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Raul-Sorin Sorban

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Everything posted by Raul-Sorin Sorban

  1. I'll add that to the suggestions list! You just do /locker <player name/id>
    A gorgeous file overall! Wonderful, David paid well attention to smaller details that really make the plugin shine and bring back the nostalgia to the older Blueprints UI system. It's an extremely seamless, well performing and gorgeously designed menu. I absolutely recommend it!
  2. Raul-Sorin Sorban

    Halloween Event Loot

    Changed Status from Pending to Work in Progress
  3. Raul-Sorin Sorban

    Halloween Event Loot

    For the second issue, that's really weird! The first one though, that'll definitely affect gameplay and won't spawn the items at the right slots, thank you for pointing it out! I haven't even thought of it lol
  4. Also, can you show me instances of it floating in the air?
  5. I'll implement something that cleans them up after a while
  6. No, it's just one recycler per person. It's under the map as it's close to the player so it networks correctly / UI's interactive, but completely out of reach - when you're not an admin.
  7. Raul-Sorin Sorban

    vodka

    Changed Status from Pending to Work in Progress
  8. Above ground? Please show me some examples.
  9. The initial config uses the native values.
  10. to procrastinate or not to procrastinate

    that is the question...

     

    i'll answer it later

  11. Hey, this should now be fixed!
  12. Raul-Sorin Sorban

    FPS Drops

    Changed Status from Work in Progress to Can't Reproduce
  13. Changed Status from Work in Progress to Not a Bug
  14. If the map moves, the Lootables.Ext prefabs will not move, it's not relative to the entire map, that's just Rust doing you dirty and highly doubt there's a way around that... If they do map changes that even slightly move things around on the same map seed, it's out of my reach unfortunately. But defined custom prefabs (with the addon plug) will stay exactly where you put them, so they might be looking off if the map shifted, but that's the map, and not the custom prefabs.
  15. To change that logo, go to oxide/temp/ruster_watermark and update it how you like
  16. For this kind of thing, to ensure they're always in the same spot is to use Lootables.Ext, which is designed to always spawn invisible but interactive prefabs that you can create no matter the map change. They can be unique or you may set a name for each of them if you'd like to share the same lootable preset.
  17. I'll consider this in the future. At the moment the system's optimised to work at one time.
  18. It's just one at a time for now.
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