-
Posts
2,557 -
Joined
-
Last visited
-
Days Won
30
Content Type
Profiles
Warranty Claims
Downloads
Forums
Store
Services
Downloads Plus Support
DOWNLOADS EXTRA
File Comments posted by The_Kiiiing
-
-
On 5/6/2026 at 6:05 PM, Theswingingturtle said:
I freaking love the concept!! Could you pretty pleease add damage & movement speed adjustment?
Added it
-
1
-
-
3 hours ago, Ian said:
Hi are you able to change the npc kits ? thanks
Yes, you can change the npc kits in the config file
-
8 hours ago, Theswingingturtle said:
I freaking love the concept!! Could you pretty pleease add damage & movement speed adjustment?
Will be added with the next update
-
1
-
-
6 hours ago, 0g.Ghost.7373 said:
How does this work with other plugins like Beast Master that spawns Animals?
This plugin only targets vanilla animals. If an animal has a custom skin id or an owner id, it will be ignored by the plugin
-
7 hours ago, SlayersRust said:
Hello just a heads up I see on my Staging Branch server this plugins needs an update for May Forced Wipe

Failed to compile: 'PlayerMetabolism' does not contain a definition for 'SendChangesToClient' and no accessible extension method 'SendChangesToClient' accepting a first argument of type 'PlayerMetabolism' could be found (are you missing a using directive or an assembly reference?) | Line: 904, Pos: 35Thanks for letting me know. There will be an update in the next few days
-
1
-
1
-
-
8 hours ago, SlayersRust said:
How do the Animals spawn? Do a few animal bosses just spawn randomly around the map? Or can they only be spawned by an admin manually?
This plugin automatically assigns a random level to each animal on the server. You can also use the admin command to spawn a specific animal boss.
-
On 4/29/2026 at 2:59 AM, Stark said:
Any chance you can make this compatible with this for the EMP grenades?
It looks like the plugin does not provide any API or interface to integrate with other plugins, meaning it is not possible at the moment
-
7 hours ago, RustyLife said:
hello, how can i add categories more than 6?
This is not possible at the moment
-
1
-
-
8 hours ago, jtausch said:
how do add text line i have an info panel and i don't know how to add text lines i can edit the lines of text but i don't know how to add lines
Click on "add member" in the parent context
-
2 hours ago, V1P3RF1GHT3R said:
hi, im not getting any NPCs spawning on the ship ??
Are you using BetterNpc?
-
On 3/20/2026 at 1:43 AM, UncleChester said:
Been getting really high hook times since the update.
The last update did not change anything about hook calls, it only added support for the PersonalFarmer plugin. You can test with an older version and there will be no difference.
The reason why this plugin has slightly higher hook times than other plugins is because it has to process player inputs to make joint controls work. The hook for that is called multiple times per frame which causes higher hook times when the plugin runs for a long time. Even though the plugin has higher hook times it does not notably affect server performance. The hook time only shows that a plugin is doing a lot of work.
-
1
-
-
On 3/17/2026 at 5:25 PM, Mbesailor said:
just got the radtown, placed on my test server, and we noticed where the clock just stops and we get this error.
NullReferenceException: Object reference not set to an instance of an object
at BaseEntity.GetRpcTargetNetworkGroup (RpcTarget& target) [0x00008] in <863b8d7ccbed46e59f3aaaa52fa75203>:0
at BaseEntity.ClientRPC (RpcTarget target) [0x00016] in <863b8d7ccbed46e59f3aaaa52fa75203>:0
at BaseCombatEntity.SetJustAttacked () [0x00016] in <863b8d7ccbed46e59f3aaaa52fa75203>:0
at TimedExplosive.DoStick (UnityEngine.Vector3 position, UnityEngine.Vector3 normal, BaseEntity ent, UnityEngine.Collider collider) [0x000ab] in <863b8d7ccbed46e59f3aaaa52fa75203>:0
at Oxide.Plugins.RadtownEvent+AttackDrone.SetupC4 () [0x000b9] in <8ef12dc5bfd14e559c1c07e554798cae>:0
at Oxide.Plugins.RadtownEvent+AttackDrone.ServerInit () [0x0008d] in <8ef12dc5bfd14e559c1c07e554798cae>:0
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.BaseNetworkable.Spawn_Patch2(BaseNetworkable)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.BaseEntity.Spawn_Patch0(BaseEntity)
at Drone.Spawn () [0x00000] in <863b8d7ccbed46e59f3aaaa52fa75203>:0
at Oxide.Plugins.RadtownEvent+EventZone.SpawnDrone (Oxide.Plugins.RadtownEvent+IDroneConfig config) [0x0008f] in <8ef12dc5bfd14e559c1c07e554798cae>:0
at Oxide.Plugins.RadtownEvent+EventZone+<MainCoro>d__34.MoveNext () [0x00085] in <8ef12dc5bfd14e559c1c07e554798cae>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <90c589ebc24b486c9e5903521dacec9d>:0I updated the pluign on the other site. If you want to stay up-to-date I recommend you to join my discord https://discord.gg/mqbB5cTSfc
-
After some more testing I was actually able to reproduce the problem and there will be a fix for it in the next few days.
In the mean time to prevent this from happening just disable your custom configurations for oil rig and deep sea npcs.
-
3
-
1
-
-
5 hours ago, ZA_Machete said:
As I said before I can not reproduce this problem on my server, so I don't think that it is caused by Loottable.
-
3 hours ago, ZA_Machete said:
hey took me a bit to get to the bottom of thid bug but when you apply a custom loottable to the oil rig npc it makes them to spawn again in god mode if the player dies
Unfortunately I can not reproduce your problem. I don't think it is caused by the plugin because it only modifies the NPC loot and nothing else. Is the npc in "good mode" actually shooting and moving or is it only a visual bug?
-
On 3/7/2026 at 6:37 PM, FiDDL3 STiCKS said:
Sorry to be a pain any idea when roughly the fix for the smelting would be complete?
Sorry for the long wait. The fix is way more difficult than I initially thought. I am currently working on it and the update should be out in the next few days
-
1
-
-
18 hours ago, andyb_83 said:
Loving the event but we had the drones dropping loot 100% of the time and it just nearly crashed the server with a 500% CPU due to the number of black boxes. Is there any chance there could be an option in the config to have body bags instead of the boxes so that players with auto pickup can grab them by running over them?
If you are getting performance problems I recommend you to decrease the loot drop chance in the config. Im also gonna add the option to have a backback drop instead of a black box with the next update. Until the update you can replace "item_drop_buoyant" with "item_drop_backpack" in line 1428 in the plugin file.
-
1
-
-
15 hours ago, Cascadian AC said:
I guess just to clarify I mean the player built boats not the PT Boats
Player built boats are not currently supported. They will be added with the next update
-
2
-
1
-
-
20 minutes ago, Cascadian AC said:
Will this work/be made to work with the motors for the naval update?
This plugin works with the naval update (includes config options for the patrol boat)
-
1
-
-
On 2/23/2026 at 5:33 PM, MisterALX said:
I have noticed that this plugin, disables the default Cargo, is it possible to add a command to leave that on as well ?
Thank you!
This plugin does not disable the default cargo ship
-
On 2/19/2026 at 4:02 PM, FandangoChristmas said:
I'm noticing a issue today with Pirate Tugboats crashing into bases and getting stuck on bases with WaterBases. The WaterBase already has a check to block building in ship path, so those Tugboats should be doing a check to not set path through bases, or at the very least maneuver around the base. I have never seen this happen until today.
This is probably due to changes introduced with the deep sea update. Because of this update the plugin is also no longer able to generate a path at runtime.
I am currently working together with the developer of WaterBases to implement a check that water bases can no longer be built on the tugboat path
-
1
-
-
On 2/20/2026 at 6:28 PM, idkrocky said:
on the double npc set to true it just makes two of them together and they go inactive how to fix that?
Hi,
I use the NpcSpawn plugin to create npcs on the ship. At the moment there are a lot of changes going on so it is very likely that it is just a temporary problem. Give the developers some time to get it sorted out.
-
9 hours ago, MKA0207 said:
Any idea why "Refresh Loot" is stuck on admin screens?
It appears when you have the loottable.test permission
-
On 2/18/2026 at 5:46 PM, authorizeduser said:
i'm using the default config file and i just crafted my first low quality joint and the applied affect is Max Speed, instead of boost Wood Harvesting. went through the entire config and didn't find any reference to Max Speed. is this a bug in the plugin or my brain?
Max speed is not actually a joint effect and has nothing to do with this. It shows there because the joint item is based on horse shoes which increase the speed of the hose when worn. Unfortunately I can not remove this.
-
1
-
-
20 hours ago, MKA0207 said:
Faster smelt and cooking is buggy.
Please read the pinned message
-
4 minutes ago, HighOnTek said:
Wood burning went back to Vanilla?
Compiles now ok, smelting speeds seem to be working again, but wood is burning super slow, which means charcoal production is super slow again.This was just a quick fix to make the plugin compile again. There will be a proper fix in the next few days
-
2
-
1
-
-
Update is out, apologies for the delay
-
1
-
-
On 1/21/2026 at 9:02 PM, Devs said:
Hello, there is a problem with deleted items, the limits do not count items that have been deleted, for example, on walls or foundations, if this wall or foundation is broken using the repair tool of the IQGradeRemove plugin, all objects that stand on the foundation or hang on the wall will break and the limit will not deduct them from the total number.
This plugin uses the OnEntityKill hook to determine when an entity is destroyed. It is possible that the IQGradeRemove pluign does not call this hook and therefore the entities are still counted
-
13 hours ago, forlandoo said:
After the latest update, the smelting multiplier is no longer working.
Version 2.2.3Fixed it with version 2.2.4
-
-
8 hours ago, MooDDang said:
where is sedan?
Sedan is not supported at the moment
-
-
-
On 12/7/2025 at 8:48 PM, rex said:
12/07 20:38:03 | Error while compiling Loottable: Identifier expected | Line: 512, Pos: 66
12/07 20:38:06 | Error while compiling Loottable: ; expected | Line: 3486, Pos: 55 de puit la nouvelle mis a jour sa merde
Since you are the only one reporting this issue so far it is most likely that your plugin file is corrupted.
Please re-download the file and make sure you don't modify it.
-
1
-
-
On 12/4/2025 at 6:39 PM, HighOnTek said:
@The_Kiiiing Looks like Facepunch isn't releasing the Naval update today... so still ok to apply this update?
You can still use the update. If not there would have been another update on thrusday
-
1
-
-
On 11/23/2025 at 4:00 AM, planeat said:
Suggest in the December naval update
spawn event after deep sea event start : true
spawn in deep sea : trueSomething like this is already planned, but at the moment there are too many things changing so I can't implement it yet.
-
On 11/18/2025 at 9:12 PM, MadDom said:
is there an option to create VIP Stacks? Or does anyone know a plugin for this?
This is not possible with this plugin
-
16 hours ago, rex said:
Error while compiling Loottable: } expected | Line: 1735, Pos: 56
Try downloading the plugin it again
-
21 hours ago, Tanki said:
do you have planned to add support for clan reborn/clan soon?!
Not planned
-
On 11/5/2025 at 7:21 AM, Tanki said:
Ive asked K1llyou:
if you change that in zombie horde then all helicopters will target zombies. the correct solution would be for that author to add a exception in their hook implementation to ignore zombies so their plugin also doesnt target them. you dont have helicopters targeting normal npcs so why would you have them target zombies? entity.GetType().Name == "ZombieNPC"I've implemented the fix with the latest update. Apparently the check for NPC was not enough for the zombies.
-
3 hours ago, Tanki said:
false by true so?
I don't know the plugin, but you can try. There is a chance that this messes things up.
-
On 10/28/2025 at 6:48 PM, Tanki said:
and how can il fix this? return null by return true on line 235?
You have to change the return in the ZombieHorde plugin. Send me a DM on discord and I can do it for you to ensure it doesn't break anything else
-
On 10/29/2025 at 8:35 PM, UncleChester said:
Does the biome weight affect the planted drops? If I set my config to only allow high quality drops in the jungle, does that mean players have to be in the jungle to also get high quality drops out of the grown hemp?
While were at it, can we add an ignore tiers option and only use the biome option for the wild hemp?
The biome option applies to both wild hemp and grown hemp. Adding an option to ignore biomes for grown hemp does not make sense, then the plugin would be unable to determine which strain of weed to give.
-
9 hours ago, Tanki said:
Hello, Calling hook CanHelicopterTarget resulted in a conflict between the following plugins: AirConvoy - True (Boolean), ZombieHorde (False (Boolean))
do il need to change true by false so? or not important?
It is not that big of a deal, but it might mess with the custom targeting logic of the convoy
-
15 hours ago, jesu3112 said:
Hi
, Since the last Halloween update, I've noticed that Radtown drones are no longer dropping "black boxes" like they used to (previously: 1 box per drone; now: ~1 box every 3 waves). Have you received reports from other servers with the same issue, or is it just me? Thanks in advance
I didn't receive any other reports, but I think I know what the cause of the problem is.
-
-
On 10/17/2025 at 9:42 PM, Malkizid said:
Heay Kiiiing,
Is is possible for me to add more keys manually for more vanilla Npc types?
for example some these exist in your default config:"Custom NPC Clothing": { "scientistnpc_junkpile_pistol": [ "scientistnpc_heavy": [ "bandit_conversationalist": [
but I'd like to add the other Scientistnpcprefabs like Cargo, or other MissionproviderNpcs and Safezone Scientists to give them more outfits too.
Another nice option for config would be to be able to adjust the speed of the NPC's
for example to set the zombies to move very slowly.
I like to set zombies to have movement speed of 3 (in NpcSpawnApi terms)
So far testing the plugin has been really nice, thanks!
You can add more npc types as you like. Changing the speed is not possible as it will probably create conflicts with other pluings
-
1
-
-
11 hours ago, Tanki said:
it work with betterloot?
I didn't test it myself but there is a good chance that it will work.
-
8 hours ago, forlandoo said:
Unfortunately, most of the custom loot tables for the crates are completely wrong, which makes it a lot of work to fix everything. Good plugin, but for a paid one, I expect the custom loot tables to be correct. Just some well meant feedback.
I am currently working on a solution to get the vanilla loot tables right in the plugin. The only problem is that rust itself uses a different loot system than the plugin and the conversion is not that easy.
-
1
-
-
6 hours ago, Kom4nder said:
@The_KiiiingHi, could you add the ability to stack custom items in the next update?
Custom items created with Loottable will always use the stack size of their underlying item. If you use CustomItemDefinitions to create custom items, then these items will show up as individual items in the stack size controller
-
1
-
-
4 hours ago, LoneWolf71 said:
I may just be an idiot, but I have installed multiple plugins, I was running BetterLoot, i uninstalled it and ran this. It seems like no matter how many times I edit anything, and do a reload / refresh, it is just vanilla stack sizes and vanilla loot. Are there any other plugins like stackmanager that would interfere with this? What drew me to this was the percentages of the drop rarity. If it works it has already beaten BetterLoot. But no matter how many hours I keep trying, it is not changing my tables. Please advise.
Make sure you have no other loot plugin and stack plugin installed. Also check if you actually enabled your loot configurations. When enabled, a green badge with "Custom Loot" will be displayed in the configuration overview
-
1
-
-
On 10/11/2025 at 9:01 PM, forlandoo said:
Could you add a distinction between the Heavy Scientists — for example, those equipped with a flamethrower, minigun, and so on? Greeting
This is not possible with the current system because all heavy scientists use the same prefab.
-
On 10/6/2025 at 10:23 AM, Kom4nder said:
@The_KiiiingCan you add these NPCs to the loot setup? there are very few of them now, including for editing the drop of the new advancedblueprintfragment and basicblueprintfragment
I'm gonna add the Outbreak Scientist with the next udpate. The Road Scientist is already there and is called Junk Pile Scientist
-
1
-
-
On 10/4/2025 at 2:47 PM, Malkizid said:
Greetings @The_Kiiiing
Is there a way to get the Prefab ID's so I can manually input the data into the .json file in oxide/data/EntityLimitUi.json ?
I like the ui but I sometimes need to edit it outside of the game client.
I dont know how to get the prefab ID's or are these genrated by the plugin ?
The numbers in the config file, I though they were item ID's but they are not.
It takes a very long time to edit in game, as every prefab path must be typed manually and saved.
For example in my attached screenshot there is a farming group, I have 5 tiers for each permission group including default
In this farming group example I must type every prefab path manually and save it. Then unload the plugin.
and edit the json directly to get the prefab number ID's - add them to the other groups then reload the plugin.
The problem is that it takes very long and defeats the UI a little bit,
requiring a long long amount of work in the ui or combining both editing in the ui and the manual .json editing to save some time.
I need to have many groups, so its very tedious and risky
(if a misclick is made all the the edits in the ui group can be lost, or when looking at another group in the ui)
So to edit without being able to copy or duplicate the prefab paths from the in game ui is difficult.
So to add a new item to any group it must be done, very carefully and slowly in the ui - making it a bit redundant.
If I can get the prefab number ID's then this would be simple and I can edit the .json directly.
It would save lots of time.
Do you know how I Can get the number ID's for the prefabs in the game ?
Many thanks,
Manky
A prefab id is the hash of the prefab name. Unfortunately there is no easy way to retrieve it so I wrote a small plugin that you can use to get the prefab id for a prefab name. The command is
prefabid "<prefab_name>"
Make sure to put the prefab name in quotes when it contains spaces
-
2
-
-
20 hours ago, 0g.Ghost.7373 said:
Calling hook CanEntityTakeDamage resulted in a conflict between the following plugins: AirConvoy - True (Boolean), NpcSpawn (False (Boolean))Which file should I change? Going t guess NPCSpawn?
Can you tell me when the error occurs? Which entity is damaged? Then I can tell you if it is a problem with NPCSpawn or my plugin
-
1 hour ago, Ranger said:
Is This all done via config file? Or do I need to manually change each junkpile in game?
From the description:
QuoteTo edit the decorations of a junk pile, use the command /jp <type> where type is a letter from a to j each representing a different junk pile. A junk pile will spawn at your current position. To add objects to the junk pile just hit them with a hammer and use /jp save when you are done.
Default configs for each junkpile are included
-
1
-
-
On 9/19/2025 at 7:45 PM, FeniexGaming said:
is there a list of plugins that work with the editor
There is a list in the plugin description but there might be more at this time
-
On 9/24/2025 at 9:44 PM, Deicide said:
Starting within this month, guns that stack are now duplicating ammo/fuel. You can unstack and restack and theyll refuel/reload. This hasnt been the issue until sometime this month. Any ideas?
I just tested it on staging and everything seems to work fine there except for the military flamethrower. With which weapons did you get the bug?
-
1
-
-
16 hours ago, FeniexGaming said:
Im not sure if it is a thing already or not but the ability to edit the barrel rates as well
This is already possible
-
On 8/19/2025 at 11:47 PM, Maximo said:
Why is there no response to the issues being reported?
Apologies for the delay, I have been on vacation for the last 3 weeks.
The error you reported will be fixed with the next update.
-
On 7/29/2025 at 4:54 PM, JuJu said:
I would like to add the dog tags on the npcs when killed. Has anyone been able to do that. I'm not sure if I would need to make it as custom item. Is it possible I don't see them in the resources.
Thanks
What you are trying to do is absolutely possible. The reason why the dog tags do not show up under resources is because they are hidden items by default. You can find them by including hidden items in your search. Just enter h:dog in the item search bar and they should show up.
-
17 hours ago, tacman1981 said:
will this be patched for the update today? it has a generic NRE at compile
Seems to work fine on my servers. Can you send me the full error?
-
-
-
9 hours ago, 0g.Ghost.7373 said:
When you say "To enable gathering in the jungle biome, add the number 16 to your current biome mask in the config." does that mean copy one and change its number to 16?
No, I mean take your current biome mask e.g. 6 then you would have 6 + 16 = 22 which would be your new biome mask.
-
1
-
-
6 hours ago, 0g.Ghost.7373 said:
I already have a custom mixing table. If I bought this I am pretty sure they will conflict. Can we add other recipes that have nothing to do with the Ganja plugin?
You can add other recipes as you like, even if they have nothing to do with the ganja plugin
-
28 minutes ago, RR_Tappi said:
where... what is the error?
(21:51:31) | Unloaded plugin AirConvoy v1.0.4 by The_Kiiiing(21:51:31) | Could not initialize plugin 'AirConvoy v1.0.4' (JsonReaderException: After parsing a value an unexpected character was encountered: a. Path 'end_time', line 2, position 49.)
at Newtonsoft.Json.JsonTextReader.ParsePostValue () [0x00179] in <271c58b7a8684db5a2c92be17a81f252>:0
at Newtonsoft.Json.JsonTextReader.Read () [0x0005a] in <271c58b7a8684db5a2c92be17a81f252>:0
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateDictionary (System.Collections.IDictionary dictionary, Newtonsoft.Json.JsonReader reader, Newtonsoft.Json.Serialization.JsonDictionaryContract contract, Newtonsoft.Json.Serialization.JsonProperty containerProperty, System.String id) [0x0028b] in <271c58b7a8684db5a2c92be17a81f252>:0
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject (Newtonsoft.Json.JsonReader reader, System.Type objectType, Newtonsoft.Json.Serialization.JsonContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract containerContract, Newtonsoft.Json.Serialization.JsonProperty containerMember, System.Object existingValue) [0x002a8] in <271c58b7a8684db5a2c92be17a81f252>:0
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal (Newtonsoft.Json.JsonReader reader, System.Type objectType, Newtonsoft.Json.Serialization.JsonContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract containerContract, Newtonsoft.Json.Serialization.JsonProperty containerMember, System.Object existingValue) [0x0006d] in <271c58b7a8684db5a2c92be17a81f252>:0
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize (Newtonsoft.Json.JsonReader reader, System.Type objectType, System.Boolean checkAdditionalContent) [0x000d9] in <271c58b7a8684db5a2c92be17a81f252>:0
at Newtonsoft.Json.JsonSerializer.DeserializeInternal (Newtonsoft.Json.JsonReader reader, System.Type objectType) [0x00053] in <271c58b7a8684db5a2c92be17a81f252>:0
at Newtonsoft.Json.JsonSerializer.Deserialize (Newtonsoft.Json.JsonReader reader, System.Type objectType) [0x00000] in <271c58b7a8684db5a2c92be17a81f252>:0
at Newtonsoft.Json.JsonConvert.DeserializeObject (System.String value, System.Type type, Newtonsoft.Json.JsonSerializerSettings settings) [0x0002d] in <271c58b7a8684db5a2c92be17a81f252>:0
at Newtonsoft.Json.JsonConvert.DeserializeObject[T] (System.String value, Newtonsoft.Json.JsonSerializerSettings settings) [0x00000] in <271c58b7a8684db5a2c92be17a81f252>:0
at Newtonsoft.Json.JsonConvert.DeserializeObject[T] (System.String value) [0x00000] in <271c58b7a8684db5a2c92be17a81f252>:0
at Oxide.Core.Libraries.Lang.GetMessageFile (System.String plugin, System.String lang) [0x00067] in <d59b507fd76240e5b62228d0eae39b73>:0
at Oxide.Core.Libraries.Lang.RegisterMessages (System.Collections.Generic.Dictionary`2[TKey,TValue] messages, Oxide.Core.Plugins.Plugin plugin, System.String lang) [0x00032] in <d59b507fd76240e5b62228d0eae39b73>:0
at Oxide.Plugins.AirConvoy.LoadDefaultMessages () [0x00076] in <8acf2c12098b44f68b62ca8c98ed28ab>:0
at Oxide.Core.Plugins.Plugin.HandleAddedToManager (Oxide.Core.Plugins.PluginManager manager) [0x0001d] in <d59b507fd76240e5b62228d0eae39b73>:0
at Oxide.Core.Plugins.CSPlugin.HandleAddedToManager (Oxide.Core.Plugins.PluginManager manager) [0x00000] in <d59b507fd76240e5b62228d0eae39b73>:0
at Oxide.Plugins.CSharpPlugin.HandleAddedToManager (Oxide.Core.Plugins.PluginManager manager) [0x00000] in <42f9bedc659b4f4786eb778d3cd58968>:0
at Oxide.Plugins.RustPlugin.HandleAddedToManager (Oxide.Core.Plugins.PluginManager manager) [0x0028e] in <beb5ea45cffb4e8ba867320446e47763>:0
at Oxide.Core.Plugins.PluginManager.AddPlugin (Oxide.Core.Plugins.Plugin plugin) [0x00027] in <d59b507fd76240e5b62228d0eae39b73>:0
at Oxide.Core.OxideMod.PluginLoaded (Oxide.Core.Plugins.Plugin plugin) [0x00035] in <d59b507fd76240e5b62228d0eae39b73>:0
(21:51:31) | No previous version to rollback plugin: AirConvoy
Looks like your lang file is corrupted. Use https://jsonlint.com/ to ensure it is a valid json file
-
-
-
On 6/14/2025 at 10:23 PM, 0g.Ghost.7373 said:
Whats "Limit hotbar stack size"?
When I enable it, it doesnt seem to change anything.
It means that you can no longer stack items with durability e.g. weapons in your hotbar. This is useful when you want to prevent players from accidentally using a stack of multiple weapons as the entire stack looses durability when the weapon is used.
-
On 6/7/2025 at 12:37 AM, Xanruos said:
I'm changing the settings in /rsettings, in the recycler the value changes to 60% efficiency and 1 second, but it still takes 5 seconds to recycle — what can I do?
There is probably a conflict with another plugin
-
On 6/7/2025 at 10:31 AM, vanzylquintin42 said:
hi after the rust update the rockets no longer works in the attack heli
Working on a fix
-
On 6/8/2025 at 9:06 PM, Stark said:
Is this coming back?
I might make it available in the future again, but at the moment I don't have the capacity to support this plugin
-
On 5/28/2025 at 5:57 PM, Rust.Matrixx said:
Is there a way to create or modify a recycler to increase its speed and efficiency? Yellows are 40% in safe zones, non-safe zones are Green with 60% efficiency... I want to make Red recycler in top-tier monuments that are hard to get to like the top of the launch site with 80% efficiency. Is that possible or is that someone else's mod?
Unfortunately this is not possible, Facepunch would have to add red recycler skin to the game.





Loot Table & Stacksize GUI
in Plugins
Posted
This is already possible. Just go to Settings -> Add new items