4d34>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <15f61ddda771464d8246ebdce8ff4811>:0 did i break it?
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Deisel started following no bots or flying bots.
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KpucTaJl started following no bots or flying bots.
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Whats the go? This plugin is starting to be very problematic for my server. Ive updated as per the instructions. Even went as far as deleting EVERYTHING, and trying a fresh install. i use only custom maps and now no NPCs spawn at monuments, and if any spawn they are in the sky. its starting to be very annoying. what has happened with this plugin? Updating used to as simple as overwriting the .CS file and copying across a few DATA files. Now its delete this, copy this, move this folder, pat your head and rub your stomach and say abracadabra 3 times. AND IT STILL DOESNT WORK! If it wasnt for the fact my events depend on this plugin and NPC spawn they would both be gone. Updating needs to be a simple process. Most modded servers run between 50 and 100 plugins, people dont have time to crack the Da Vinci code to perform an update.
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walkinrey started following REQUEST: MAP MARKER
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Covfefe started following REQUEST: MAP MARKER
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Please add a little red map marker with the event name for every heli
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Troller1hol changed their profile photo
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crazy how you got the site to delete my review .. shows ur a scammer for real and not letting players review there purchase.. im the 1 star review you dont want to show the public .. out here scamming ..
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maybe ai has told me you havent figured out how to fix this for oxide clients and recommending them to switch to Carbon base plug ins and reworking all oxide plug ins that dont work on carbon .. got it .. my ai didnt need to tell me that.. it skipped the BS and told me the issue that you have yet to address and continuously give players a run around .. you just proved that in this BS ass response. which is what that link leads to .. a photo saying the exact thing i summarized.. got it .. and your telling me your a human? please .. you out here scamming bro and you know it .. in what reality do u give an error filled file to a client without warnings of the oxide imbalance.. like its not even about the money .. you can keep the 45 bro .. but im not the one to stay silent while one scams players sorry.. has nothing to do with the editor , has everything to do with your navmesh error .. i shouldnt need to touch rust editor when you made the map for me bro ..
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my mistake. Inside LootDefender has a separate option for "BossMonster npc" and after try it out, it works good.
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- 41 comments
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- #rust
- #facepunch
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Maybe this interests you, maybe the AI hasn’t mentioned this to you: https://badgyver.com/blog/articles/failed-to-create-agent-because-it-is-not-close-enough-to-the-navmesh The map is editable, the password is correct, I’m not going to go around in circles about this. I am the first person interested in providing good support to my clients and solving problems, but I am not responsible for the malfunction of RustEdit, or if the client’s computer cannot open RustEdit to edit a map. As I have shown you in the video, I can open the map in RustEdit using a password that is included with the download files. If you think this could be a scam, I invite you to report the issue directly to Codefling.
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drew changed their profile photo
- Yesterday
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OMINI started following HELP please..
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I found a real problem in the map file itself. Inside EuropaSemperV2.3.map, there is a nonstandard embedded custom-monument block named: :\WeOxide\AP Bridge 2:3830: Its payload is supposed to be XML for CustomMonumentData, but in your file it is garbled and cut off mid-tag. It starts like this: <?xml version="1.0"?> <CustomMonumentData ...> ... <checksum>cc6a6d023f6252afdef413de8c16bb07</checksum> ... <fullPath and then it just ends. There is no completed <fullPath>...</fullPath> tag in that embedded block. That matters because Rust .map files normally store standard layer data under MapData names like terrain/water/ground/topology, and prefab placement is stored separately as PrefabData. A weird custom MapData entry carrying broken CustomMonumentData is not normal map-layer content. So the issue is most likely: this map has broken embedded custom monument / prefab metadata, and RustEdit crashes when it reaches that malformed prefab-related block during “loading prefabs.” Why I’m confident: the zip is fine the .map file is present you used the password already the crash happens specifically during prefab load the file contains a malformed custom-monument payload instead of clean standard map data This also fits the known Rust mapping failure pattern where invalid or outdated prefab references can break loading. Facepunch’s troubleshooting page specifically calls out missing/invalid prefab references as a common map problem. So the practical answer is: What’s wrong The EuropaSemperV2.3.map file is malformed, specifically in an embedded custom monument block tied to prefab data. Why RustEdit won’t open it RustEdit gets to that broken custom monument/prefab section and crashes instead of skipping it. Is it your two monuments? No. Deathray 03.prefab and Enterprise-Badgyver-v-1-0-0.prefab are separate files and are not what is crashing the base map open. What will fix it The real fix is to get from the seller/author: an updated editable map or an unprotected clean copy or a version saved after they removed/rebuilt that broken custom monument data If they have an earlier backup, that one may still open. Best message to send the map author You can send this: Message Your map EuropaSemperV2.3.map crashes RustEdit during prefab loading. I inspected the file and found a malformed embedded custom monument block named :\WeOxide\AP Bridge 2:3830:. The CustomMonumentData XML appears corrupted/truncated and cuts off at <fullPath. Can you send an updated or clean editable version of the map? If you want, I can also extract a few more identifiers from that broken block so you can tell the author exactly which monument/plugin section is damaged. yes I’m pulling a bit more detail out of that malformed block so you can point the author to the exact monument/plugin section, not just “the map crashes.” Thought for 11s I pulled more detail out of the damaged section. The broken block is this: Block name: :\WeOxide\AP Bridge 2:3830: Type inside it: CustomMonumentData What it looks like: an embedded custom-monument/plugin export, not normal clean map data What I can identify from the damaged payload: monument/plugin name appears to be AP Bridge 2 it contains a checksum: cc6a6d023f6252afdef413de8c16bb07 it includes corrupted XML around monument transform data: position fields rotation scale uid farther into the same broken block, I can see at least one referenced asset path beginning with: assets/.../deployable/elevator... I can also see entity/config style fields mixed into the same damaged data, including strings like: entities input io/electric/gener... unlimitedAmmo peaceKeeper autoTurretWeapon That strongly suggests this block is not just a simple monument transform. It looks like a custom monument/plugin serialization containing extra spawned entities and IO objects, and the serialization is corrupted or packed incorrectly. The important part: the XML starts like a normal custom monument record then it becomes binary garbage in the middle of fields and the <fullPath> area is malformed/truncated So the most useful thing to tell the author is: Message I inspected EuropaSemperV2.3.map and the crash appears tied to a corrupted embedded custom monument block named :\WeOxide\AP Bridge 2:3830:. It contains malformed CustomMonumentData instead of clean map data. The block includes checksum cc6a6d023f6252afdef413de8c16bb07 and seems to reference extra entities/IO objects, including an assets/.../deployable/elevator... path. RustEdit crashes while loading prefabs because this monument/plugin data looks corrupted or improperly serialized. Can you send a clean or rebuilt editable copy without that damaged block? My best read is: the damaged section is specifically tied to the custom monument/plugin entry AP Bridge 2 and that is very likely the exact section making RustEdit crash during prefab load this is my convo with ai. please let me know if any more info is needed. thank you
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I know they are random, that's fine, but I want to be able to set my own locations and be able to have portals on foundations. These Random spawns are still too far away. There's no option to even make them closer.
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im not here trying to bash you, i want a working file i paid for .. your not giving a refund so why do u think i wouldnt think it was a scam . like lets be real right now .. the maps dope .. your making it hard for me to edit this thing.. i was looking forward to rocking this thing out for a no wipe.. takes 2 seconds to edit a review.. but u need to understand where im coming from and you need to answer and address the issue at hand .. dont give me any run arounds.. or sit back and take the heat and dont give the public a runaround for another sale like u addressed all my issues in the ticket which you havent, you instead attacked the tool i used to find the actual issue..
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If you run a PvE server, this is a must-have! The feedback from my community has been amazing since I installed it. Players love teaming up and preparing their bases to take down the heli on their own terms. It creates fantastic co-op events and gives them a great endgame goal. The configuration is simple and it runs flawlessly.
- 424 comments
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- #helicopter
- #helicopters
- (and 17 more)
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Still eagerly standing by.
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Незаменимый инструмент для владельцев серверов. Управление игроками, правами доступа и плагинами раньше было утомительным через консоль, но этот графический интерфейс меняет всё. Больше всего мне нравится, что меню сохраняет своё состояние после закрытия — это экономит массу времени! Система прав доступа также очень гибкая, позволяя мне легко устанавливать разные уровни доступа для моих модераторов. Настоятельно рекомендую!
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retrogg88 joined the community
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- 90 comments
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- #gas station
- #crates
- (and 20 more)