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Everything posted by CoreSnap
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is there a reason that satchels don't work? I've used the config from above, adding it in myself, multiple iterations of all the different satchel item and prefab names... nothing works. It'll still destroy the node, but will not award me any resources. I'm on carbon if that helps. Everything else with this plugin works perfectly except the ability to add additional explosives. I was able to add in HV rockets (using rocket_hv, not ammo.rocket.hv, btw) and those worked. Thanks for the support! Edit - also adjusted the explosives criteria within the cs file, loaded just fine with no errors and still didn't work.
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Sorry, wish I could've included this in my last comment but I just ran into it. So when using the Recycler Manager plugin, you're able to add custom item outputs, or even custom recycling for items that don't have native recyclability, ie. keycards, dog tags. However, when using the recycler box or virtual recycler, it's obviously just acting as the vanilla recycler and not taking any plugin/server changes to how the recycler is configured. Are you able to implement the functionality or a condition that allows for the recycling of items that you have custom configured for the recycler? I understand if this is outside of the scope of this plugin, but thought I'd inquire. Thanks!
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Hey, I just had a quick question... is there a reason why the Sort functionality doesn't hold true when transferring from my inv to a storage container and vice versa? ie, when I Sort in my inv, it's Charcoal, Cloth, Frags, HQ. However, when I transfer it to a container using 'Put All' it reverses the order. When I sort in the container, it puts it back to the order it was in my inv, but just wondering why it changes and doesn't maintain the same order when transferring. Kinda seems counter productive if I sort my inventory and then transfer it to a container, to then have to sort it again. It's not a big deal, just wanted to ask about that. And a side note, is there any way to add in the option to blacklist skins? Or would that be too impractical? Thank you for the support! 😄
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Hello. I don't believe this was mentioned in the thread, but would it be possible to add in the ability to change the amount of available storage capacity in the recycler box? So like how both the large and small boxes are 42 slots, could you make it to where we could modify the boxes to be any amount of storage we'd like? This would work well for permission-based and VIP usage. Great plugin though. Really love it so far! 😄 Thanks for your continued support and your quick work on everyone's requests.
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That's not how stack size plugins work. If you have a stack and transfer said stack, whatever that stack is will remain. The stack plugin will only enforce it when you go to separate the stack, in which you'd have to manually pull 3 separate stacks off of the 20k, leaving you with 4 total stacks of 5k. This is the vanilla function of Rust. If an admin gives you 20k of a resource like wood, you'd manually pull each stack of 1000 from it. That could possibly be done, but I wouldn't expect that from this plugin.
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Thank you for replying. I still don't understand from your response how I can accomplish what I'm trying to do. When enabling AutoKit for a specified role/permission, I will respawn and be given said autokit. However, if I continue to respawn, I will keep getting this autokit. I only want to receive it one time. So when i set Autokit and Amount to 1, OR set the cooldown, when I respawn I will no longer get the autokit, BUT I spawn with nothing at all when I should be spawning with a rock and torch...so again, it's overriding this. In the config file: "Getting an auto kit 1 time?": true, "Allow to enable/disable autokit?": true, "Permission to enable/disable autokit": "kits.changeautokit", "Ignore auto-kit checking?": false, I have modified every one of these options several times with practically no change in behavior. So again, if you can please advise on exactly what steps I need to take in order to receive an autokit 1 single time, and then a rock/torch / default loadout from there forward I would greatly appreciate it. Thank you! 🙂 PS if you have another avenue you'd like to communicate through instead of this thread, let me know.
- 214 comments
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Hello, I don't believe there was ever a response to this, in regards to receiving an AutoKit 1 singular time, and then having it convert back to default settings where players would then receive the default loadout of a rock and a torch (or the additional snowballs for the holiday update). I've adjusted just about every setting I can think of, and still not getting the desired outcome. When reading thru more comments in this thread, I didn't see any that address this specifically, only similar instances. Let me know if you have any questions. Thanks! Side Note, I really appreciate you taking my inquiry about skinned items in a backpack. I tested this out in the latest update and it works perfectly! Awesome work!
- 214 comments
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- 1,290 comments
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- #leveling
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So I've tried a couple more times and can't even get it to crash, so...lol As for my initial inquiry, I've changed the following: [JsonProperty("How often should awareness update?")] public float updateRate = 5; changed this to be 1, 2, 3, 10, 20...none of those work. It stays at 5 no matter what. I've saved the cs live and it auto-reloaded, I've unloaded the plugin, made the change and reloaded it, I've shut my server down, made the change and rebooted....nothing made a difference This is the only setting I found in the plugin that makes sense regarding the refresh time for the nametag. Correct me if I'm wrong, and/or if there IS a setting to modify this. Thanks!
- 1,290 comments
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- #leveling
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Hello...Amazing plugin and I think this is my first time inquiring about something. But for the new Awareness/Sixth Sense skill (really cool addition btw), is there a way to lessen the refresh delay for the nametag? I tried a couple times modifying it from the 5sec to 1sec and SkillTree just kept crashing and I'd have to reload a fresh version. Just thought I'd ask. If not, no big deal. Thanks!
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- #leveling
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- 214 comments
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- #kits
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- #kit economy integration
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- 214 comments
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- #kits
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- #item kits
- #auto kits
- #kit cooldowns
- #rewards
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- #kits rust plugin
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- #kits with menu
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- #kit economy integration
- #server management kits
- #rust kits plugin
- #customizable kits
- #auto kits setup
- #in-game management kits
- #rust servers kits
- #rust plugin for kits
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You state here that Bradley signals are able to be used in monuments now... however, I don't see anything in the plugin file nor in the config file that shows support for this; ONLY that it's still blocked and not able to be used. Can you please confirm whether or not you are able to use this within monuments? If so, where is the config for this within the file? If not, why? Thanks!
- 222 comments
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Yes. I can provide a video, but i tested this multiple times across a multitude of configurations. 1. Large backpack with Skinner enabled: F1'd items into inventory and it auto skinned - small & large box, double door, single door, tc added to my large backpack and they remain skinned added as a kit to where backpack was only item in inventory dropped backpack, /kit, took the kit I just made, opened backpack, items were still in backpack but no skins. 2. Large backpack and unloaded Skinner F1 spawned items, changed skins in repair bench added to backpack added kit dropped backpack, /kit, took the kit i just made, opened backpack, items were still in backpack but no skins. 3. Tried with Large and Small backpack with Skinner unloaded crafted items natively and added skins while crafting added to backpack added kit dropped backpack, /kit, took the kit i just made, opened backpack, items were still in backpack but no skins. Tried this same process with Bag of Holding and same result. Grabbing a kit with items inside of a backpack looks to fully unskin said items. Have not tried with Kits as the only plugin, but I don't imagine this should matter. Is there a way of making this so items in a backpack remain skinned when taking a kit? Thank you!
- 214 comments
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- #kit economy integration
- #server management kits
- #rust kits plugin
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- #auto kits setup
- #in-game management kits
- #rust servers kits
- #rust plugin for kits
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I don't believe there was ever a response to this, so just wanted to touch base on this instead of going on a wild goose chase and not finding anything anyways. Also, is there a way of using kits with a backpack and retaining the skins used on specific items? When using Kits with skins, it works just fine when adding individual items to the player's inventory. However, if using a backpack and placing skinned items in the backpack (ie Boxes) and setting that as a kit, after claiming the kit the backpack has the items in the backpack, but the skins are removed. Thank you!
- 214 comments
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- #kit cooldowns
- #rewards
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- #rust kits
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- 86 comments
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- 1,009 comments
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- #loot
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Hello. Have kind of the same question as the BuildCost UI plugin... does this work with Symmetry plugins? Or would that be for them to implement functionality with this? Also, does this work with the new Creative mode? I've noticed that some other build/grade plugins don't do too well with the new Creative mode (or work at all), so just wanted to confirm this beforehand. Thanks again!!
- 8 comments
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- #construction
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- 5 comments
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Hello. I combed through quite a bit of this thread (obviously there's a lot) and didn't find what I was looking for. Is there a search functionality? lol Anyways, I was wondering if there was a way of creating a command to close the UI instead of clicking the X, or if you'd be able to create one. I think that's usually setup within the plugin and not just config, so didn't wanna mess with anything. Use case is to just use keybinds to control its opening/closing (I use these for everything I run). Thanks! side note: are you working on making this work with Creative Mode? That'd be awesome. Need to have FreeBuild just for this and would eliminate the need for that. Otherwise, no worries! 😄
- 306 comments
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- #grade rust bases
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- #reskin
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Just wanted to say that the updates are awesome and everything works seamlessly! 😄 As a request, not sure if this is something you have in the works or not but with the new live-update of showing the item being skinned in your inv, would it be possible to be able to click onto a new item of the same type (ie, large box) and skin that as well instead of having to drag said item into the skinner? I think I have an understanding of why it doesn't work, as only the item you're skinning should be in there, but maybe if it's the same type you could just click on the next box in your inv and be able to skin it right then as well. My use case is if you have an entire collection of boxes, it sucks to have to drag each individual one into the skinner, re-search the skin tag and select the next one in line. I think Skin Controller has this functionality where it at least keeps the search of the last item so you can do collections easily, but that may be due to having a UI (not sure if that's it at all or how that works lol). Amazing addition to any server and great update! Thanks for the support! 😄
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Could you provide the specific steps? Because any I've tried do not work at all. I've enabled autokits, mixed with turning on and off 'Ignore autokit checking', Getting autokit 1 time, changing the amount a player can obtain... When using autokit with 'getting 1 time', this doesn't do anything. If I respawn, I receive the same autokit. I change the 'Amount' to be given to 1 and this works, but then overrides default settings. When respawning after making change, I receive the autokit. If I respawn an additional time, my belt has nothing where you whould normally have a rock and torch. So again, that works but overrides game defaults which is undesirable. As mentioned, I've tried a mixture of configurations and none give the autokit one time and then revert back to 'vanilla' after the 1 time is used. Let me know if you have any other questions, or are able to possibly provide a config that would work for what I'm looking for. I believe this is also what the other user you were helping was after, but not sure they explained in this amount of depth. Thank you!
- 214 comments
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- #kits
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- #kit cooldowns
- #rewards
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- #kits rust plugin
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- #in-game management kits
- #rust servers kits
- #rust plugin for kits