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Billionaire

Posted

Hello, what changes have been made for the August 05 update ?? If we don't update, will the old version still work after the August 05 update?

 

Electrik

Posted

the old will missed all glasses and ladders trigger (so you won't be able to take those ladders)

  • Like 1
Electrik

Posted

but if you want to use it, I suggest you to wait later wipes, because you will need to edit your map with Rust Edit 1.1.41 set with Staging, but that will make Underwater labs dwellers spam an error in the console.

Personally for this next wipe, I will use a procedural map for my own server

 

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Billionaire

Posted (edited)

OK. but I am using version 1.1.40. I am not using version 1.1.41 because indeed the triggers are not displayed. so I went back to the version before. I make my map with version 1.1.40 and I do it on the normal Rust version, I don't use the stagin brench version.

1.1.41 = bugs with trigger. Not with 1.1.40

 

or, keep the old version of your monument and use version 1.1.40 of rustedit.

But will this still work with the next rust update?

 

Edited by Gbutome
Electrik

Posted

No, it will removed all the glasses and ladder triggers, in 1.1.41 with staging the triggers are still here, you just can’t see it (you can verify in hierarchy panel)

V.

Posted

hello mate, after the last rust update a load of these show up in console during startup but still seems to show on map is it something to worry about?

 

"BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path ":\Electrik-Jabba-Palace-1.2.4\Electrik-Jabba-Palace-1-2-4:28809:/assets/content/structures/pipelines/pipeline_300x900.prefab/ambient_trigger (13)""

Cheers

SlayersRust

Posted

On 8/31/2023 at 2:10 PM, V. said:

hello mate, after the last rust update a load of these show up in console during startup but still seems to show on map is it something to worry about?

 

"BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path ":\Electrik-Jabba-Palace-1.2.4\Electrik-Jabba-Palace-1-2-4:28809:/assets/content/structures/pipelines/pipeline_300x900.prefab/ambient_trigger (13)""

Cheers

Does this still work in 2024?

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