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tofurahie

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Everything posted by tofurahie

  1. ok i will add it in next update
  2. Are you getting any errors in the console when you should be sending a message to discord? Previously not all plugins were checked, but now all plugins will be checked, no matter how many you have.
  3. tofurahie

    NPCLoot

    no you can change item name
  4. tofurahie

    Adding Template Bug(

    Do you want the positions not to be copied into the new template? I fixed bug with pages.
  5. tofurahie

    Problems

    can you please send me a video demonstration
  6. Changed Status from Pending to Gremlins Changed Fixed In to 2.0.2
  7. Oops, I'll fix that today.
  8. Thank you for pointing that out.
  9. tofurahie

    Problems

    Date file cannot be changed
  10. tofurahie

    Problems

    I'll fix it in the next 1-2 days.
  11. i can't chatch this problem, so can you write on me Discord - tofurahie#4144
  12. If these plugins aren't from umod than yes, I will check tomorrow and fix this
  13. Just add the plugin to the Umod Blacklist in the config
  14. I think I'll add the ability to add text at the beginning of the post before the plugin links, would that work for you?
  15. The current version has a handy UI to quickly add to the blacklist so I don't think there is much cvsck in this. And the problem with hood is due to the fact that inside the file version has not changed and so you download the new version
  16. Changed Status from Pending to Gremlins Changed Fixed In to Next Version
  17. The developer does not correctly specify the versions for plugins. You can contact the developer so that he correctly indicates the version for plugins Below you can see how it should be. https://i.imgur.com/UUxpjPS.png
  18. Changed Status from Pending to Gremlins Changed Fixed In to 1.0.10
  19. Changed Status from Pending to Closed Changed Fixed In to 1.0.9
  20. I mean, for me to find a plugin on chaoscode I need to know its resourceID, which not all developers specify because it is not a requirement for a plugin to pass the test. This does not mean that all plugins from chaoscode do not have it.
  21. This means that resourceID for the plugin is not set contact the developer of this plugin and ask him to add a resourceID for chaoscode, so you do not get in the way of false updates can add the plugin in [CHAOSCODE] blacklist in config
  22. Version 1.0.5

    82 downloads

    Command to give detonator: givedetonator <steamid> permission for use: remoteexplosive.use Item Shortname: bearmeat.cooked Item SkinID: 2825162563 FEATURES: Exploding c4 at a distance In the configuration you can set the maximum distance for the operation of the detonator P.s - (My Discord - tofurahie#4144) Config: { "Detonator Name": "Detonator", "Minimum distance between player and C4 for remote explosion": 25 }
    $3.49
  23. Version 1.4.9

    601 downloads

    Spawn control Put anything anywhere — and decide where players land Adding one crate to a spot your players actually visit normally means a map editor and a wipe. Moving new arrivals off the beach means another plugin entirely. This does both from a menu you open in game: walk to a place, look where you want it, click. Barrels, crates, recyclers, scientists, vehicles, player spawns, and a named respawn menu on the death screen. 35 Templates ready to place 3 Separate systems in one plugin 60 Second default respawn, set per point 0 Dependencies ✓ Position and rotation from where you stand — walk there, look at it, one click, no coordinates typed by hand ✓ Every point refills itself — its own timer, and the plugin only restarts the clock once the entity is actually gone ✓ Item shortnames work too — the same field that spawns a crate can drop an item instead ✓ A named respawn menu on the death screen — your spawn points listed as real choices, not a random roll ✓ Nothing is baked into the map — unload the plugin and every prop and menu entry it created goes with it 01 — Entities Loot and props where the map forgot to put them A spawn point is four things: a name, a prefab, a respawn time, and a place. The menu asks for exactly those and nothing else. Thirty-five templates, one click each Loot and diesel barrels, the full crate range including the invisible lootables, a hackable crate, a recycler, five kinds of scientist, a scarecrow, a murderer, minicopter, scrap heli, two cars, a camper and a snowmobile. Pick one and you are already editing a live spawn point. Or any prefab you can name The prefab field takes a full asset path, and it is checked the moment you submit it — a typo is refused with a message instead of quietly creating a spawn point that never fires. Type an item shortname instead and the point drops that item on the ground on its timer, which is the cheapest custom loot spawner there is. Placed by standing there Position comes from your feet and rotation from where your head is pointing, so a car faces down the road and a crate sits against the wall you were looking at. Spawn now puts it in front of you immediately if you want to check before committing. Refill timers that wait for the loot to go Each point watches its own entity and only starts counting once it is destroyed — a crate nobody has opened is never duplicated. Sixty seconds by default, any number you like per point. Your own setups become templates Tuned a crate with the right prefab and timer? Save it back into the template list and the next twenty go down in one click each. The shipped list is editable too — delete the ones you never use. 02 — Players Off the beach, onto a spot you chose Rust drops arrivals on a random shoreline. Name a handful of places instead and every fresh spawn uses one of them. Named points, added where you stand One command or one button drops a point at your feet, and you can rename it in the menu — the name is what players will see later on the death screen, so call it what the place is. A separate spot for first-timers Point brand-new arrivals at one fixed location — a spawn town, a tutorial hut, a welcome sign. It fires once per player per wipe, tracked in the plugin's own data, and the list resets itself when it sees a fresh save. Stop two people landing on each other Points are reusable straight away by default. Turn that off and a point is held by whoever used it until they walk out of its radius, so a spawn rush spreads across your locations instead of stacking on one. No hostility timer on arrival Optionally clear the hostile flag as the player spawns, so somebody who died hostile can walk straight into safe zones. Worth having on if your spawn point is anywhere near an outpost. 03 — Respawn menu Let them pick where they come back Switch this on and your spawn points appear in the vanilla death screen alongside the player's own bags — by name, with their own cooldowns. No custom interface to learn, because it is the one they already use. Regions, not just pins Group points into a named category and the menu shows one entry for the whole area. Choosing it puts the player at a random point inside it, so “North forest” is a place to come back to rather than an exact tile campers can sit on. They don't eat the bag limit The server's sleeping bag cap is raised by exactly the number of points you added while the plugin runs, and set back to your original value when it unloads. Nobody loses a bag slot to a menu entry. Players can't break them Destroy attempts on a menu entry are refused, they are network-hidden so nobody finds a bag lying in a field, and each one carries its own reuse cooldown — sixty seconds by default — so a chosen spawn isn't an unlimited teleport. Reliability Reversible by design ✓ Unload removes everything it made — every spawned prop is killed, every menu entry is deleted and the bag limit is restored to the number you had before ✓ Menu entries never enter your save — they are created unsaveable, so they cannot pile up in the map file across restarts ✓ Entity points live in a data file — written on every server save, so your placements survive a config reset ✓ Editing a point rebuilds it live — change a prefab or a timer and the old spawner is torn down and replaced without a reload ✓ No dependencies — nothing to install alongside it, no image or NPC framework required Commands Three admin commands, none for players All three are gated on admin. There are no permissions to hand out — players interact with the plugin only through the death screen. /spsetup Open the editor — templates, entity points and player points /newplayerpos Add a player spawn point at your feet without opening the menu /spcategory Add your position to a named region — /spcategory North forest. Run it in several places to build the area up Questions Before you buy Can I make every new player spawn in one single place? Yes, two ways. Add exactly one player spawn point and every fresh spawn uses it, or leave several points and set the first-connection location separately — that one fires only on a player's very first join of the wipe, and everything after that uses the normal list. Can I give VIPs their own spawn points? No. The plugin registers no permissions — spawn points and respawn menu entries are the same for everyone on the server. I added points and players still land on the beach. The plugin hands Rust a point only when it has one to give, and falls back to vanilla otherwise. Two things cause that: the auto-wipe option is on and cleared your list when the save rolled over, or you switched off reusable points and every one of them is currently held by a player standing on it. Check the config still lists your positions first. Does it need Image Library or any other plugin? No. It references nothing and calls into nothing — drop the file in and it runs. Can I spawn something that isn't in the template list? Yes — paste any prefab path into the field and it is validated on the spot. An item shortname works in the same field and drops that item instead of spawning an entity. Do my placements survive a wipe? Entity spawn points live in the data file and are kept. Player spawn points live in the config and are kept too — unless you deliberately switch on the auto-wipe option, which clears them whenever the plugin sees a fresh save. What happens to everything if I unload the plugin? It cleans up after itself: spawned entities are killed, respawn menu entries are removed, the sleeping bag limit goes back to your original number and the open editor closes. Your points stay on disk, so loading it again puts everything back.
    $14.99
  24. Version 1.2.11

    367 downloads

    Crafting rules Every craftable item, on your terms One crafting speed for everyone, a workbench ladder you can't touch, and a tech tree that hands out everything eventually. Servers that want tiered craft speed, a banned weapon, or an item nobody is allowed to research end up stacking three plugins to get there. This is one file that owns crafting from end to end — speed by permission group, and seven switches on every item in the game. 7 Switches on every craftable item 3 Routes to a blueprint, each closable 2 Speed tiers shipped, add as many as you like 0 Dependencies ✓ Craft speed per permission group — name the permission, name the multiplier, it is registered for you ✓ Workbench tier per item — raise it, lower it, or take the bench requirement off entirely ✓ Research table, blueprint paper and tech tree — three separate switches, because players will try all three ✓ A blocked tech tree node doesn't have to wall off the branch — the plugin unlocks around it and charges the right scrap ✓ Every craftable item is listed for you — an icon grid with search, no shortname hunting 01 — Speed Faster crafting as something you sell Craft speed is one of the few perks players will actually pay for, and the only one that costs a server nothing to give. Here it is a two-column list: permission on the left, multiplier on the right. As many tiers as your shop has Two come configured — 1.5× for everyone and 3× for VIP — but the list is yours. Write craftcontroller.bronze, .silver, .gold with the numbers you want and the plugin registers every one of them on load. Nothing to declare anywhere else. Worked out per craft, not per session The multiplier is resolved the moment a craft starts, from the item's own base time. Grant a permission mid-wipe and the next thing that player queues is already faster — no relog, no reload. 02 — Items Seven switches on anything with a recipe On first load every craftable item in the game is written into the config with its vanilla values, so there is no list to build and no shortname to look up. Open the menu, click the icon, change what you need. Move an item up or down the bench ladder The plugin takes the workbench requirement off the engine and enforces its own, which is what lets you go both ways: put an AK behind tier 3, or let players craft a tier-2 item with no bench at all by setting it to zero. A player who tries too early gets a game tip naming the tier they need. Block an item outright One toggle and the recipe is closed — caught on both the inventory craft and the crafter itself, so there is no second path in. The player gets a message instead of a silent failure, and it is in the language file like everything else. A default skin, applied on the way out Give an item a skin ID and everything crafted comes out wearing it, held entity included, so it looks right in hand and not just in the inventory. A player who deliberately picked a skin keeps theirs — the default only fills the gap. 03 — Research Closing a door means closing all three There are three ways to learn something in Rust, and blocking one is worth nothing on its own. Each gets its own switch, so you can leave a route open on purpose — researchable from a found blueprint, but never from the tech tree. The table and the paper One switch covers both the research table and studying a blueprint that dropped in loot — the two routes players reach for first, and the pair that plugins usually forget to close together. The tech tree, node by node Mark a node blocked and it cannot be unlocked at the workbench, with a notice on screen and in chat rather than a dead button. And what happens to everything behind it This is the part most plugins get wrong. Block a node in the middle of a branch and you have accidentally banned the whole branch. A second switch decides which you meant: seal the path, or let players through it. Let them through and the plugin rebuilds the unlock itself — it works out which nodes are still needed, prices them in scrap at the correct tier including tax, takes the payment, unlocks them, and tells other plugins it happened through the standard hook so your logging and reward plugins still see it. Reliability Puts the game back ✓ Vanilla values are saved before anything is touched — every recipe's original time and bench level go into a data file on first load, and that file is the reference point from then on ✓ Unload restores every recipe — times and bench levels are written back from that file and the client is told to go back to normal crafting, so removing the plugin is not a wipe-day job ✓ Joining players are handled properly — if someone is still loading their snapshot the plugin waits and retries instead of firing into the void and leaving them with the wrong crafting rules ✓ Edits apply live — change a bench level or a block in the menu and it is in force before you close it, on a server full of people ✓ Four messages, all translatable — and no dependencies to install alongside it Commands One command, and the tiers you invent Players never type anything — the rules apply to them through the vanilla crafting menu. /craftcontrole Open the item grid — search, pick an icon, edit its seven settings craftcontroller.use Open the editor. Server admins have it without being granted anything craftcontroller.default 1.5× craft speed as shipped — rename it or change the number craftcontroller.vip 3× as shipped, and the template for every extra tier you add Questions Before you buy The workbench labels disappear from the crafting menu. Is that expected? Yes, and it is the trade for being able to move items between tiers at all. Those coloured “requires workbench X” lines are drawn by the client straight from the recipe, so the requirement has to come off the recipe before the plugin can enforce a different one. The rule itself still holds — a player crafting too early is stopped and told which tier they need — but the label is gone until they try. If untouched tier labels matter more to you than per-item tiers, this plugin is the wrong trade. A player is in two speed groups. Which multiplier applies? The last one they match in the config file, not the largest. Write the list slowest first and fastest last and the answer is always the one you want. Do I have to know item shortnames? No. Every craftable item writes itself into the config on the first load with its vanilla values, and the in-game grid shows real item icons with a search box above them. Shortnames are there if you prefer editing the file, but nothing requires it. Can players still find a banned item as a blueprint in loot? The blueprint can still drop, but studying it is refused if you closed that route, and blocking the craft closes it even for a player who learned the item before you installed the plugin. If I block one tech tree node, do I lose everything past it? Only if you want to. That is a separate switch on the same item — leave it off and players unlock straight through the blocked node to what is behind it, paying the correct scrap for the nodes they actually get. Can I let players craft without standing at a workbench? Set an item's bench level to 0 and it crafts anywhere. Do it for everything and you have a no-workbench server without a second plugin. What happens if I remove the plugin later? Every recipe is written back to the values captured before it ever changed anything, and connected players are switched back to normal crafting on the spot. Blueprints players unlocked while it was running stay unlocked — those live in the game's own save, not in the plugin.
    $8.49

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