-
Posts
73 -
Joined
-
Last visited
Content Type
Profiles
Warranty Claims
Downloads
Forums
Store
Services
Downloads Plus Support
DOWNLOADS EXTRA
Everything posted by SturdyStubs
-
Not too familiar with Unity however I have used the other Unity CUI tool on this site that is severely outdated. Is there a way to click/drag the components? Right now all the components seem to be locked and I cannot drag, I have to manually change the position with the Rect Transform side panel. Disregard, I am dumb. I didn't move out of the game tab after setting the size.
-
- 27 comments
-
- #pterodactyl
- #pterodactyl panel
- (and 7 more)
-
- 27 comments
-
- #pterodactyl
- #pterodactyl panel
- (and 7 more)
-
- 27 comments
-
- #pterodactyl
- #pterodactyl panel
- (and 7 more)
-
- 17 comments
-
- 1
-
-
- #dropbags
- #drop bags
- (and 26 more)
-
- 17 comments
-
- #dropbags
- #drop bags
- (and 26 more)
-
Drag your AlphaLoot loot profiles into the root folder of the project, modify the parameters of your desired outcome and modify the names in the config to whatever your loot profiles are called, and then run the program. After running, you will get an output folder with the probabilities of your profiles in a percent format. Here is a more in depth explanation of the parameters "loot_files": [ "default_loottable.json", "default_heli_loottable.json", "default_bradley_loottable.json" ], The section above is where you will change the names of your loot profiles, you can add as many as you want as long as the names are different. Here is an explanation of each config parameter: output_min_max_condition - This will output the minimum and maximum conditions of durability based items that are spawnable in crates. So if your loot profile has a node definition that has a range of 10-20% durability on a weapon, it will output that information in your output file. output_min_max_amount - This will output the minimum and maximum amount of items that can spawn in the crate for a specific item. If you have a component set to spawn between 2-10 of that item it will output the minimum is 2 and the maximum is 10 for that item. round_percentages - This will round all percentages to the closest half. If you have an output of 14.36 without the parameter enabled, it will round to 14.5. If you have an output of 14.76, it will output to 15. The values are set as such: Anything under .25 are automatically rounded down to the nearest whole number. Anything between .25 and .74 are rounded to .5. Anything above .75 is rounded to the next whole number. aggregrated_probability - This will look at all of your outputs and combine duplicates in each container into one percentage. If you have a few subdefinitions in your container that have multiples such as 3-5 rope in one subdefinition and 2-4 in another, it will combine the probability of all ropes in that container instead of separating them.
-
- 27 comments
-
- 1
-
-
- #pterodactyl
- #pterodactyl panel
- (and 7 more)
-
Since some of the mainstream servers came out with features like this, I've been searching for a skin removal plugin for a while. There was another plugin prior to this release that disabled skins however it both enabled the admin flag which I didn't like and it also disabled your own skins and box skins. This is such a game changer in how players will look at your servers especially if they dislike pay to win skins.
-
I enjoy the family gatherings and smells that are tied to Christmas!
-
I've been searching for something like this for ages. The ability to track which players might be violating team limits on my servers with an easy to follow layout is the best thing to come to this platform. I have already caught many teams violating my team limit and was able to swiftly take action.
- 17 comments
-
- 1
-
-
- #teamalerts
- #team
- (and 28 more)
-
- 27 comments
-
- #pterodactyl
- #pterodactyl panel
- (and 7 more)
-
I have been using this plugin for a few months now after switching over from the "original" SkinBox plugin. The performance improvements alone were enough of a reason to switch over however this plugin has so much more going for it. The ease of use to set certain skins as default, the ability to allow players to skin everything in their inventory all at once or even their base, and best of all you can separate just about everything into permissions so certain groups can use more or less than others.
-
- 83 comments
-
- 1
-
-
- #trainserver
- #train
- (and 11 more)
-
- 27 comments
-
- 2
-
-
- #pterodactyl
- #pterodactyl panel
- (and 7 more)
-
Getting: Calling kill - but already IsDestroyed!? cratemarker My testing points to this plugin even though in my config it is enabled to show it: internal const bool BlockMapMarkers = false; internal const bool BlockTeamChat = false; // Below are toggles if using the BlockMarkers option internal const bool ShowPlayerMarkers = true; internal const bool ShowExplosionMarkers = true; internal const bool ShowVendingMachines = true; internal const bool ShowCH47 = true; internal const bool ShowCargoShip = true; internal const bool ShowCrates = true; internal const bool ShowPatrolHelicopter = true; internal const bool ShowGenericRadius = true;
- 6 comments
-
- #rust plus
- #block
-
(and 3 more)
Tagged with:
-
Version 1.2
255 downloads
You can now view a visualized version of your loot tables at https://sturdystubs.github.io/probability-webview/ Calculates the probability of your AlphaLoot tables How to Use 1. Drop your AlphaLoot table such as default_loottable.json into the project directory 2. Open the config and adjust the loot_files to include all loot tables you've inserted 3. Run by using `py main.py` Default config: { "loot_files": [ "default_loottable.json", "default_heli_loottable.json", "default_bradley_loottable.json" ], "output_min_max_condition": true, "output_min_max_amount": true, "include_scrap": true, "round_percentages": true, "aggregated_probability": true } output_min_max_condition - Outputs the min/max conditions of any items that have a condition applied output_min_max_amount - Outputs the min/max amount of the item include_scrap - Includes scrap amount and percentage in containers with scrap included Aggregated Probability The complete total probablity for an item without factoring in additional subdefinitions and multiple items "rope": 22 Regular Probability The probability of items with separation of subdefinitions "rope,sewing kits": 11 "rope,metal pipes": 11 Rounding Percentages round_percentages flag set to true will run through the output file before completing its cycle and round to the nearest .5 13.71 > 13.5 13.76 > 14Free -
- 17 comments
-
- 1
-
-
- #dropbags
- #drop bags
- (and 26 more)
-
- 27 comments
-
- 1
-
-
- #pterodactyl
- #pterodactyl panel
- (and 7 more)
-
The docker image is the backend for the egg. It allows the egg to pull updates from websites or conduct different sections of code such as deleting oxide files and downloading carbon files. Our stable egg build is ghcr.io/sturdystubs/aioegg:production which is shipped with the 2.0 version of the egg. It automatically updates every time there is server restart if there is an update on github.
- 27 comments
-
- 1
-
-
- #pterodactyl
- #pterodactyl panel
- (and 7 more)
-
- 27 comments
-
- #pterodactyl
- #pterodactyl panel
- (and 7 more)
-
Hey everyone, I am looking to hire a developer to create a plugin that would increase the chance of green genes to appear when a seed is planted (not to be mistaken with clones). The plugin would basically just take what the server does to calculate seed genes and make a higher chance for any green gene to appear. This shouldn't be too difficult of a task, I'd be willing to pay $40 USD to have it done, counter offers are welcome but please be reasonable. Types of seeds currently in the game: seed.blue.berry seed.black.berry seed.green.berry seed.red.berry seed.white.berry seed.yellow.berry seed.corn seed.hemp seed.potato seed.pumpkin seed.corn This is the current server implementation by Facepunch from decompiled server: private GrowableGenetics.GeneType PickWeightedGeneType() { IOrderedEnumerable<GrowableGenetics.GeneWeighting> weighting = from w in (IEnumerable<GrowableGenetics.GeneWeighting>)GrowableGenes.slotWeights orderby w.Weighting select w; float single = 0f; foreach (GrowableGenetics.GeneWeighting geneWeighting in weighting) { single += geneWeighting.Weighting; } GrowableGenetics.GeneType geneType = GrowableGenetics.GeneType.Empty; float single1 = Random.Range(0f, single); float weighting1 = 0f; foreach (GrowableGenetics.GeneWeighting geneWeighting1 in weighting) { weighting1 += geneWeighting1.Weighting; if (single1 >= weighting1) { continue; } geneType = geneWeighting1.GeneType; return geneType; } return geneType; }
-
Version 4.0.1
3,143 downloads
The main functionality of this egg is to have the ability to switch seamlessly between all Carbon builds, Oxide, and Vanilla. If you launch the egg with an Oxide build, you can then switch right on over to Carbon, and it will handle all of the removal and clean up of all of the Oxide files for you. If you switch to Vanilla from either Carbon or Oxide, it will make sure those files are cleaned up as well. You also have the ability to set a "Modding Root" folder. This folder is very important, as it allows you to have different plugins, configs, and data for different wipes or maps. Say you are running a proc gen map, and you are running a set of plugins that makes sense to have on a proc gen map, then you decide on wipe day to switch to a spooky, Halloween themed map. Obviously you'll probably want to have some different plugins running on that custom Halloween themed map. You can make that switch easily by just specifying the "Modding Root" folder that you want to use, instead of having to delete files, configs, etc. This guide assumes that you have already installed Pterodactyl panel, and are familiar with how to set up servers. You should also already have a location, a node, and ports already allocated on that node. If you don't know how to do any of this, or you missed a step, please refer to the Pterodactyl Panel installation instructions below. A link to their Discord server is also below for you to get support during installation. They however do not support Carbon specific questions, only questions relating to Pterodactyl panel itself. Just keep that in mind. Pterodactyl Installation Instructions Pterodactyl Discord Check Out The Carbon Docs This egg is now officially on the Carbon documentation page! That documentation can be found here: https://docs.carbonmod.gg/docs/server-hosting/pterodactyl Difference Between Carbon Builds The difference between the Production, Preview, and Edge builds of Carbon are: Production - The most stable version of Carbon. Updated once every few weeks. Preview - Updated frequently, contains future features for testing, and you will run into a few bugs here and there. Edge - Like living on the edge? This is the most current version of Carbon, and it used mainly by developers and server owners to test brand new features of Carbon that are still in the Beta development stage. Expect some bugs. One other thing is the difference between the Minimal and Standard versions of Carbon. The minimal version of Carbon does not contain the Admin Module, CarbonAuto, or the Zip Dev Script Processor. Its basically a lightweight version of carbon, stripping away the QoL features and focuses only on plugin execution. Its not like minimal is faster then the Standard build, it just has less "clutter". Adding The Egg To The Nest First we need to add the egg to the Rust nest. Here are the steps. Login to the admin dashboard of your Pterodactyl panel installation. Click on the "Nests" link in the side bar on the left. Since there is already a "Rust" nest, we don't have to create a new one. Lets just go ahead and add the egg to the nest. Click on the green "Import Egg" button on the right. Select the Custom Carbon Egg that you just downloaded by clicking browse, then navigate to the location you saved the egg to, and double click the file. Next we need to select the "Rust" nest under the "Associated Nest" field. Now all we have to do is click on "Import". Installing the Server This server installation guide is very similar to the Custom Rust Egg by MikeHawk, with some key differences. Some of the steps for installation might be the same. Please make sure to read these installation instructions throughly. Log into your admin dashboard of your panel. Navigate to your Servers by clicking on "Servers" on the side bar. Click the "Create New" button on the right Configure your server details in the "Core Details" section For your port allocations you are going to need 1 main port, and 3 additional allocations. These allocations are for the Query Port, RCON Port, and App Port. Configure your "Application Feature Limits" and "Resource Management" sections to your liking Under "Nest Configuration", select the "Rust" Nest Then if your "Egg" field does not already say "Rust Carbon", change it to "Rust - All Carbon Builds". The "Docker Configuration" section can be skipped. Next is the big part. The "Startup Configuration" section. In this section, you can fill out everything pretty much to your liking. However there are a few new options here that are not apart of the Default Rust Egg. Under the "Modding Framework" variable, you can choose different options for either Carbon, Oxide, or Vanilla. This is a combined version of the "Carbon Build" and "Minimal" variables from the other Custom Rust Egg by MikeHawk. The key difference here is this egg is also set up for the staging branch of Rust as well. See the "Difference Between Carbon Builds" section at the top of this page for more information. Lastly, the major difference between the Default Rust egg, and the Carbon Rust egg, is that you can set an IP address for your Rust+ App. This is critical in ensuring that your Rust+ connection is able to connect to the Rust+ API. Set this value to the public IP address of your server. Additionally, you can configure different Carbon/Oxide root directories. This is good if you want to run a certain set of plugins on one map, but don't want to go through the hassle of copying and pasting over different configs for that map. All you have to do is just change your Carbon directory, and it will automatically switch over to those plugins, configs, and data files. An important thing to note is that the "Modding Root" variable should be set appropriately. If you're running a build of Carbon, your "Modding Root" should have the word "carbon" in it. Same thing for Oxide. If you're running Oxide, your "Modding Root" variable should have the word "oxide" in it. The vanilla option does not need to have the variable set. Do not forget to set your RCON, Query, and App ports to the appropriate ports that you assigned under the "Core Details" section. These ports should be equal to one of the three ports you assigned under your "Additional Ports" section. Start your server by clicking the green "Create Server" button at the bottom of the page. And that's it! You now have a Rust server installed and ready to use! Credits to @BippyMiester for helping me create the egg Want to help contribute to the project? Visit our GitHub Pages! https://github.com/SturdyStubs/pterodactyl-images/ https://github.com/SturdyStubs/AIO.EggFree- 27 comments
- 3 reviews
-
- 11
-
-
-
- #pterodactyl
- #pterodactyl panel
- (and 7 more)
-
Well there are two different Carbon projects. Carbon Client and Carbon Carbon Client is the client modding framework which allows you to modify the client to achieve things that aren't possible in the modded tab. Carbon is a server framework that runs plugins on the server and allows you to get your server into the modded tab.
