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Showing content with the highest reputation since 04/05/2025 in Support Replies

  1. Is this going to get updated? I have still not been able to use this since I bought it...
    4 points
  2. Today a new version will be uploaded
    4 points
  3. Need suport for the new storagebox dlc
    3 points
  4. I’m very glad to hear that you are working on fixing it. If you also added selling for economy or for a custom item, that would be great!
    3 points
  5. Skill Tree update: * Renamed STCanGainXP hook to CanGainXp. Returning non-null will override default behaviour.
    2 points
  6. Its for forced wipe mate. Dont use it until forced wipe.
    2 points
  7. That is because skinner does not properly preserve the entity children while destroying it, if it was chest stacks issue then spray can skinning would also cause this, which it does not, because it properly preserves entity's children, that needs to be fixed on skinner side. I will soon push an update to allow proper skinning of the stacked boxes
    2 points
  8. Good Morning, thanks for reaching out and the feedback I understand you want that players cannot use same title with same name. Thanks for the suggestion this makes much sense, i will add this in next update. (Ill add a new config like "AllowSamePrefixName" or so) Thanks
    2 points
  9. Hi. Yes, unfortunately this sometimes happens after the update. I'm also thinking about a solution.
    2 points
  10. Hello. I’m experiencing an issue with the Forager skill (/forage) not showing wild plants. To make sure it wasn't caused by other plugins, I performed tests on a completely clean server. Test environment: Fresh Rust server installation Procedural map Only one plugin installed: SkillTree No other plugins at all Tested both Oxide and Carbon mod loaders Result is the same The /forage command works, but it only shows: stone collectibles metal collectibles wood collectibles Wild plants are not displayed, such as: hemp_collectable corn_collectable pumpkin_collectable wheat_collectable However, these entities do exist on the server. I confirmed this using the server command: entity.find_radius The command clearly lists entities like: hemp-collectable corn-collectable wheat-collectable But they are not detected by the forage ability. Could this be related to the recent Rust update that changed collectible entities? Thank you.
    2 points
  11. Scientist2 OilRig Scientists are unkillable until I unload EpicLoot Plugin. I went down a massive rabit hole of unloading plugins 1 by one all day to find the cause of my unkillable oil rig scientists. Several other server owners reported the same thing to me. Seems like EpicLoot is the cause. Please have a look into this
    2 points
  12. 2 points
  13. Hi I've noticed that from version 1.0.11 to the 1.0.14 tugboats frequently fail to spawn—though not every time. It happens about 2 out of 5 times. I haven't checked the console for error messages yet, but I'll look into it and provide more feedback. and I don't recall ever encountering this issue before; it only started occurring after the naval update. FYI Thanks in advance.
    1 point
  14. I'm looking into it, thanks Jim.
    1 point
  15. Changed Status from Pending to Work in Progress
    1 point
  16. This warning is expected behavior on a fresh wipe or when no player has earned a #1 title yet. Even though AddTitleHoldersToGroup is set to true in your PlayerRanks config, PlayerRanks only creates the permission groups (PVPKills, PVPDistance, etc.) at the moment it actually assigns a title holder to that group. Until at least one player earns a top spot in a category, the corresponding permission group simply doesn't exist yet.
    1 point
  17. 1 point
  18. I just released the V2 Version. You may use this map file to open in RustEdit now. Sorry for any delay I usually always remember to do this but I must have somehow forgotten when I was doing last minute edits. Have a nice day!
    1 point
  19. There is the file and the names are https://steamcommunity.com/sharedfiles/filedetails/?id=3419609271 = baseone https://steamcommunity.com/sharedfiles/filedetails/?id=3419609489 = basetwo https://steamcommunity.com/sharedfiles/filedetails/?id=3419609668 = basethree https://steamcommunity.com/sharedfiles/filedetails/?id=3419609965 = basefour https://steamcommunity.com/sharedfiles/filedetails/?id=3419610246 = basefive https://steamcommunity.com/sharedfiles/filedetails/?id=3419610437 = basesix SpawnEverything.json
    1 point
  20. Hey, I have plans to add your first point about the distance. The second point, its definitely highly requested, the whole plugin would have to be reworked to support that though. So its not something that I will have ready right away.
    1 point
  21. Genes seems to be working fine now with the new update
    1 point
  22. Reported the file. its been months of trying to get an update.
    1 point
  23. @supreme we need a fix for this.
    1 point
  24. Sure thing. I am sure its not the best organized and there are a few things that need to be ironed out for a couple of these items. This is just a json file with the items I added and nothing else. I have left notes next to the item names for better understanding. In the case of shared skinid, only 1 will place out of the few that share it. This could be solved with either skinids for these extra items or a collection system that would allow you to spawn the item in question but when placed chooses between the collection. For example, tree a, b, and c share 1 skinid. place the item and it chooses tree b. pick it up place it again and it chooses a or c (or even b again) I hope this makes sense and sorry for my messy file. config.json
    1 point
  25. I knew I'd miss something hah! I saw the first two but forgot I had PersonalNPC. I just set this to false then reloaded your plugin again and all seems to be okay and I'm know only seeing single messages with no duplicates "Clear console of 'ownerPlayer is not player' spam?": false, Thanks for the help!
    1 point
  26. Hey! We've reached out to the AmmoCapacity developer to understand how their plugin handles magazine size changes internally. Waiting for their response - will keep you posted once we have more info.
    1 point
  27. Thanks for kind words. Update is live, in case You will use profile which uses custom images , make sure You have latest version of ImageLibrary plugin which is free. In case of any feedback, feel free to contact me, Thanks again and hope You will like it .
    1 point
  28. Hi , Thank You for the purchase and also apologies for the inconvenience. I am experiencing some complications, but I will push an update in upcoming days, no later than the end of a week. Again apologies for the inconvenience, I will keep You updated. Thanks again , and let me know in case of any other feedback.
    1 point
  29. I will give some tests soon
    1 point
  30. Hello, Thank you for bringing this to my attention. After looking into the behavior you described, I was able to confirm that the issue occurs when the "Injuries And Diseases" plugin transfers the player's inventory to a spawned zombie on death. Because that plugin removes the items from the player before my plugin processes the death event, my plugin cannot access the inventory it expects to restore later, which results in the items effectively disappearing. I have already reached out to the developer of the "Injuries And Diseases" plugin, and we are currently working together to resolve this interaction. They have confirmed that they will be adding a hook that will allow my plugin to detect when a zombie takes the player's inventory so it can properly handle that situation. In the meantime, there is also a configuration option in the "Injuries And Diseases" plugin that disables the loot transfer to zombies, which will prevent this behavior from occurring until the compatibility update is released. Once the hook is added on their side, I will include compatibility support in the next update of Death Modifier so both plugins can function together correctly. I appreciate you reporting this, as it helped identify the interaction between the two plugins. Please let me know if you would like assistance adjusting the configuration in the meantime.
    1 point
  31. Changed Status from Pending to Fixed Changed Fixed In to 8.8.5
    1 point
  32. Hi thank you! Yes this is an issue in the current version here. I have it fixed in the next update - Will have that released this month
    1 point
  33. Hi! Oil rig is a 'whole prefab' in map editors. This means the build issue you're seeing here is related to how the server loaded/built the map. Your best way to fix this is to restart the server, if it does not rebuild correctly then you will need to wipe the server, and let it build the map again.
    1 point
  34. We’re seeing this as well on our server from multiple players. The reports are consistent with what others have described: the bottom row of boxes remains, but any boxes stacked above them disappear or collapse. In one case a player logged in and the upper stacks were gone, while other stacked boxes elsewhere in the base were unaffected. Another player reported it happening after interacting with boxes, and one report mentioned placing a locker upstairs shortly before the stacks below disappeared. Seems like the base boxes remain intact but the stacked entities are being removed under certain conditions.
    1 point
  35. I checked the code and found no bugs. FishingRods' probability settings only converge after hundreds of tries. If you set the value to 100, the probability of getting a fish with rarity 1-5 will be 100%, but it will be chosen randomly from that list.
    1 point
  36. /spawnsitemypos PresetName
    1 point
  37. Hello Opa-Mark, Looks like Rust new update changed some functions, i'll have a look.
    1 point
  38. Facepunch removed the colliders for plans, so they are not longer registering using the current search method in game. Will need to wait until I fix it.
    1 point
  39. Changed Status from Pending to Fixed Changed Fixed In to 1.6.2
    1 point
  40. Working on it
    1 point
  41. There are also problems with the translation — some text does not translate when you create a file in the lang folder, and it has to be changed directly in the plugin itself.
    1 point
  42. The plugin configuration is the same on both the main server and the sub-server, so it’s possible that some other factor (such as in the map, or something like a placement mask at the installation location) is affecting it… For now, I removed the roller coaster from the map once, then placed it again from scratch, and confirmed that it works normally. However, because it was a prefab that had already been placed, when the server started up, everything in the keycard room—such as the door and the fuse box—ended up being misaligned. So I removed those as well. As a result, the loot is nothing but the roller coaster itself is working, so it isn’t a major issue.
    1 point
  43. Changed Status from Pending to Work in Progress
    1 point
  44. Indeed, when I created a OneGrid MAP on a sub-server, it worked fine. I wonder what's causing the discrepancy... I haven't done anything in particular, and it's bothering me that there's only one button in the MAP file, but I'll look into it a bit more.
    1 point
  45. yeah i was kind of thinking that tbh, ill wait till the server dies mate and do it cant be bothered with the moaning lol! I'm pretty sure that will fix it cheers for the help!
    1 point
  46. 1 point
  47. ailed to compile: 'Pool' does not contain a definition for 'GetList' | Line: 421, Pos: 39
    1 point
  48. 1 point
  49. hey this has been asked several times , but this is the debug you can deactivate this in the cfg setting this to false it logs basicly actions and in this case its not a tiered bradley, disabling the debug will not show this
    1 point

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