All Activity
- Past hour
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lang file corruption . Delete all lang files (of bradleytiers only) and reload the plugin , Set your client to english (RUST) and use the command.
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- 42 comments
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- #back to the wild
- #animals
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(and 2 more)
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heya. yes, it's intended that the time begin when the plugin is installed. if the plugin is unloaded for more than a day then it will start over again too. the plugin shouldn't be using any other databases
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Well, you buy from two different providers, and if one of them is renewed, there's no guarantee that the other provider will go along with it... I've already spent a lot of money here, and the plugins are no longer being used. It's annoying, but unfortunately that's how it is.
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Ryus changed their profile photo
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boostypunk started following Loading
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Hello! I am pleased to use the plugin; the functionality works wonderfully. The only question I have so far is about loading the plugin when the server starts up. It's very difficult for the server to load both the map and the deep sea map at the same time when the map is created. Could you make a delayed start for launching the deep sea to reduce the peak load on the server? Thank you!
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hello I've taken a look at your config file and will respond separately regarding sab and automated timers. "Loot Required (SAR)": 0, "Foundations Required (SAR)": 1, "Walls Required (SAR)": 1, I understand you did this for testing, but players will be able to exploit this if they're allowed to use the /sar command PVP is enabled for sar by default, and if no limits are in place then a player need only to build a single foundation, deploy a TC on it and then use /sar to kill anyone inside of the event I recommend setting strict requirements so that players cannot exploit this, even if they're not currently allowed to use the /sar command. "Loot Required": 0, "Foundations Required": 4, "Walls Required": 3, these settings require the base to be abandoned before it will convert so there's no concern here and it's safe to use whatever settings you find appropriate.
- Today
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boostypunk started following Karma
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You can overlay the plugin interface on top of the game, as I did before this update. Yes, but that blocks the view of the game tips that tell you if you're out of resources, encountering errors, etc. That's why I had to switch from Overlay to HUD, so the game tips would be visible. Or how do you say the player's inventory can be closed? Regarding the numbers, I thought of the same thing, but it's not possible to use numeric keybinds. It would certainly be much more convenient if, while mounted, you could press 2 to interact with the sails, 3 with the engines, and so on. But Rust doesn't allow it.
- 28 comments
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- #boat
- #controller
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(and 7 more)
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"I also tried to explore the option of closing the player's inventory when opening any plugin menu, but it's not possible since it's client-side." I was working on my own plugins and I had the same situation but it works, you can block the in game menu while you have the plugin interface on screen. Also, as a suggestion, if you`d like, I have realized that the boat controls are on the keybinds, 1 to 6, I believe it could be possible to use the keys instead of opening pressing Enter to activate the mouse! I have tested the new update and love the repair button, upgrading the sails and engines! Amazing stuff!
- 28 comments
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- #boat
- #controller
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(and 7 more)
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Yes, ideally, it would request the corresponding repair resources for each type of damaged object. But I have no idea how to do something so specific; it seems too complicated. Perhaps it would be better to add an option to exclude deployables and only repair building blocks.
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I suppose it's because you have some deployable that can be repaired, since it also repairs objects, not just the ship's building blocks.
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Changed Status from Pending to Closed Changed Fixed In to 1.2.0
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Yes, I saw this request and added it in the new version. I hope it helps!
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This is something I had to change, because otherwise the plugin's interface was covering the game's gameplay tips. I also tried to explore the option of closing the player's inventory when opening any plugin menu, but it's not possible since it's client-side. If I find it too annoying, I'll explore other options.
- 28 comments
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- #boat
- #controller
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(and 7 more)
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- 28 comments
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- #boat
- #controller
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(and 7 more)
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Not how to use a prefab that is in the list of prefabs or that you can buy from codefling or elsware. I watched the video, but it is not what we are asking, we are asking for a tutorial that shows how to create or import a 3D object and prepare that object so it can be imported into rust edit? Any help or link would be appreciated.
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MadDom started following SkillTree: XP Event
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- 43 comments
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- #skilltree
- #event
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(and 4 more)
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yes me too vanilla..... We pay, we pay, we pay
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IIIaKa started following Option to disable Advanced Status
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dFxGainwarD started following Option to disable Advanced Status
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Hello I suggest to add an option to disable Advanced Status functionalities in config, also a command to toggle the status per player This is usefull if you have Advanced Status and you do not want to enable status for this plugin
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I tested HuntsMan again, after turning off Skill Tree and Epic Loot. I reloaded the plugin again before testing and spawn percentage was 100%. I then Unloaded the plugin, deleted the config, reloaded the plugin to get a fresh config, unloaded the plugin, set chance to 100%, reloaded the plugin, spawned bears and no huntsman. { "Use Debug": false, "BotRespawn Settings": { "Use BotReSpawn": false, "BotReSpawn profile name": "huntsman" }, "Animals to trigger HuntsMan": { "Alpha Animal": true, "Omega Animal": true, "Bear": true, "Polar Bear": true, "Boar": true, "Chicken": true, "Stag": true, "Wolf": true, "Wolf2": true, "Crocodile": false, "Panther": false, "Snake": false, "Tiger": false }, "Hunter Settings": { "Custom Hunter Name": "HuntsMan", "spawn chance (1-100%)": 100.0, "Spawn Amount": 1, "spawn radius": 15, "Health": 250, "Max Roam Distance": 20, "Damage multiplier": 0.6, "Lifetime (minutes)": 10.0, "Use kit (clothing)": false, "Kit ID": [], "Show messages": true, "Hunters drop a Backpack with loot": false, "Spawn Min Amount Items": 2, "Spawn Max Amount Items": 6, "Loot Table": [ { "probability": 1.0, "shortname": "ammo.pistol", "name": "", "Skin list": [], "amountMin": 128, "amount": 256 }, { "probability": 1.0, "shortname": "ammo.pistol.fire", "name": "", "Skin list": [], "amountMin": 128, "amount": 256 }, { "probability": 1.0, "shortname": "ammo.rifle.explosive", "name": "", "Skin list": [ 0 ], "amountMin": 128, "amount": 256 }, { "probability": 1.0, "shortname": "ammo.rifle.hv", "name": "", "Skin list": [], "amountMin": 128, "amount": 256 }, { "probability": 1.0, "shortname": "ammo.rifle.incendiary", "name": "", "Skin list": [], "amountMin": 128, "amount": 256 }, { "probability": 1.0, "shortname": "ammo.shotgun", "name": "", "Skin list": [], "amountMin": 128, "amount": 256 }, { "probability": 1.0, "shortname": "ammo.shotgun", "name": "", "Skin list": [], "amountMin": 128, "amount": 256 }, { "probability": 1.0, "shortname": "explosive.timed", "name": "", "Skin list": [], "amountMin": 1, "amount": 5 }, { "probability": 1.0, "shortname": "explosives", "name": "", "Skin list": [], "amountMin": 200, "amount": 200 }, { "probability": 1.0, "shortname": "pistol.m92", "name": "", "Skin list": [], "amountMin": 1, "amount": 1 }, { "probability": 1.0, "shortname": "shotgun.spas12", "name": "", "Skin list": [], "amountMin": 1, "amount": 1 }, { "probability": 1.0, "shortname": "pickaxe", "name": "", "Skin list": [ 3163818649, 1962043729 ], "amountMin": 1, "amount": 1 }, { "probability": 1.0, "shortname": "hatchet", "name": "", "Skin list": [], "amountMin": 1, "amount": 1 }, { "probability": 1.0, "shortname": "can.beans", "name": "", "Skin list": [], "amountMin": 3, "amount": 5 }, { "probability": 1.0, "shortname": "can.tuna", "name": "", "Skin list": [], "amountMin": 3, "amount": 5 }, { "probability": 1.0, "shortname": "black.raspberries", "name": "", "Skin list": [], "amountMin": 3, "amount": 5 }, { "probability": 0.0, "shortname": "box.repair.bench", "name": "Recycler", "Skin list": [ 1594245394 ], "amountMin": 1, "amount": 1 }, { "probability": 0.6, "shortname": "hmlmg", "name": "", "Skin list": [], "amountMin": 1, "amount": 1 }, { "probability": 0.6, "shortname": "supply.signal", "name": "", "Skin list": [], "amountMin": 1, "amount": 1 } ] } }
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HolyMoly started following Generel Command and Deleting of NPC
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KpucTaJl started following Generel Command and Deleting of NPC
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There was once a command to give all NPC same health (100 in my case), and less movement (5) what ist that command? Also i have the possibility to deactivate npcs on monuments but is there also the possibility to just delete some of the npcs on a monument if so how?
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The plugin no longer works with Stack Modifier. After updating Stack Modifier, it no longer works. It remains to be seen whether one of the two will release an update... I have removed it for now...
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- 198 comments
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- #stacks
- #rust stacks
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Hi tnx for you quick reply. It took me while to get online. I performed the attack test. The timers are appearing on all bases, but the maximum inactivity recorded is 3 days and 15 hours. It appears the plugin is only counting inactivity from the moment it was installed/started, and is not reading the lastSeen data from the server's user persistence database for time prior to installation. Because my config was set to 5 days, sab was ignoring these bases. AbandonedBases(2).json
