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Everything posted by Horse
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Version 1.0.0
6 downloads
This plugin allows you to set specific hours in which code locks cannot be accessed by anyone not in the lock owner's team - thus preventing code raiding and working nicely hand in hand with other raid protection plugins. You can also set 'DisableCodeRaidingCompletely' to 'true' in order to permanently disable code raiding. When attempting to guess a code during restricted hours, an error message will be shown in chat to the offending player and no damage/confirmation effect will take place from entering a code. Config Example: { "BlockStartTime": "23:59", "BlockEndTime": "10:00", "RestrictionStartMessage": "Code raiding is now restricted until the end of restricted hours", "RestrictionEndMessage": "Code raiding restrictions have been lifted.", "DisableCodeRaidingCompletely": false }$2.79 -
Changed Status from Pending to Work in Progress
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- 2 comments
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- 1
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- #rust maps
- #discord
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Tagged with:
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- 3 comments
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- #battlemetrics
- #chrome
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Tagged with:
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Changed Status from Pending to Not a Bug
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will look into this but honestly this plugin was intended to be cheap and simple as there are more expensive/complex weather plugins for complete changes already. thanks!
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- 15 comments
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- #halloween
- #spooky
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- 15 comments
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- #halloween
- #spooky
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Changed Status from Pending to Closed
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Hey, I'll implement a fix for this at some point today as I'll also be pushing a fix for the weather resetting itself
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A great plugin at it's core and a nice take on something a lot of servers could find useful for limiting raids. The developer has been super friendly and helpful in working through issues I had and even worked towards implementing a new feature to cater towards servers that prefer to have a lower raid limit but still allow players to revenge-raid when out of daily raids. Just an all around awesome guy and plugin, appreciate you working with me on the suggested ideas, allowing me to test the feature before release to check for bugs and taking feedback professionally.
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- 15 comments
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- 1
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- #halloween
- #spooky
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- 15 comments
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- 1
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- #halloween
- #spooky
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Changed Fixed In from 1.0.1 to 1.0.3
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Changed Status from Pending to Closed Changed Fixed In to 1.0.1
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It'll now reset to normal sky on plugin unload, thanks for the suggestion
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- 8 comments
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- #quarry
- #controller
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- 8 comments
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- #quarry
- #controller
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Version 1.0.0
69 downloads
Discord2Ptero allows you to start, kill, restart or save your Rust servers straight from a Discord channel. 1. Create a client API key @ https://your.pterodactyl.link/account/api and place it in .env file - application key will NOT work! 2. Include link to https://your.pterodactyl.link/account/api in .env file (no trailing slash) 3. Add bot token, channel IDs etc... to .env file 4. Add servers to servers.json (you can find server ID under 'UUID / Docker Container ID' in server details) 5. Enjoy! Requires a Python bot environment & full administration access on a Pterodactyl panel to functionFree-
- #pterodactyl
- #tool
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Version 1.0.3
120 downloads
Halloween is here early! Spooky Sky turns your server into an eerie blood-red paradise - featuring intensity & cloud coverage options, you can tweak the sky to your liking and give your players a hauntingly unique experience! Perfect for zombie, roleplay & survival servers or just your yearly Halloween event! It even affects water reflections in case you're brave enough to swim in it Config: { "AtmosphereBrightness": 0.3, // higher = brighter "AtmosphereContrast": 1.5, // higher = more contrast - can be used to darken sky more "CloudBrightness": 0.1, // higher = brighter clouds "CloudCoverage": 0.2, // higher = more clouds "FogLevel": 0.2, // higher = more fog "MieIntensity": 1.0, // slightly affects colour, won't do much "RayleighMultiplier": 10.0, // higher = more intensity on sky effect/colour "SkyDarkening": 0.1, // lower = darker sky "StormClouds": true, "Thunder": true }$1.49- 15 comments
- 3 reviews
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- #halloween
- #spooky
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At this point in time, the plugin is severely lacking due to a very important issue that the dev is already aware of but hasn't fixed just yet. If a player uses up all of their raids for the day, they're rendered completely unable to defend against a raid on their own base as attacking the raiding team's raidbase actively counts as a raid meaning no damage can be done. Different structures within the same compound also count as separate raids (e.g. raiding one team's farm & main base = 2 raids counted) when realistically raids on the same team's structures should be grouped into one raid. How I'd recommend fixing this: As soon as a player's base is attacked, they can attack the offending player's raid-base/structures without it affecting raid limit for a short time (resets everytime damage is done) Group raids of multiple bases/buildings belonging to one team into a single raid to avoid one raid taking up multiple slots from a player's daily limit
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Hey just wanted to echo Wizz's suggestion, ' Is it possible to make it so once you raid one team, you can raid any of their structures and it not count as a raid? Also, the biggest complaint from my players is raid bases. If they get online raided, and have already used their 2 raids for the day, they cannot raid the raidbase that is outside of their compound, making it extremely hard to get rid of the raiders.' were you working on this at all? just curious before buying. ty!