-
Posts
483 -
Joined
-
Last visited
Content Type
Profiles
Downloads
Forums
Store
Support
DOWNLOADS EXTRA
Services
Everything posted by The Friendly Chap
-
If someone shoots the backpack, could it be made so there's a chance that a random occupied backpack slot will spit it's contents out. So if you're shooting at a dude running away his backpack provides a form of cover, but at the cost of losing the stuff in it. Maybe allow a % of damage to be applied to the player anyway? Or if it become empty and gets shot, it "breaks" and despawns. Obviously once the above is sorted.
-
Even if you can make the system take wood faster, it won't show as increased upkeep on the cupboard. It shows standard upkeep. So the TC says he needs 5k wood a day, he puts in 5k, it eats it in 30 minutes and his base decays. The plugin I referenced is MIT licenced, so it could be adapted to purpose and just count the twig panels, and "TAX" the oke for twig to keep it indestructable. I'd make the twig EXPENSIVE, but not totally unaffordable. In certain places (roofs mostly) twig is aesthetically different. If a Guy wants to have a stone hut with a "thatch" roof, twig is what he has. But if you tax twig, wood structures suffer as well if you use wood to pay for things. On my server, such things get dealt with, but require "in universe" explanation so I run the twig tax on refined sulfur, and tell the players the sulfur is used to kill off the termites that otherwise infest and degrade the raw wood used in the twig construction, leaving it weak and easily broken. BUT that does mean if I have a guy with 2 braincells he can just feed his excess sulfur in and still have a mega huge base. Decay won't kill it for me. PvE is a tough cookie to keep balanced.
-
RustEdit : https://www.rustedit.io/resources/categories/releases.4/ What many of us use for map editing. This utilises Rust's native methods for generating procedural content, but it allows for individual selection of what procedural elemnts are run. I would like to be able to use this to create a custom landscape, and then populate it with procedural. But naturally the procedural map does not generate a rail ring on an island it deems too small, and even if selected, skips it. I was wondering if this would be able to supplant that?
- 30 comments
-
- #trainyard
- #rail
-
(and 5 more)
Tagged with:
-
- 43 comments
-
A few feature suggestions to maximise usefulness could perhaps be added: 1. A GUI button, so the phone can be opened with a click. 2. A way to tag a command as "just console" which then fires : arg.Player().SendConsoleCommand("chat.say", "/" + configData.OneCommand); so plain console commands can be used. This would allow one to replace other gui buttons and consolidate functions in the "phone"
-
- 30 comments
-
- 1
-
-
- #trainyard
- #rail
-
(and 5 more)
Tagged with:
-
https://umod.org/plugins/upkeep-display-fix You know the display of upkeep is bugged right?
-
OK. So maybe instead of looking for a specific answer, let's get general : 1. Your players are building twig megastructures, and the upkeep is low, so it encourages huge structures with minimal upkeep. 2. You would like to limit, or even rule out this behaviour. 3. You mention a PvE server, so I am led to believe your server is PvE, and therefore probably running TruePVE or a variant which prevents damage to the twig megastructures. 4. If you make twig breakable by anyone it will result in players crying over people shooting their still under construction buildings. 5. No matter what you do, the upkeep number on the TC iteslf will not change. So, an idea : 1. Remove TruePVE protection from Twig. 2. Add in a raid protection plugin that runs off a given resource per hour, modified to ONLY count twigs, using wood as the "fuel" and set it to permanent protection. 3. Net result : The twig structure will EAT wood if you set the raid protection plugin up right, and when the wood is depleted, the twig and any wood decays AND is vulnerable to raid. 4. The twig will decay at a normal rate + the amount set in the plugin.
-
It should be possible to Prevent a deployable from being deployed based on comparing local topology to a list. Example : TopologyBlackList:[ autoturret:{mainland, oceanside, beach, beachside, tier0}, flameturret:{mainland, oceanside, beach, beachside, tier0}, trap.bear:{mainland, oceanside, beach, beachside, tier0}, trap.landmine:{mainland, oceanside, beach, beachside, tier0}, guntrap:{mainland, oceanside, beach, beachside, tier0}, spikes.floor:{mainland, oceanside, beach, beachside, tier0}, barricade.woodwire:{mainland, oceanside, beach, beachside, tier0}, barricade.metal:{mainland, oceanside, beach, beachside, tier0} ] The plugin would with this config, then prevent the player from placing a trap of any kind in the spawn area. I know it's possible, I just don't know how to get the local topology and how to feed the information to CanDeploy to prevent the deployment?
-
The general idea being : https://en.wikipedia.org/wiki/Riverworld#Grails Since the setting seems to be rather adaptable to Rust, but the grails would probably be a fork of the plugin, as multiple grails can exist. The idea being even on a PvE server, you could place a zone where this could spawn resources, currency, whatever for players in a PvP zone, and since the holders are tracked, PvP can become more likely as folks strive for the limited number of grails, and yet need to go into danger to use them. or break it and set it free to spawn somewhere again.
-
THis will likely be right up that same plugin's ally, but is there a way for the item to generate loot in the player's inventory but only while they are in a specific zone, at a certain times in the Rust day cycle (dawn, noon, dusk)
-
What? Wow. That's amazing. The map in general is wonderfully done. Just running it solo on a test server right now to see if it will be workable on a hardcore server. I really dig the monuments. Weighing up what monuments might work for my players. But well done, sir and an impressive response time indeed!
- 95 comments
-
- 1
-
-
- #custom
- #custom map
-
(and 2 more)
Tagged with:
-
- 95 comments
-
- #custom
- #custom map
-
(and 2 more)
Tagged with:
-
-
This plugin sits there and allows other plugins to use its interface to send Discord messages without having to have individual Discord systems for each plugin, and it does that pretty well, doesn't seem to make any errors and allows for full customisation of Discord Messages. The plugin's REAL strength lies in the developer's attitude towards helping people with plugin issues. If you have a plugin that needs to send data to Discord, ask for help, and he will be happy to help get you going.
-
- 2
-
-
The plugin provides an extra option for early eco raids, but aside from enjoying the Mad Max reference when they first encounter it sadly my players don't seem to really use it, moving on to satchels. If you have stacking enabled for wooden spears it throws the whole bundle. You can prevent this with stacking set to one, but then enough for a raid is an inventory full, and players seem to prefer satchels. I really enjoy the flavour of the plugin, though.
- 10 comments
-
- #thunderpoon
- #mechanics
-
(and 4 more)
Tagged with:
-
- 222 comments
-
- 1
-
-
- #event
- #cargoplane
- (and 18 more)
-
-
I thought it looked cute. I figured I already have so many vehicle customisations this would be boring though. It's just a snowmobile that floats, I thought. So I asked for a boost mode. Before I even bought the plugin. So _senyaa added it. I bought the plugin when I could, because I'd promised my players I would, but I was skeptical as to how fun they'd be. I could NOT be more mistaken. This is awesome. This is more than a floating snowmobile, this feels like a jetski. This plugin is well worth it. Now I just have to figure out how to set this up with the "RaceTrack" plugin...
-
Did it manually once. This is a 110% better. Clean, easy to use interface, and a responsive developer. This is of course best used to flesh out and customise other plugins, but the list of those is LONG. A worthwhile spend for any admins or creators who want more than the boring icon Rust auto generates, or looking to avoid the schlep of manually adding an icon in.
- 31 comments
-
- 424 comments
-
- 2
-
-
- #statistics
- #leaderboard
- (and 12 more)
-
- 36 comments
-
- #back to the wild
- #animals
-
(and 2 more)
Tagged with: