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- 82 comments
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Just tried a fresh install from scratch and still happening when using standard method not through config. There is no table at all in Loottbale2/loot
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brunosilvauk started following Water Dragon Boss
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- 17 comments
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- 17 comments
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- 17 comments
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- 17 comments
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- 17 comments
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fullwiped started following All + Remove
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Mercury started following All + Remove
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Hi Mercury, IQGradeRemove is a great plugin, and I really like it. I'd like to request a small quality-of-life improvement. As you know, the plugin has an ALL + REMOVE feature for admins, which works great. However, ALL + REMOVE is a dangerous combination, as it could allow players to accidentally remove their entire base. That's why we don't allow regular players to use it, and I believe this is the correct behavior. The problem is that some players forget to deselect ALL after using ALL + UP. Later, when they try to remove something, ALL + REMOVE remains selected, causing permission errors. I receive at least 2–3 support tickets every month just because of this issue. Even though I explain it in the warning message, players with limited English often don't understand it. I understand this isn't a bug or a plugin issue, but would it be possible to automatically deselect ALL when non-admin players select the Remove icon? This would prevent permission errors for regular players and save me quite a few support tickets. Thanks for your time and for your great work! Best regards.
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- 184 comments
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- #monuments lock
- #lock monument
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(and 3 more)
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- Today
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DynamicMonuments.json
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Niola joined the community
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OK, wish this would get fixed ... my lakes, oasis and place people build are blocking the other players there. This is a bit over the top. I don't even think those were intended monuments for this plugin.. Every monument, no matter how tiny is getting locked. Also, I noticed that Large Harbor is reporting as Small and visa versa. Please, can we get someone to take a look? This would be the best plugin for a PvE server if it could work consistently.
- 184 comments
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- #monuments lock
- #lock monument
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(and 3 more)
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RoamingNpc, BaseCustomNpc are our classes
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Some players can't see the craft menu
BetterDeadThanZed replied to BetterDeadThanZed's Support Report in Support
I just press E and see it. -
Some players can't see the craft menu
rustfoxgaming replied to BetterDeadThanZed's Support Report in Support
To activate the craft menu, press on your workbench, click upgrade and the menu will appear -
decapitatto started following Announcements
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decapitatto joined the community
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Hello. I don't have that plugin, so implementation might be difficult. I need specific information on how the fish behave using that plugin.
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No rush! Take your time.
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MichuX started following Custom Items
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ThePitereq started following Custom Items
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Hello! After the merge for new update, the Virtual Quarry doesn't support anymore custom items, can you investigate about It? It was fine in the old versions. I use CustomizableWeapons plugin there.
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i'm using the option through config folder
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NHGaming started following gathering rates
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The_Kiiiing started following gathering rates
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Hi, I'm running Loottable v2.2.27 following the November Rust update and encountering a gathering issue. Ore nodes and trees initially give normal vanilla resources after a server restart, but later begin producing approximately half their normal total yield. Metal nodes also disappear without their normal finishing effect and stop awarding HQM. Unloading Loottable did not immediately restore the affected nodes. However, after removing the plugin and restarting, gathering has remained normal. I reviewed the source and noticed that LootManager.RefreshLootImpl() clears and rebuilds ResourceDispenser.containedItems and finishBonus, then calls dispenser.Initialize() on existing dispensers. Could this cause resource dispenser state inconsistencies after a loot refresh, particularly following the November Rust update? I'd also appreciate an option to refresh loot containers without modifying ore nodes, trees, or other resource dispensers, since I'm using vanilla gathering rates. Thanks!
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Ok. If you look at your original message, before I replied, I think "BotReSpawn 2.cs" was failing to compile, and "BotReSpawn.cs" was loaded. Maybe just check your plugin folder in case there's a duplicate still in there. Either way, nothing to do with the actual error, which I can sort. Thanks for reporting.
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i deleted my original .cs after you said it was corrupted, hence why it compiled the second time.