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Thanks for your interest in my plugin!

If you have any questions or issues with the plugin, please contact me.
For support related questions, please create a thread in the Support Section or send a direct message to my profile @MeventSupport.

Thanks!

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8 hours ago, MeventSupport said:

Do players have buildtools.free permission?

No they dont

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3 minutes ago, Maximo said:

No they dont

Write to my discord (mevent), I'll send you a debug version so we can track this down, exactly what is causing this to happen 

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Hello, is it possible in the active icon settings for the default mode of the hammer to be Repair and of the building planner to be Twig just like in Vanilla? Or not have any mode active automatically at all but still have the Active Item Settings enabled "true"? 

 

  "Active Item Settings": {
    "Enabled": true,
    "Items": {
      "hammer": {
        "Enabled": true,
        "Default Mode": "Remove",
        "Ignored Skins": [
          1196009619
        ],
        "Save the selected mode when closing?": false
      },
      "toolgun": {
        "Enabled": true,
        "Default Mode": "Remove",
        "Ignored Skins": [],
        "Save the selected mode when closing?": false
      },
      "building.planner": {
        "Enabled": true,
        "Default Mode": "Stone",
        "Ignored Skins": [
          1195976254
        ],
        "Save the selected mode when closing?": false
      }
    }

 

Edited by Bears
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24 minutes ago, Bears said:

Hello, is it possible in the active icon settings for the default mode of the hammer to be Repair and of the building planner to be Twig just like in Vanilla? Or not have any mode active automatically at all but still have the Active Item Settings enabled "true"? 

 

  "Active Item Settings": {
    "Enabled": true,
    "Items": {
      "hammer": {
        "Enabled": true,
        "Default Mode": "Remove",
        "Ignored Skins": [
          1196009619
        ],
        "Save the selected mode when closing?": false
      },
      "toolgun": {
        "Enabled": true,
        "Default Mode": "Remove",
        "Ignored Skins": [],
        "Save the selected mode when closing?": false
      },
      "building.planner": {
        "Enabled": true,
        "Default Mode": "Stone",
        "Ignored Skins": [
          1195976254
        ],
        "Save the selected mode when closing?": false
      }
    }

 

unfortunately there is no "Repair" mode right now 🙁
But, I'm already doing an update where I'll add that!

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Not sure if anyone else is having the same problem, /down all twig doesn't work, /down all 0 is wood, how do we downgrade to twig please?

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7 hours ago, MrLiquid said:

Not sure if anyone else is having the same problem, /down all twig doesn't work, /down all 0 is wood, how do we downgrade to twig please?

Send me the config, please 

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7 hours ago, dreedxplay said:

How do we setup a Downgrade Cooldown? similar to Remove Cooldown? 

I'm not sure there is such a thing

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20 hours ago, MeventSupport said:

I'm not sure there is such a thing

Can we disable Downgrade then?

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On 5/11/2024 at 9:54 AM, dreedxplay said:

Can we disable Downgrade then?

Yes, of course

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is it there a way to to make it so that when you finish with remove and scrolling to weapon disable remove kind of how remover tool works?

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Also Can players not change the container skin color after building like Building skins "bskin build" command?

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On 5/19/2024 at 4:42 AM, EvilDips said:

is it there a way to to make it so that when you finish with remove and scrolling to weapon disable remove kind of how remover tool works?

This is not provided for now. But, I'm currently working on a big update for BuildTools, I'll try to add the feature you suggested in this big update!

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On 5/20/2024 at 5:41 AM, EvilDips said:

Also Can players not change the container skin color after building like Building skins "bskin build" command?

Can you describe in more detail what you want to get as a result? 🙂 

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6 hours ago, Mevent said:

Can you describe in more detail what you want to get as a result? 🙂 

ok so if players build in metal using the container skin and if they forget to choose what color they have no way to change it since I only allow the up all for VIP.  The bskin feature does not have a separate way to update the chosen skin saves, like if they build in stone using the brutalist skin but want to change it to brick they cant.

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Could you possibly update it so the UI sits above the team names and not on it, i looked in config and i don't think i have the patience to move all the UI buttons

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On 7/5/2024 at 10:19 PM, LuminCC said:

Could you possibly update it so the UI sits above the team names and not on it, i looked in config and i don't think i have the patience to move all the UI buttons

Right now in the config you can move the panel to the right 🙂 🙂

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Is it possible to define a specific resource type and cost for base part removal? For example, making each part removed cost 500 scrap?

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Hello, i guess the Plugin has a Problem. 

Failed to call internal hook 'OnEntityBuilt' on plugin 'BuildTools v1.5.35' [641201665] (Object reference not set to an instance of an object)
   at BaseEntity UnityEngine.GameObjectEx.ToBaseEntity(GameObject go, bool allowDestroyed)
   at void Oxide.Plugins.BuildTools.OnEntityBuilt(Planner plan, GameObject go) in /home/rustserver/serverfiles/carbon/plugins/BuildTools.cs:line 2180
   at object Oxide.Plugins.BuildTools.InternalCallHook(uint hook, object[] args) in BuildTools.cs/Internal:line 598

 

 

Well the problem solved itself, after updating carbon. Sorry for the trouble 😕

Edited by Der_Martini
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1 hour ago, Der_Martini said:

Hello, i guess the Plugin has a Problem. 

Failed to call internal hook 'OnEntityBuilt' on plugin 'BuildTools v1.5.35' [641201665] (Object reference not set to an instance of an object)
   at BaseEntity UnityEngine.GameObjectEx.ToBaseEntity(GameObject go, bool allowDestroyed)
   at void Oxide.Plugins.BuildTools.OnEntityBuilt(Planner plan, GameObject go) in /home/rustserver/serverfiles/carbon/plugins/BuildTools.cs:line 2180
   at object Oxide.Plugins.BuildTools.InternalCallHook(uint hook, object[] args) in BuildTools.cs/Internal:line 598
 

why do you get this error?

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Hi Mevent,
does this plugin's /remove support combat block and raidblock?

 

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