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Major update in 1.5.0! Support for Floor and Ceiling Wallpapers. You can now add custom wallpapers! And I've implemented other customer suggestions.

Check out the video!

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OneCubixMeterofAltosd

Posted

20BD961.JPG.aee08b8b3640a1970b141c0a8c8efe77.JPGVersion 1.5.1 - After using the upgrader, players are reporting transparent floors (square and triangle) after upgrading.  Does not fix after logging off. 

ninco90

Posted

22 minutes ago, CraZyL22 said:

Limpié el caché del taller, estuve allí mirándolos durante 20 minutos, y los jugadores también.
 

 

imagen.png.723f797e835c1686e66e8a8b627647e1.pngimagen.png.95df65ab87d84557a99137523982c6bb.png

Did you also delete the appworkshop_252490 file when you cleaned up the workshop files?

Do all the other custom skins load? If you want, talk to me on Discord (ninco90) and we'll discuss it better there.

ninco90

Posted

5 minutes ago, OneCubixMeterofAltosd said:

20BD961.JPG.aee08b8b3640a1970b141c0a8c8efe77.JPGVersion 1.5.1 - After using the upgrader, players are reporting transparent floors (square and triangle) after upgrading.  Does not fix after logging off. 

I think it must be related to the server and client updates they released today.

They applied this in this morning's update:
https://commits.facepunch.com/r/rust_reboot/main/wallpaper_frontier_floor_fix
https://commits.facepunch.com/r/rust_reboot/main/wallpaper_fixes

Can you confirm if both are up to date?

 

In my case, I have the game updated, but the server isn't yet. And I don't see the ceiling or floor wallpapers rendering in Frontier, even when placed manually with the Wallpaper Tool. It seems like a game-wide bug, so I'll keep investigating.

ninco90

Posted

37 minutes ago, Deicide said:

Ive had players report industrial piping breaking when they do a tc upgrade? Have you heard of this issue?

Hi! Could you show me this? I need to replicate it.

I just tried it with a pipe and it stays in place.

OneCubixMeterofAltosd

Posted

5 minutes ago, ninco90 said:

I think it must be related to the server and client updates they released today.

They applied this in this morning's update:
https://commits.facepunch.com/r/rust_reboot/main/wallpaper_frontier_floor_fix
https://commits.facepunch.com/r/rust_reboot/main/wallpaper_fixes

Can you confirm if both are up to date?

 

In my case, I have the game updated, but the server isn't yet. And I don't see the ceiling or floor wallpapers rendering in Frontier, even when placed manually with the Wallpaper Tool. It seems like a game-wide bug, so I'll keep investigating.

Thanks i'll take a peep and report back. Also since this wipe, the cool custom Wallpapers (wood pumpkin lego etc) are not showing up on the server for us either. They were working last month. Very odd. I tried removing and reloading the plugin and it engages with image library but those skins still wont show up for us. 

ninco90

Posted

4 minutes ago, OneCubixMeterofAltosd said:

Thanks i'll take a peep and report back. Also since this wipe, the cool custom Wallpapers (wood pumpkin lego etc) are not showing up on the server for us either. They were working last month. Very odd. I tried removing and reloading the plugin and it engages with image library but those skins still wont show up for us. 

Wallpaper designs are loaded through the workshop; it has nothing to do with the image library.

You may have old files on your computer, as the wallpapers have been updated internally. I suggest waiting for Rust to update them internally or forcing them to update by manually clearing them from the workshop cache on Windows.

 

Example: C:\Program Files (x86)\Steam\steamapps\workshop

Deicide

Posted

29 minutes ago, ninco90 said:

Hi! Could you show me this? I need to replicate it.

I just tried it with a pipe and it stays in place.

i will check with my players reporting and seeing if i can get some videos

  • Love 1
OneCubixMeterofAltosd

Posted

23 minutes ago, ninco90 said:

Wallpaper designs are loaded through the workshop; it has nothing to do with the image library.

You may have old files on your computer, as the wallpapers have been updated internally. I suggest waiting for Rust to update them internally or forcing them to update by manually clearing them from the workshop cache on Windows.

 

Example: C:\Program Files (x86)\Steam\steamapps\workshop

Well that wouldnt make sense why they worked previously and then not anymore if they are through the workshop. I have 78,863 files and 53 gigabytes of skins in that folder - there is zero chance I am deleting that and redownloading it. The last time I tried that, it broke ALL skins for the game. 


Is there a list of the specific wallpapers IDs so I can delete those only? I am not going to a nuclear option to fix this. Its very odd that it works this way compared to other upgrading plugins ive tried.

ninco90

Posted

3 minutes ago, OneCubixMeterofAltosd said:

Well that wouldnt make sense why they worked previously and then not anymore if they are through the workshop. I have 78,863 files and 53 gigabytes of skins in that folder - there is zero chance I am deleting that and redownloading it. The last time I tried that, it broke ALL skins for the game. 


Is there a list of the specific wallpapers IDs so I can delete those only? I am not going to a nuclear option to fix this. Its very odd that it works this way compared to other upgrading plugins ive tried.

Facepunch changed the item to which the wall wallpapers are applied. Therefore, existing custom wallpapers (before the update) are no longer compatible unless they are regenerated or updated.

In my case, I updated the existing wallpapers. The problem with this is that Steam Workshop updates don't usually handle it very well. So, when a change is applied, it either takes a long time to update in the background, or it doesn't update at all, or it updates quickly.

You'll find a list of all the SkinIDs in the BetterTC data file. You can search for them manually and delete them, or simply wait for Steam to force a content update at some point so the changes are applied and then displayed correctly in the game. Unfortunately, there's no command to force this to happen. Honestly, it's a bit of a pain. I should have created new items instead of updating the existing ones; I thought it would have caused fewer problems.

OneCubixMeterofAltosd

Posted

2 minutes ago, ninco90 said:

Facepunch changed the item to which the wall wallpapers are applied. Therefore, existing custom wallpapers (before the update) are no longer compatible unless they are regenerated or updated.

In my case, I updated the existing wallpapers. The problem with this is that Steam Workshop updates don't usually handle it very well. So, when a change is applied, it either takes a long time to update in the background, or it doesn't update at all, or it updates quickly.

You'll find a list of all the SkinIDs in the BetterTC data file. You can search for them manually and delete them, or simply wait for Steam to force a content update at some point so the changes are applied and then displayed correctly in the game. Unfortunately, there's no command to force this to happen. Honestly, it's a bit of a pain. I should have created new items instead of updating the existing ones; I thought it would have caused fewer problems.

Thanks so much Ninco appreciate the context! Makes sense. I know we are waiting patiently for lego skin but no players seem to have received it yet 😞

 

OneCubixMeterofAltosd

Posted

1 hour ago, ninco90 said:

Facepunch changed the item to which the wall wallpapers are applied. Therefore, existing custom wallpapers (before the update) are no longer compatible unless they are regenerated or updated.

In my case, I updated the existing wallpapers. The problem with this is that Steam Workshop updates don't usually handle it very well. So, when a change is applied, it either takes a long time to update in the background, or it doesn't update at all, or it updates quickly.

You'll find a list of all the SkinIDs in the BetterTC data file. You can search for them manually and delete them, or simply wait for Steam to force a content update at some point so the changes are applied and then displayed correctly in the game. Unfortunately, there's no command to force this to happen. Honestly, it's a bit of a pain. I should have created new items instead of updating the existing ones; I thought it would have caused fewer problems.

I refreshed ImageLibrary, turned the perms off and on, and they loaded for the players. The permission seemed to be wonky but its fixed now. Thanks again for the help!

  • Love 1
codered

Posted

Hi! When you have a chance, could you add a small improvement so the button keeps its exact position no matter what value players set for graphics.uiscale? The usual approach is to give the button’s root CuiPanel the same AnchorMin/AnchorMax pair that the container’s loot panel already uses and rely only on pixel OffsetMin/OffsetMax for placement; because both elements share the same anchor, the Canvas scaler applies the same factor to their offsets, and the button stays perfectly aligned at every UI-scale setting. Thanks a lot for considering it!

  • Like 1
ninco90

Posted

7 hours ago, codered said:

Hi! When you have a chance, could you add a small improvement so the button keeps its exact position no matter what value players set for graphics.uiscale? The usual approach is to give the button’s root CuiPanel the same AnchorMin/AnchorMax pair that the container’s loot panel already uses and rely only on pixel OffsetMin/OffsetMax for placement; because both elements share the same anchor, the Canvas scaler applies the same factor to their offsets, and the button stays perfectly aligned at every UI-scale setting. Thanks a lot for considering it!

Interface scaling is a huge pain for me; it's the thing I struggle with the most. That's why all my plugins have a fixed scale (the default is 1.0). If you have an example of how to do what you're talking about, I can take a look at it.

OneCubixMeterofAltosd

Posted

Honestly, anyone who isnt using default is going to miss out on most custom servers proper placement because its very hard to scale properly with servers running hundred+ plugins.

  • Like 1
BoobleJ

Posted

On 6/7/2025 at 3:05 AM, codered said:

Hi! When you have a chance, could you add a small improvement so the button keeps its exact position no matter what value players set for graphics.uiscale? The usual approach is to give the button’s root CuiPanel the same AnchorMin/AnchorMax pair that the container’s loot panel already uses and rely only on pixel OffsetMin/OffsetMax for placement; because both elements share the same anchor, the Canvas scaler applies the same factor to their offsets, and the button stays perfectly aligned at every UI-scale setting. Thanks a lot for considering it!

I have a fix for this, but I reached out to ninco90 first to get permission before sharing the three small changes needed in the CS file.

ninco90

Posted

5 hours ago, BoobleJ said:

I have a fix for this, but I reached out to ninco90 first to get permission before sharing the three small changes needed in the CS file.

 

On 6/7/2025 at 12:05 PM, codered said:

Hi! When you have a chance, could you add a small improvement so the button keeps its exact position no matter what value players set for graphics.uiscale? The usual approach is to give the button’s root CuiPanel the same AnchorMin/AnchorMax pair that the container’s loot panel already uses and rely only on pixel OffsetMin/OffsetMax for placement; because both elements share the same anchor, the Canvas scaler applies the same factor to their offsets, and the button stays perfectly aligned at every UI-scale setting. Thanks a lot for considering it!

Implemented in 1.5.3 thanks to @BoobleJ 😄

  • Like 1
CraZyL22

Posted

On 6/6/2025 at 10:03 PM, ninco90 said:

Did you also delete the appworkshop_252490 file when you cleaned up the workshop files?

Do all the other custom skins load? If you want, talk to me on Discord (ninco90) and we'll discuss it better there.

yes, it was deleted, and now like this, nothing but the standard stuff is loaded at all.image.png.e65c886b0c98c436d582aa25fa82e9b9.png

ninco90

Posted

1 hour ago, CraZyL22 said:

yes, it was deleted, and now like this, nothing but the standard stuff is loaded at all.image.png.e65c886b0c98c436d582aa25fa82e9b9.png

After deleting all the skins, you'll need to re-download them completely. Talk to me on Discord and we'll talk about it over the phone if you need to.

CraZyL22

Posted

I sent a request in the discord

 

codered

Posted

I’ve been using your BetterTC plugin on a CarbonMod server and have run into an issue from day one: each time I update to a new release (most recently v1.5.4), the OnServerInitialized hook hangs while fetching item data, triggering EAC heartbeat/auth ticket errors that forcibly disconnect every player—so everyone is dropped from the server after each plugin update. Could you please advise how to prevent these timeouts and keep players connected?
 

Spoiler

(14:37:39) | [BetterTC] Error getting new items: The operation has timed out.
(14:37:39) | BetterTC v1.5.4 by ninco90 hook 'OnServerInitialized' took longer than 100ms [100063ms]

***A similar log block appears for each player.

(14:37:39) | [
  {
    "SteamID": "7656119**********",
    "OwnerSteamID": "0",
    "DisplayName": "**********",
    "Ping": -1,
    "Address": "**.**.**.**:*****",
    "ConnectedSeconds": 19198,
    "VoiationLevel": 0.0,
    "CurrentLevel": 0.0,
    "UnspentXp": 0.0,
    "Health": 84.2096939
  },
  
***

(14:37:40) | [EAC] Kicking 7656119********** / "Nickname" (Heartbeat timed out)
(14:37:40) | [EAC] Kicking 7656119********** / "Nickname" (Heartbeat timed out)
(14:37:40) | Kicking 95.59.77.230:51042/7656119**********/"Nickname" (Steam Status "AuthTicketCanceled")
(14:37:40) | Steam gave us a AuthTicketCanceled ticket response for unconnected id 7656119**********
(14:37:40) | Steam gave us a AuthTicketCanceled ticket response for unconnected id 7656119**********
(14:37:40) | 95.57.233.248:62672/7656119**********/シルティ kicked: Packet Flooding: Player Tick
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********
(14:37:40) | EAC network packet from invalid connection: 7656119**********

 

ninco90

Posted

1 hour ago, codered said:

He estado usando tu plugin BetterTC en un servidor CarbonMod y he tenido un problema desde el primer día: cada vez que actualizo a una nueva versión (la más reciente, la 1.5.4), el gancho OnServerInitialized se bloquea al obtener datos de los elementos, lo que genera errores de latido/ticket de autorización de EAC que desconectan a todos los jugadores, por lo que todos son desconectados del servidor después de cada actualización del plugin. ¿Podrías indicarme cómo evitar estos tiempos de espera y mantener a los jugadores conectados?
 

  Ocultar contenido

(14:37:39) | [BetterTC] Error al obtener nuevos elementos: se agotó el tiempo de espera de la operación.
(14:37:39) | BetterTC v1.5.4 por ninco90 El gancho 'OnServerInitialized' tardó más de 100 ms [100063 ms]

***Aparece un bloque de registro similar para cada jugador.

(14:37:39) | [
  {
    "SteamID": "7656119**********",
    "OwnerSteamID": "0",
    "DisplayName": "**********",
    "Ping": -1,
    "Address": "**.**.**.**:*****",
    "ConnectedSeconds": 19198,
    "VoiationLevel": 0.0,
    "CurrentLevel": 0.0,
    "UnspentXp": 0.0,
    "Health": 84.2096939
  },
  
***

(14:37:40) | [EAC] Expulsando a 7656119********** / "Nickname" (Se agotó el tiempo de espera del latido)
(14:37:40) | [EAC] Expulsando a 7656119********** / "Apodo" (Tiempo de espera agotado)
(14:37:40) | Expulsando a 95.59.77.230:51042/7656119**********/"Apodo" (Estado de Steam "AuthTicketCanceled")
(14:37:40) | Steam nos ha dado una respuesta de ticket AuthTicketCanceled para el ID no conectado 7656119**********
(14:37:40) | Steam nos ha dado una respuesta de ticket AuthTicketCanceled para el ID no conectado 7656119**********
(14:37:40) | 95.57.233.248:62672/7656119**********/シルティ expulsado: Inundación de paquetes: Tick del jugador
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119**********
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119**********
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119**********
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119********** (14:37:40
) | Paquete de red EAC de una conexión no válida: 7656119********** (14:37:40) | Paquete de red EAC de una conexión no válida: 7656119**********
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119**********
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119**********
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119**********
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119********** (14:37:40) |
Paquete de red EAC de una conexión no válida: 7656119**********
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119********** (14:37:40) | Paquete de red EAC de una conexión no válida: 7656119********** (14:37:40)
| Paquete de red EAC de una conexión no válida: 7656119**********
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119**********
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119**********
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119**********
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119
********** (14:37:40) | Paquete de red EAC de una conexión no válida: 7656119**********
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119**********
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119**********
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119**********
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119**********
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119**********
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119**********
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119**********
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119********** (14:37:40) | Paquete de red EAC de una conexión no válida: 7656119********** (14:37:40) | Paquete de red EAC de una conexión no válida: 7656119**********
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119**********
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119**********
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119**********
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119**********
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119********** (14:37:40) |
Paquete de red EAC de una conexión no válida: 7656119**********
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119********** (14:37:40) | Paquete de red EAC de una conexión no válida: 7656119********** (14:37:40)
| Paquete de red EAC de una conexión no válida: 7656119**********
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119**********
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119**********
(14:37:40) | Paquete de red EAC de una conexión no válida: 7656119**********

 

Strange, I personally use Carbon on both the staging server and my x5 and have never encountered this problem. It sounds like a compatibility issue with another plugin. You could try without the rest of the plugins and reload BetterTC as you add plugins until you figure out where the problem is.

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