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Everything posted by 9527
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Upgraded to two stars. A whitelist has now been added, but the rest of the features are still inconvenient to use. This plugin is essentially a disaster for servers. While it is very convenient for players who don’t want to deal with power requirements, it becomes a serious problem for logic-circuit users. Server administrators must manually configure blacklists for logic circuits, and these settings are shared globally across all players. Individual players have no way to decide whether a specific object should require power or be integrated into a logic circuit. Please think carefully about the impact this plugin will have on your server before purchasing it. If your server has players who enjoy electrical systems or logic circuits, do not buy this plugin — you will end up spending a significant amount of time constantly updating and maintaining the blacklist.
- 17 comments
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- 1
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- 17 comments
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Could you build whitelist option? I m just need part of equipment to use this mod, and that's frustrating if offical or other mod have new equipment in game And the critical of we need is players option to use this mod, not every player want to affected by mod, and most of logic equipment cannot function normally
- 17 comments
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When players use the Warhammer 40K RPG, the raider does not function correctly. Is it possible to fix this?
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If players rapidly purchase items from the vending machine inventory, they can quickly farm RP points.
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The system is unable to perform automatic backups properly. Please help investigate and fix the issue.
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I found that even after setting message notifications to Off, notifications still appear when skills are activated. "Send notification when an Enhanced item drops from a barrel or crate": false, "Send notification when the player crafts an Enhanced item": false, "Send notification when the FishingLuck perk procs": true, "Send notification when the WoodcuttingLuck perk procs": true, "Send notification when the MiningLuck perk procs": true, "Send notification when the SkinningLuck perk procs": true, "Send notification when the Thrifty perk procs": false, "Send notification when the Fabricate perk procs": false, "Send notification when the Prepper perk procs": false, "Send notification when the Builder perk procs": false, "Send notification when the Academic perk procs": false, "Send notification when the UncannyDodge perk procs": false
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Yes, when it explodes / fires, it causes the server FPS to drop below 5.
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When a player hits a target with a shotgun, the damage numbers that appear can clutter and block the player’s screen. Is it possible to change shotgun hits to display a single total damage value instead?
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If a player takes items out of storage and the stack amount exceeds the server’s defined limit, the items will be ejected directly instead of being placed into a single slot.
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Excessively high damage multipliers cause FPS drops. This issue occurs frequently when raiding Raidable Bases. "F15 flight altitude": 250.0, "Rockets speed": 200, "Attack radius": 100, "Damage scale (1 = 100%)": 10.0, "Damage scale to NPCs(1 = 100%)": 10.0, "Rate of fire(number of shots per second)": 3.0, "Time to trigger a signal grenade": 2.0,
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@Mevent A display error may cause discrepancies between the shown prize and the item received. You can refer to the video to observe the error. I am using the latest version of the software. RUST_2026.01.02_-_21.48.33.01.mp4
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If a player can only receive one chance per day, they could select to open 5 cases at once in the interface. This method allows them to open cases infinitely without counting toward their daily limit.
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- 7 comments
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- #electrical
- #electricity
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(and 5 more)
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The combat block isnt working right now on my server since the update. Maybe also the raid block. Can you look into it? NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.NoEscape+Zone.CreateSphere (System.String prefab) (at C:/server/RUST-PVP/carbon/plugins/NoEscape.cs:538) at Oxide.Plugins.NoEscape+Zone.CreateSpheres (System.Int32 loop, System.String prefab) (at C:/server/RUST-PVP/carbon/plugins/NoEscape.cs:550) 19kb/s in, 124kb/s out at Oxide.Plugins.NoEscape+Zone.Awake () (at C:/server/RUST-PVP/carbon/plugins/NoEscape.cs:396) at UnityEngine.GameObject:AddComponent() at Oxide.Plugins.NoEscape:CreateZone(BaseEntity) (at C:/server/RUST-PVP/carbon/plugins/NoEscape.cs:1659) at Oxide.Plugins.NoEscape:OnEntityTakeDamage(BaseCombatEntity, HitInfo) (at C:/server/RUST-PVP/carbon/plugins/NoEscape.cs:1525) at Oxide.Plugins.NoEscape:InternalCallHook(UInt32, Object[]) (at NoEscape.cs/Internal:281) at Carbon.Hooks.HookCallerInternal:CallHook(RustPlugin, UInt32, BindingFlags, Object[]) (at /__w/Carbon/Carbon/Carbon.Core/Carbon/src/Hooks/HookCallerInternal.cs:143) at Carbon.HookCaller:CallStaticHook(UInt32, BindingFlags, Object[]) (at /__w/Carbon/Carbon/Carbon.Core/Carbon.Components/Carbon.Common/src/Carbon/Components/HookCaller.cs:194) at Carbon.HookCaller:CallStaticHook(UInt32, Object, Object) (at /__w/Carbon/Carbon/Carbon.Core/Carbon.Components/Carbon.Common/src/Carbon/Components/HookCaller.cs:979) at Carbon.Core.CorePlugin:IOnBaseCombatEntityHurt(BaseCombatEntity, HitInfo) (at /__w/Carbon/Carbon/Carbon.Core/Carbon.Components/Carbon.Common/src/Carbon/CorePlugin/Core.Hooks.Player.cs:50) at MonoMod.Utils.DynamicMethodDefinition:BaseCombatEntity.Hurt_Patch0(BaseCombatEntity, HitInfo) at BuildingBlock:Hurt(HitInfo) at MonoMod.Utils.DynamicMethodDefinition:TimedExplosive.Explode_Patch0(TimedExplosive, Vector3) at TimedExplosive:Explode() at InvokeHandlerBase1:DoTick() at InvokeHandlerBase1:LateUpdate()
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Name: FlakJacket Description: This perk reduces the damage received from explosions. This perk is not working properly. Even with a coefficient as high as 95%, getting hit by a C4 still leaves only 1 HP remaining.
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If you set HHHYYY and enable auto-planting clones, it will fail to generate the correct clone and will only produce random results.
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- 37 comments
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- #community goal
- #commands
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(and 3 more)
Tagged with:
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The effect works normally before entering the Raidable Base. However, after dying and leaving, it no longer functions correctly. Additionally, consuming food inside the RB also causes abnormal behavior.
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I have a clearer video showing that during a Raidable Base raid, the effect works as expected, but after dying and exiting, the values revert to the original limit.
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My server uses your plugins for all enhanced equipment or status effects, and it doesn’t have any of the additional plugins you mentioned.
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The Metabolism_Boost skill does not function properly during Raidable Base (RB) raids. When consuming food, water, or calories, the values immediately drop back to the original game limit. Is this normal, or is there another way to modify it? A video demonstration is available for reference. Rust_2025-08-14_17-28-49.mp4
