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- 4 comments
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huferd started following Announcements
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huferd joined the community
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DocNorris started following Scrap Worm
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ButterMuffins started following Announcements
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ButterMuffins joined the community
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Changed Status from Pending to Closed
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Hey! Forge 1.2.0 is out with all three: Levels above the max: forge.giveitem <player> rifle.lr300 damage=25 gives an item already forged, above your config caps, with stats scaling the same way. forge.setlevel goes up to 50 too. Rocket launcher magazine: take rocket.launcher off the blacklist and it can forge MAGAZINE (whole rockets per level, set in the config) and DURABILITY. The MGL works too. Drops: BetterNpc, NpcSpawn and KpucTaJl’s event NPCs were wiping Forge’s drops when they refilled loot. That’s fixed. Give each NPC its own drop chances under “NPCs by prefab or display name”, using its preset name. Thanks again for the ideas!
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Changed Status from Pending to Fixed Changed Fixed In from Not set to 1.0.7
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CaptainCappi started following Trade Hub
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[Bug Report / Fix] TradeHub v1.4.0 — Player Movement While Marketplace UI Is Open Plugin: TradeHub v1.4.0 Issue: Players can still move their characters using keyboard inputs (WASD, Space, Shift, etc.) while the TradeHub marketplace interface is open. Description: When players open the TradeHub marketplace using /th, the UI correctly captures mouse input, but keyboard movement remains enabled. This allows players to unintentionally move around while browsing listings, purchasing items, or interacting with the marketplace. Suggested Fix: In TradeHub.cs, locate the AddBlurPanel() method (approximately line 3253 in v1.4.0). The existing panel initialization contains: CursorEnabled = cursor Change it to: CursorEnabled = cursor, KeyboardEnabled = name == UiMain Full updated method: private static string AddBlurPanel( CuiElementContainer container, string parent, string name, string color, string min, string max, bool cursor) { string panelName = string.IsNullOrEmpty(name) ? CuiHelper.GetGuid() : name; container.Add(new CuiPanel { Image = { Color = color, Material = TradeHub.UiBlurMaterial }, RectTransform = { AnchorMin = min, AnchorMax = max }, CursorEnabled = cursor, KeyboardEnabled = name == UiMain }, parent, panelName); return panelName; } Why this works: Setting KeyboardEnabled on the main marketplace panel enables keyboard focus for the CUI, preventing normal movement inputs from controlling the character while the marketplace is open. Restricting the change to name == UiMain avoids applying keyboard focus to persistent HUD elements and unrelated UI panels. When the main marketplace UI closes and is destroyed, keyboard focus should return to normal gameplay. Expected behavior: Opening TradeHub prevents unintended character movement. Mouse interactions and marketplace controls remain functional. Closing TradeHub restores normal movement. Persistent HUD buttons remain unaffected. Testing: The source modification has been applied locally. Full in-game regression testing is still recommended, particularly for text fields, Claims, listing creation, and keyboard focus after closing the interface. Hopefully this can be incorporated into the next TradeHub update so server owners won't need to patch the source manually. Thanks for maintaining the plugin!
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Damian_0002 started following WHAT IS THAT??
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SlayersRust started following WHAT IS THAT??
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Are you seriously charging €25 for modifying a procedural map, making a few changes to buildings that don't even look like the originals, placing random rock formations with black walls, and putting concrete structures in random places? What is this supposed to be? And you're charging €25 for this? I would appreciate a response from you, and I would like to request either a partial refund or a full refund. In return, I am willing to completely delete the map file from my system.
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yea, this fixed thanks
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Sorry, but then I think the only correct and best solution to this situation would be to install custom positions only where construction is prohibited, or use random spawn...
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Damian_0002 started following Announcements
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Damian_0002 joined the community
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Freely started following AutoBackpacks
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Hi! Could you please add an option to keep the equipped backpack and all its contents after death, controlled by a permission (e.g. autobackpacks.keepondeath)? Players with this permission should receive their backpack back after respawning, with all items preserved, including those in extra slots. Ideally, no items should be dropped into separate loot bags, and the backpack should retain its expanded capacity. This would be a great feature for VIP privileges. Thank you!
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- #backpack
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highmiles started following ThePitereq
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Changed Status from No Response to Closed -
Changed Status from Pending to No Response -
Version 1.0.0
3 downloads
[ ✓ ] Works on any host. The zip includes a small installer plugin: run crashext.install once and restart. [ ✓ ] Plant Spawn Controller lets you decide how much grows on your map. Hemp, corn, pumpkins, potatoes, wheat, every berry colour, mushrooms, flowers, the stone, metal, sulfur, wood and HQM pickups, and the wood piles, dead logs and driftwood: each group gets its own density and its own respawn speed, so you can have twice the berries and half the logs with two drags. It doesn't replace Rust's spawning. It tunes the vanilla populations and lets vanilla do the spawning, so plants keep appearing where they always do, and unloading the plugin puts every vanilla value back. Nothing is written to your server.cfg. Everything happens in one admin window: pick a preset, drag a slider, weight hemp against corn, scale it all with your player count, give wipe day a boost, refill a group right now or trim the extras, and ping the nearest plants on your map. Works on Oxide and Carbon Needs CrashExtensions (included) 6 groups, 28 vanilla populations Presets, player curve, wipe boost Jump to: Features · Screenshots · Trailer · Commands · Permissions · Install · Configuration · Test server · FAQ Features Six groups. Crops (hemp, corn, pumpkin, potato, wheat), Berries (five colours, normal and jungle), Mushrooms, Flowers (sunflower, rose, orchid), Pickups (stone, metal, sulfur, wood, HQM) and Stumps & logs (wood piles, dead logs, driftwood). Density per group. From 0x to 5x of vanilla. 0 empties a group, 3x triples it. Respawn speed per group. From 0.25x to 10x, so picked plants come back slower or faster. Weights inside a group. Give hemp more of the Crops share, or make yellow berries rare. The group total stays where the density puts it. Hard cap. A max alive per group, so a high density never runs away on a big map. Player curve. 2 to 5 points on players online: more plants when the server is empty, fewer when it's full, or the other way round. Each group opts in. Wipe boost. An extra multiplier for the first hours after a wipe, on the groups you pick. Presets. Vanilla, Farming, Survival, Cooking, Barren, 2X and Low pop, one click each. Great with cooking plugins that need lots of berries and mushrooms. Refill now. Fills a group up to its new target in small steps, and pauses when the server FPS drops. Trim. Removes the extras over the target, never within 60 m of a player and never inside building privilege. It asks for a second click before it runs. Live counts. Alive and target per group and per population, the mix of each kind, and how many entities you are adding over vanilla. Map markers. /plants show crops pings the nearest plants of a group on your map for 30 seconds. Clean restore. Unload or reload and every vanilla value is back. A group you switch off goes back to vanilla too. Plays nice. Built to run next to Ore Spawn Controller and the other Spawn Controllers, and it warns you if another spawn plugin is loaded. Light on the server. One small update every 30 seconds, refill and trim spread over frames, and the admin pictures only go to admins. Screenshots Every screen below is Plant Spawn Controller running in Rust. OVERVIEW: every group, the entity budget and the presets GROUPS: density, respawn and a weight per crop Berries at x2 with the live mix of every colour CURVE: drag the points, pick the groups, set the wipe boost SETTINGS: updates, markers, refill and trim, safety Type an exact value Trim asks for a second click /plants show crops: the nearest crops on your map Trailer The Plant Spawn Controller trailer (click to play, 55 seconds) Commands Chat: /plants - open the admin window. /plants show <group> - ping the nearest plants of a group on your map (groups: crops, berries, mushrooms, flowers, pickups, logs). /plants hide - clear the markers. /plants help - list the commands. Console (server console, RCON or an admin in F1): psc.preset <id> - apply a preset: vanilla, farming, survival, cooking, barren, 2x, lowpop. psc.set <group> <density|respawn|cap|curve|enabled|boost> <value> - change one value of a group, like psc.set berries density 2. psc.set <group> weight <kind> <value> - change one weight, like psc.set crops weight hemp 1.5. psc.refill [group|all] - fill toward the target now. psc.trim [group|all] - remove the extras over the target. psc.report - alive, target and vanilla numbers for every group and population. Permissions plantspawncontroller.admin - the window, every button in it and the console commands. plantspawncontroller.show - /plants show and /plants hide without the rest (admins have them already). oxide.grant user YOUR_STEAM_ID plantspawncontroller.admin oxide.grant user YOUR_STEAM_ID plantspawncontroller.show Install Install the extension, once per server. Stop the server, copy Oxide.Ext.CrashExtensions.dll into RustDedicated_Data/Managed (Carbon: carbon/extensions) and start it again. The console prints Loaded extension CrashExtensions with its version. An older copy of the DLL is simply overwritten: it's one shared file for all our plugins. Install the plugin. Copy PlantSpawnController.cs into oxide/plugins (Carbon: carbon/plugins). It compiles on its own and creates its config. Grant the permission above and type /plants. Host doesn't allow DLL uploads? Put CrashExtInstaller.cs from the zip in your plugins folder and run crashext.install once in the server console: it downloads the extension from GitHub, checks it and puts it in place. Restart once and you're done. Configuration Everything lives in oxide/config/PlantSpawnController.json, and the window sets all of it in game. Changes apply and save the moment you make them. Config sections (click to expand) Test server Available on our test server. Type /plants in chat to open the window and play with the sliders, presets and map markers. The test server puts its settings back on its own from time to time. client.connect 91.229.114.54:28015 FAQ Q: Does it replace Rust's plant spawning? A: No. Vanilla still does all the spawning, in the same places. The plugin only changes how many of each population vanilla aims for and how fast it brings them back. Q: What happens when I unload it? A: Every vanilla value goes back the moment it unloads. Plants that already exist stay until they're picked, and vanilla keeps the map at its normal numbers from there. Q: I raised a group. Why isn't the map full yet? A: Vanilla fills toward the new target over time. Press REFILL NOW to get there right away, in small steps that pause when the server FPS drops. Q: I lowered a group. Do the extras disappear? A: Not by themselves. Press TRIM EXTRA twice (the second click confirms) and it removes the extras far from players and outside bases. Q: Does it touch ore nodes? A: No. The Pickups group is the small stone, metal and sulfur pickups on the ground, not ore nodes. Ore nodes belong to Ore Spawn Controller. Q: Why does the stone pickup count read 0 during Halloween? A: That's vanilla: during Halloween the stone pickup population spawns stone, metal, sulfur, wood and bone evenly, so the plain stone row can read low. Your density and weights still apply. Q: Can I run it with other spawn plugins? A: It's made to run next to the other Spawn Controllers. If SpawnControl, ServerPopulation or PopulationControl is loaded it warns you in the console, because two plugins changing the same populations will fight. Q: Does it work on Carbon? A: Yes. The extension goes into carbon/extensions instead of RustDedicated_Data/Managed, and the plugin into carbon/plugins. Q: How do I translate it? A: English is built in. Edit oxide/lang/en/PlantSpawnController.json, or copy it into another language folder and translate its values: each player reads their own game language. Q: My config file broke. Will it get overwritten? A: Never. A config that isn't valid JSON is copied aside, left untouched, and the plugin waits for you to fix it and reload. Q: Does it contact any outside service? A: Only to download its pictures (about 50 small images) once from the Venux CDN, cdn.crashplugins.space, and only admins receive them. Nothing about your server or your players is sent. You don't need ImageLibrary. Q: Can other plugins read it? A: Yes: GetMultiplier(group), GetAlive(group) and the hook OnPlantSpawnControllerApplied(string group, float multiplier). The Spawn Controller family Plant Spawn Controller is the first of a family that tunes Rust's world populations the same way, each with the same window: Ore Spawn Controller - your own ore grid: spacing per ore, odds per biome, population scaling. Out now. Tree Spawn Controller - forests, palms, cactus and bushes per biome. Coming soon. Loot Spawn Controller - roadside barrels, junkpiles, shore crates and dive sites. Coming soon. Animal Spawn Controller - predators, game, livestock and critters, with a safe wipe start. Coming soon. Vehicle Spawn Controller - minicopters, boats, cars, horses and trains, with late air. Coming soon. They share one engine, take turns so they never refill at the same time, and you can run any mix of them. Want all of them? The Spawn Controller Bundle (all five plus Ore Spawn Controller) is on venuxplugins.com. Questions, ideas or bug reports? Use the Support tab of this file or join our Discord.$9.99 -
Good idea. To open the pouch first need to open inventory.
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LionLootpost changed their profile photo
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crash started following Plant Spawn Controller
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Just moved from skinbox to this. and already my players are noticing a difference. skins load so much faster, its so user friendly. the set up is flawless, being able to add the skins in game alone is worth the money for this. the only thing i can say could be better is the ui. i made it a little darker so its easier to see for players. the skin request feature is a nice touch and takes the weight off of one person having to add skins to a collection etc. 10/10 cant recommend enough, worth every penny.
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Hi bobekua, 2.6.13 is out now. Furnaces and refineries that were running should now stay on through a server restart or plugin reload and keep smelting, including ones fed by conveyors. Please update and let me know if any of them still stop after a restart.
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mustafayildiz joined the community
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Hey, I saw few issues, Im adding them to the next update list which will be soon, It happens to be with the Npc Sense range which is Low in Easy raid so the npc cant sense you in that radius, Updating the radius might help before the update. I will make the npc moves more between shooting so they cant be easy target by players, I can also add an option to reduce or increase the movement based on Easy to Nightmare profiles, I noticed the Rocketeer or Breacher role has some flaws which when the animation starts for rocketing to throwing explosives they cant shoot to the ranged players, So I will fix it by cancelling their choices. I will update as soon i have the full build
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David Seward joined the community
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Are you using the PVE mode plugin? https://codefling.com/extensions/pvemode
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