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JugBugg changed their profile photo
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Forbidden Lands Rust started following storage adaptors
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Scalbox started following storage adaptors
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in my config i have them all set to false excluding planters as you can see below and still storage adapters are added to all items "3238272924": { "Name": "Hitch & Trough", "Limit. (-1 no limit) (0 disable entity). Default 0": 0, "Auto Storage Adaptors Settings": { "Attach Storage Adapter automatically. Default false": false, "Exclude from Storage Adapters limits count. Default true": true, "No Storage Adaptor required in the inventory. Default true": true }
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Mevent started following CreativeMode Player Flag Prevents Building Upgrades (Plugin Conflict)
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Hey! Really sorry about the wait on this one. Good news, its fixed in 1.5.50. Theres a new config option "Ignore players in CreativeMode", its off by default so you gotta enable it. Flip it to true, reload the plugin, and Build Tools will skip players with that CreativeMode flag, so their upgrades work normally again.
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Trader08 started following Permissions Manager
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They removed CUI FadeOut on staging, FadeOut UI doesn't get destroyed. I changed: var mainName = elements.Add(new CuiPanel { Image = { Color = guiString }, RectTransform = { AnchorMin = "0.3 0.1", AnchorMax = "0.7 0.9" }, CursorEnabled = true, FadeOut = 0.1f }, "Overlay", "PMBgUI"); To: var mainName = elements.Add(new CuiPanel { Image = { Color = guiString }, RectTransform = { AnchorMin = "0.3 0.1", AnchorMax = "0.7 0.9" }, CursorEnabled = true }, "Overlay", "PMBgUI"); And it works fine. I guess it'll be this way for release too
- 225 comments
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- #permissions
- #admin
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Changed Status from Pending to Fixed Changed Fixed In to 1.5.50
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LoneWolf71 started following CubeBuild
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- 19 comments
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- #minecraft
- #cube
- (and 9 more)
- Today
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Changed Status from Work in Progress to Fixed Changed Fixed In to 2.0.19
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StrongWolves changed their profile photo
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CommandoSoldat started following Seeking Paid Developer for Project
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Added you on Discord Janny.p. I have a lot of free time and would like to code on a project again.
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Hey everyone! Yes, we have found the cause. I will publish an update with a fix within an hour
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I’ve been using ServerPanel for several months now, and it has become one of the most useful plugins on my server. The panel looks modern and professional, and it gives you a huge amount of customization. Everything can be organized in one place, which makes it much easier for players to find commands, server information, shops, kits, rewards, and other features without getting confused. Configuration is straightforward once you understand the editor, and being able to make changes directly in-game saves a lot of time. The plugin has been stable, performs well, and works nicely alongside other plugins. The developer is also active, helpful, and regularly releases updates and fixes. Overall, I’m extremely happy with this plugin and would highly recommend it to any server owner looking for a professional and customizable server panel. Definitely worth the purchase — 10/10!
- 158 comments
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- 1
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- #serverpanel
- #info
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(and 32 more)
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- #serverpanel
- #info
- #panel
- #ui
- #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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dark-_-gang started following rust developer hiring
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Hey, sorry for the runaround. Quick thing first so it makes sense: your images werent broken, the problem was Imgur. When ServerPanel tries to pull your QR links, Imgur throttles the server and sends back a 429 Too Many Requests error. So the image never downloads and you just get errors or blank boxes. Its not your config and its not the plugin, its Imgur blocking the request. The fix is to stop using links entirely and load the images straight off your server. Heres the exact steps, this method never hits 429 because nothing gets downloaded: Setting up your QR images: Open your data folder. Thats oxide/data if youre on Oxide, or carbon/data if youre on Carbon. Create a new folder inside it named TheMevent Put your QR image files into that folder, for example qrf1.png and qrf2.png In the ServerPanel editor, in the image field where you were pasting the Imgur link, type the path instead: TheMevent/qrf1.png Reload the plugin: o.reload ServerPanel on Oxide, or c.reload ServerPanel on Carbon Thats it, your QRF images will load. No 429, no broken links. While youre at it, turn on offline mode so our built in icons stop hitting the same issue: Open ServerPanel.json in your config folder Set "Enable Offline Image Mode": true Download PluginsStorage from https://gitlab.com/TheMevent/PluginsStorage/ (click Code then Download ZIP) Unzip it and put the Images folder inside your data/TheMevent folder, so you end up with data/TheMevent/Images Reload again: o.reload ServerPanel or c.reload ServerPanel If anything acts up, screenshot me the editor and Ill walk you through it, Im around now.
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I'll leave this open, but probably won't implement it...there are just way too many corner cases that would prevent it from being able to work well, and I'd end up with a ton of support requests due to confusion.
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Romantic333 changed their profile photo
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Changed Status from Not a Bug to Pending
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brakko started following Outpost Respawn Plus
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Version 1.0.1
3 downloads
I'm on a boat! Beautifully simple boat controls with a nautical theme. A simple Rust plugin that lets players control their modular boat with the helm keys, with an on-screen panel that shows the live status of the engine, throttle, sails, and anchor. What it does When you sit at the boat's steering wheel (helm), a small panel appears at the bottom of your screen. It shows the live status of your engine, throttle, sails, and anchor. You control everything with the normal movement keys, so there's nothing to set up or bind. Controls (while sitting at the helm) E - turn the engine on/off W - go forward S - go in reverse R - raise/lower the sails CTRL - drop/raise the anchor The panel updates automatically so you always see the current state: Engine: ON / OFF Throttle: FORWARD / REVERSE / IDLE Sails: UNFURLED / FURLED Anchor: ANCHORED / HOUSED Commands /boatui - show or hide the control panel /boatedit - (admin) move and resize the panel, then save /boatreloadimages - (admin) re-download the panel images after you update them Installation Copy Imonaboat.cs into your server's carbon/plugins/ folder. The plugin loads automatically and downloads its images on first start. Permissions imonaboat.use - allowed to use the boat controls (only needed if you turn on "Require permission") imonaboat.admin - allowed to use the admin commands (/boatedit, /boatreloadimages) Settings The config file is at carbon/configs/Imonaboat.json: Require permission - if true, players need the imonaboat.use permission. Default: off (everyone can use it). Require boat authorization - if true, only players authorized on the boat can control it. Default: on. Auto-show UI when taking the helm - shows the panel automatically at the steering wheel. Default: on. Enable keyboard controls while mounted - turns the E/R/Ctrl/W/S controls on or off. Default: on. UI refresh interval (seconds) - how often the panel updates. Default: 3. Command cooldown (seconds) - small delay between control actions. Default: 0.5. UI anchor min / max - the panel's position and size on screen. Easiest to set with /boatedit. Images The panel artwork is downloaded from the plugin's repo and cached by Carbon. If you change the images in the repo, run /boatreloadimages in-game to pull the new versions without restarting.Free-
- #boat
- #modular boat
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"Protection levels": [ { "Rank": 1, "Online protection percentage (0-100)": 0.0, "Offline protection percentage (0-100)": 100.0, "Hourly cost per authorized player": 90.0, "Hourly cost per floor": 0.0, "Hourly base cost": 50.0, "Cost per damage protected": 0.0, "Max protection time (hours)": 24, "Delay for offline protection (seconds)": 120, "Delay after taking damage (seconds)": 240, "Damage resets timer when owner is offline": true, "Allow tugboat protection": false, "Allow barge protection (requires Barges plugin)": false, "Founder Limit": 1 } ], For example, RaidProtection (https://codefling.com/plugins/raid-protection) has a similar setting. "Delay after taking damage (seconds)": 240,
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Janela changed their profile photo
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Cooldown in minutes Hello, I think there may be a misunderstanding. I understand what the current "Cooldown in minutes" option does. My suggestion is different. Here's the problem: Let's say Cooldown in minutes is set to 10. A player who wants to avoid being online raided can simply disconnect as soon as the first C4 explodes. On a large base, the raider will almost never finish the raid within 10 minutes. After those 10 minutes expire, all subsequent C4, rockets, and other raid damage become ineffective because offline protection activates, even though the raid has been continuously active the entire time. If I increase the cooldown to 20–30 minutes to compensate, then players who are genuinely offline complain that their bases remain unprotected for too long. What I'm suggesting is a different behavior: If the base receives any raid damage before the cooldown expires, the cooldown timer should reset back to the full value. Example: Cooldown = 10 minutes. The defender disconnects after the first C4. The raider continues using C4 and rockets every few minutes. Every new raid hit resets the cooldown back to 10 minutes. As long as raid damage continues, protection never activates. Protection would only activate after 10 consecutive minutes without any raid damage. This would allow legitimate raids to continue while still preventing players from abusing the system by disconnecting as soon as a raid starts.
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Janela joined the community
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It's not the “Satellite Control” monument, but the “Server Farm” monument (underwater). Since the last room isn't considered underwater, you can't reach the exit at the top.
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Changed Status from Pending to Closed
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No problem. As I said on discord there are a few minor issues with the map, floating scientist, Bradley’s banging onto the gate at launch site, floating crates at another location. Hopefully you can get these fixed in later updates.love the map, it looks like it will be fun to play next wipe. You can close this if you like. I’ll hit you up on discord if I have any other problems
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The plugin I sent you is currently in the testing phase; I'm collecting feedback from users to improve it. Thank you for sharing your console output.
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I'm aware of the error, but I'll ask you again: have you used this plugin? This plugin solves the problem of spam messages in your console: You might not see these errors on other maps because those maps are procedurally generated; my maps are created by hand—I don't use automated tools to create them.
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It was reported to me that Offline Raid Protection's permissions do not show up under Permissions Manager. I found that this is true when ORP is run under Carbon, where it runs as a Carbon plugin instead of as an Oxide one. This code tweak in GetPlugs() appears to get it working: foreach (var entry in plugins.GetAll().Where(x => !x.IsCorePlugin).Select(x => x.ToString().Replace("Oxide.Plugins.", "").Replace("Carbon.Plugins.", "")))
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Changed Status from Pending to Not a Bug