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- Past hour
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michkaaa started following Announcements
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michkaaa joined the community
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Fruster started following Event repeat exploit
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SlayersRust started following Event repeat exploit
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So there is a exploit with the helipad event. You finish and loot the box then pick it up. The heavies respawn as well as the box and says 10 minutes to unlock. Then just do it again. It can be repeated over and over again
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digi changed their profile photo
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gtyip12 started following Announcements
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gtyip12 joined the community
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could drinking teas also be a source of exp - with each diffrent level tea giving diffrent exp
- Today
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DrayTemplar started following Cooking - Burst of Energy /teatime
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imthenewguy started following Cooking - Burst of Energy /teatime
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Cooking - Burst of Energy /teatime Is it possible to make the ore/scrap/wood % boost based on an active tea. instead of a flat % rate without need to actaulloy drink a tea. i want to make teas more valuable on the server, and it would be nice if say, you drank a cream pure or tea for a 65% boost, but then used /teatime that increased it by 100% for 1 total 130% boost. so then people stiill have as reason to make and trade teas.
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Thanks for the detailed explanation! That makes total sense, and I understand how the fusion and drop sources work now. I'll check my config. Appreciate your help!
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xlr8tednergy started following Optimize - Player FPS Optimization for Rust
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- 13 comments
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- #rust
- #rust plugin
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Following this month's update, players may occasionally be unable to deal damage to NPCs.
Scientist86 replied to RICK's Support Report in Support
It seems I’ve found the cause and described it in my ticket. -
Good afternoon! I installed this event yesterday. I’ve been trying to figure out why the damage isn’t working on NPCs for a whole day. And the damage from the f1 or c4 grenade (i.e., the explosive damage) works, but any other type of damage doesn’t. Damage to sharks works fine. The problem is only with NPCs. This is somehow related to the prefab “assets/prefabs/vehicle/seats/testseat.prefab” or isMounted, since replacing the prefab with assets/prefabs/deployable/beachchair/beachchair.deployed.prefab allows the damage to pass through, but the logic breaks. I ran it on a clean client — same thing.
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So this is why I find the way this works to be strange. I am still on the same preset and I set all parameters to -1 and this reset the conditions now to normal. I ahve now adjusted only a few parameters, same as I was adjusting before, but now it looks as I would expect. I simply adjusted: "Atmosphere contrast": 2.5, "Atmosphere brightness": 0.35, "Override cloud config": 5 { "Name": "NewPreset", "Duration [seconds]": 14400, "Transition time [seconds]": 60, "Chance [0 - 100%]": 15, "Wind": -1.0, "Rain": -1.0, "Thunder": -1.0, "Rainbow": -1.0, "Ocean": -1.0, "Atmosphere rayleigh": -1.0, "Atmosphere mie": -1.0, "Atmosphere contrast": 2.5, "Atmosphere directionality": -1.0, "Atmosphere fogginess": -1.0, "Atmosphere brightness": 0.35, "Clouds size": -1.0, "Clouds opacity": -1.0, "Clouds coverage": -1.0, "Clouds sharpness": -1.0, "Clouds coloring": -1.0, "Clouds attenuation": -1.0, "Clouds saturation": -1.0, "Clouds scattering": -1.0, "Clouds brightness": -1.0, "Atmosphere night brightness": -1.0, "Atmosphere night contrast": -1.0, "Night light brightness": -1.0, "Night light distance": -1.0, "Ambient light multiplier": 0.1, "Directional light multiplier": 0.1, "Reflection multiplier": -1.0, "Sun mesh brightness multiplier": 1.15, "Moon mesh brightness multiplier": -1.0, "Fog multiplier": -1.0, "Biome fog distance curve": -1.0, "Biome fog ambient saturation multiplier": -1.0, "Atmosphere fog height falloff": -1.0, "Atmosphere fog ramp start distance": -1.0, "Atmosphere fog ramp end distance": -1.0, "Volume clouds sky occlusion": -1.0, "Volume clouds atmospheric haze": -1.0, "Volume clouds sun color scale": -1.0, "Volume clouds mooon color scale": -1.0, "Override cloud config": 5 },
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Changed Status from Pending to Not a Bug Changed Fixed In from Not set to 4.0.10
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Hello, since the old BP fragments have been removed from the game, the plugin can no longer find them. This does not interfere with its functionality. The old logs will be removed later. These are harmless logs and have nothing to do with the newly added BP Books or similar items. The new items are properly supported.
- Yesterday
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There is already an auto-repair option; you just click it, and it begins repairing the damaged entities.
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More testing. In this example I would expect the ambient light to be very low as I have set it to basically nothing and setup the sky to be very dark however the actual view is bright still with no way to seemingly lower this. I have other presets that do appear very low but this seems to be a combination of some settings preventing this and may be one of them being "out of bounds" with its value or something because I find after adjusting a few things, nothing I adjust makes any sense as to what it changes, often nothing until everything gets weird and I ahve to delete the preset again and start over { "Name": "NewPreset", "Duration [seconds]": 14400, "Transition time [seconds]": 60, "Chance [0 - 100%]": 15, "Wind": 50.0, "Rain": -1.0, "Thunder": -1.0, "Rainbow": -1.0, "Ocean": -1.0, "Atmosphere rayleigh": 2.25, "Atmosphere mie": 1.2, "Atmosphere contrast": 0.35, "Atmosphere directionality": 0.14, "Atmosphere fogginess": 0.11, "Atmosphere brightness": 0.25, "Clouds size": -1.0, "Clouds opacity": -1.0, "Clouds coverage": -1.0, "Clouds sharpness": -1.0, "Clouds coloring": -1.0, "Clouds attenuation": -1.0, "Clouds saturation": -1.0, "Clouds scattering": -1.0, "Clouds brightness": -1.0, "Atmosphere night brightness": -1.0, "Atmosphere night contrast": -1.0, "Night light brightness": 0.02, "Night light distance": 6.5, "Ambient light multiplier": 0.2, "Directional light multiplier": 0.1, "Reflection multiplier": 2.15, "Sun mesh brightness multiplier": 0.0, "Moon mesh brightness multiplier": 0.0, "Fog multiplier": -1.0, "Biome fog distance curve": -1.0, "Biome fog ambient saturation multiplier": -1.0, "Atmosphere fog height falloff": 0.013, "Atmosphere fog ramp start distance": 0.0004, "Atmosphere fog ramp end distance": 0.4619, "Volume clouds sky occlusion": -1.0, "Volume clouds atmospheric haze": -1.0, "Volume clouds sun color scale": 0.0, "Volume clouds mooon color scale": 0.262, "Override cloud config": 5 },
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Thanks for the latest changes. Still some issues tho. Often when I try and create a preset it will look ok for me but for instance, dark clouds and the ambient lighting is too bright so I try lower ambient light and sun brightness and it appears to be fine, however if people join the server or I start to move it slowly turns into the below view This is the preset data that causes this result: { "Name": "NewPreset", "Duration [seconds]": 14400, "Transition time [seconds]": 60, "Chance [0 - 100%]": 15, "Wind": 50.0, "Rain": -1.0, "Thunder": -1.0, "Rainbow": -1.0, "Ocean": -1.0, "Atmosphere rayleigh": 4.85, "Atmosphere mie": 0.9, "Atmosphere contrast": 4.1, "Atmosphere directionality": 0.14, "Atmosphere fogginess": 0.52, "Atmosphere brightness": 1.15, "Clouds size": 1.0, "Clouds opacity": 0.0, "Clouds coverage": 0.0, "Clouds sharpness": -1.0, "Clouds coloring": -1.0, "Clouds attenuation": -1.0, "Clouds saturation": -1.0, "Clouds scattering": -1.0, "Clouds brightness": -1.0, "Atmosphere night brightness": -1.0, "Atmosphere night contrast": -1.0, "Night light brightness": 0.024, "Night light distance": 9.5, "Ambient light multiplier": 0.9, "Directional light multiplier": 0.3, "Reflection multiplier": 4.85, "Sun mesh brightness multiplier": 0.65, "Moon mesh brightness multiplier": 1.2, "Fog multiplier": 3.5, "Biome fog distance curve": 1.65, "Biome fog ambient saturation multiplier": 1.4, "Atmosphere fog height falloff": 0.013, "Atmosphere fog ramp start distance": 0.0004, "Atmosphere fog ramp end distance": 0.4619, "Volume clouds sky occlusion": -1.0, "Volume clouds atmospheric haze": -1.0, "Volume clouds sun color scale": 0.144, "Volume clouds mooon color scale": 0.262, "Override cloud config": 5 }, I often adjust things still and they appear to make no difference or will appear to be fine until I move and then everything goes out of whack
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Enforcing (violation of 200) at (1057.83, -53.99, -699.89) Enforcing (violation of 200) at (1053.90, -53.98, -438.52) このエラーでサーバーから切断される
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you can change “Player helicopter lock-on time (seconds)” in its config or /scorpion under combat settings currently is 8 seconds change it to 1 and try “Missile cooldown per attacker (seconds)” to like 10 you want to not go 2 low with this cause if they flair you want tiime inbetween to the next shots are not blocked by the flairs. if he cant see them he will not target them so if they fly behind coverage all the way to him he will not see them so lowering the time will make him fire 1 seconds after he first sees them.
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Ragna joined the community
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Awesome thank you
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Changed Status from Pending to Work in Progress Changed Fixed In from Not set to Next Version
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Hi! Thank you for feedback! Yes, my bad, I missed do layer selection. It will be implemented in next update
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Buttons do not overlap wwhen you have your inventory open can be misleading to players and not beeing able to press it or find it wwould like for it to be shown see screenshot button is right side of backpack button right on top of skilltree xp bar wwould like it to show like the backpack button overlapping and clean visibility
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Changed Status from Pending to Closed
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Changed Status from Pending to Feature Request
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fanat joined the community
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Hello. Are you suggesting that we add a feature to display only the fish you've actually caught on the fishing record screen? Fish Finder is designed to only activate when you are sitting in the driver's seat of the boat. It will not activate if you are simply standing in the boat or sitting in the passenger seat.
- 53 comments
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Could we add "High-Velocity" (HV) rounds via damage multiplier adjustments? While standard and explosive rounds become harder to land at greater distances, we intend to increase their damage; conversely, we plan to set the damage for high-velocity rounds at a lower value.
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Hey, the dealer only sells keys, there's no way to sell them back. That panel lists the keys he sells and how many of each you already have, the title just reads confusingly. You can change any text, including that title and the store line, in the lang files: - Oxide: oxide/lang/de/CaseBattles.json (and en, es, ru, pt for the others) - Carbon: carbon/lang/de/CaseBattles.json - The panel title is DealerStock, the store line is OnbT1GetSub. Edit the value and reload the plugin.