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Feature Request 1.3.1

Her_Toxic_Man
Her_Toxic_Man

Posted

Hello. I downloaded the update, but unfortunately, I’m getting compilation errors.

Screenshot 2026-11-15 180929.png

Her_Toxic_Man

Posted

And one more thing that’s missing: the Scrapworm’s HUD should be tied to the circle—meaning that when you enter the red circle, the HUD appears, and when you leave the circle, it disappears. That would be much better! 🙂

crash

Posted

Hey, that error means the server is still running an older CrashExtensions. Stop the server, overwrite Oxide.Ext.CrashExtensions.dll with the one from the update zip (RustDedicated_Data/Managed on Oxide, carbon/extensions on Carbon), then start it again. If your host doesn't allow DLL uploads, use CrashExtInstaller.cs from the zip and run crashext.install instead.

For the HUD, set HealthBarRadius to the same value as SurfaceMarkerRadius (default 60) in the config. The HUD and the red circle share the same center, so it will show when you enter the circle and hide when you leave it.

Her_Toxic_Man

Posted (edited)

Thanks for the feedback. Unfortunately, you misunderstood me; I was referring to the large circle—specifically, linking the HUD to the large red and orange circle.

Edited by Her_Toxic_Man
Her_Toxic_Man

Posted

I hope you understood what I meant 🙂 It should be static, featuring the large orange and red circles. The smaller circle toward the center is just there to show one's position within the larger circle. The HUD itself should be anchored to the large circle—appearing when you enter it, and disappearing when you leave.

crash

Posted

Hey, got it now, you mean the big territory circle. Right now the HUD follows the worm itself, so there's no setting that ties it exactly to that circle. Setting HealthBarRadius to the same value as TerritoryRadius (default 300) gets close for now. Thanks for the idea, it's noted for a next update.

Her_Toxic_Man

Posted

Thank you very much 🙂 One question: did you include a suitable sound for the new feature? If not, do you have one that you could provide?

crash

Posted

Hey, no sound file ships with the zip, so the worm uses the vanilla roar until you set one. The clip I tested in game is free to use (CC0): https://freesound.org/s/320345/ (a free Freesound account is needed to download it).
1. Convert it to .ogg (Audacity: File > Export > Ogg Vorbis) and name it dino_roar.ogg.
2. Put it in oxide/data/ScrapWorm/sounds/ (Carbon: carbon/data/ScrapWorm/sounds/).
3. In the config set "RoarSound": "dino_roar" and "RoarSoundPeak": 2.95, then reload the plugin.

SoundRadius (default 150) sets how far away players hear it. It needs CrashExtensions 1.12.16 or newer loaded, the same update that fixed your compile error.

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