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K9N_Twitch

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Everything posted by K9N_Twitch

  1. Sometimes I don't spawn on custom maps, and since it's hard to specify a location using coordinates, I wanted to set my current position as the NPC spawn point.
  2. Hi, I found another critical issue on Raiders Realms regarding the cave near the dome at E16. [The Issue] Location: E16 (Cave near the dome) Symptom: Inside the cave, there is a structure with an iron ladder going up and down. Attempting to climb up seems impossible. However, when trying to climb down the ladder, it triggers a client error/crash and causes instant death. Could you please check the structure, ladder prefabs, and collision data at this location? Thank you for your hard work and quick support!
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  3. hank you for the great plugin. I have a quality-of-life feature request for Custom BradleyAI. [Suggestion] Could you add a command that allows admins to set NPC spawn points or waypoints directly at their current standing position? For example, something like /cbai setpos <npc_type> or /cbai addwaypoint. Currently, having to manually check and type in raw coordinates (X, Y, Z) is quite time-consuming when configuring multiple locations. Being able to just stand on the spot and run a command to register the position would make setup much faster and more accurate. Thank you for considering this request!
  4. Hi, I found another map glitch regarding the Missile Silo monument. [The Issues] Under-map Access & Instant Death: Players can accidentally clip beneath the monument. If they try to enter the facility from underneath, it causes instant death. Invisible Floor Glitch (Surface): On the surface (normal route), there is an invisible area where players will suddenly fall through the floor to their death. If players manage to avoid that invisible glitch spot on the surface and enter the regular way, the monument can be completed normally without issues. Could you please check the terrain collision and prefabs around the Missile Silo? Thank you! Hi, I found another map glitch regarding the Missile Silo monument. [The Issues] Under-map Access & Instant Death: Players can accidentally clip beneath the monument. If they try to enter the facility from underneath, it causes instant death. Invisible Floor Glitch (Surface): On the surface (normal route), there is an invisible area where players will suddenly fall through the floor to their death. If players manage to avoid that invisible glitch spot on the surface and enter the regular way, the monument can be completed normally without issues. Could you please check the terrain collision and prefabs around the Missile Silo? Thank you!
  5. Hi, I am encountering an issue with Custom Buttons where pressing a button inserts an unwanted leading space into the executed command or text message. [The Problem] For example, if I configure a button to execute /shop, it actually sends " /shop" (with a space at the very beginning) to the chat. As a result, it is treated as a regular text message rather than a proper chat command, making the button fail to work as intended. [Example Config] "/shop" Even when configured like above without any spaces, the plugin still executes it with a leading space. Could you please check the input string parsing or the method that registers the button action to see if it's accidentally appending a whitespace? Thank you for your time and for creating this plugin!
  6. Hi, I would like to report a critical bug on Raiders Realms. A player encountered an issue where they were instantly killed, lost all their items, and were kicked from the server. Here are the details of the incident: Location (Coordinates): I8 (-464.74, 48.39, 442.26) Action before incident: Walking towards the exit of the Safe Area. Current Status: Instantly killed (all items lost) and force-kicked from the server. Error Log: InsideTerrain: Enforcing (violation of 200) at (-464.74, 48.39, 442.26) Reproducibility: Not confirmed yet, but it behaves identically to an anti-flyhack / terrain violation glitch. It seems like Rust's anti-hack system is falsely triggering a terrain violation near the safe area exit, likely due to an invisible collision or prefab issue at that specific spot. Could you please check the collision data or terrain layout at these coordinates? Thank you for your help and for creating this map!
  7. K9N_Twitch

    Failed compiling

    Cannot implicitly convert type 'Facepunch.StringView' to 'string'. An explicit conversion exists (are you missing a cast?) [CS0266] (LootReroll 33 line 350)
  8. @あひがお
  9. K9N_Twitch

    Broken

    06/05 09:24:40 | 1. Cannot implicitly convert type 'Facepunch.StringView' to 'string'. An explicit conversion exists (are you missing a cast?) [CS0266] (AdvancedEntityLimit 32 line 1200) 06/05 09:24:40 | 2. Argument 1: cannot convert from 'Facepunch.StringView[]' to 'System.Collections.Generic.IReadOnlyList<string>' [CS1503] (AdvancedEntityLimit 41 line 1204)
  10. K9N_Twitch

    Failed compiling

    06/05 09:23:54 | 1. Cannot implicitly convert type 'Facepunch.StringView[]' to 'string[]' [CS0029] (SendVideo 33 line 126) 06/05 09:23:54 | 2. Argument 3: cannot convert from 'Facepunch.StringView[]' to 'string[]' [CS1503] (SendVideo 57 line 279)
  11. K9N_Twitch

    Failed compiling

    1. Argument 1: cannot convert from 'Facepunch.StringView' to 'string' [CS1503] (HeadLight 57 line 111)
  12. QualityCrafting is causing extremely high profiler usage on Carbon. Profiler results: - 91,997ms hook time - 4,085,785 hook fires - ~1.1GB memory usage This appears to scale heavily with player activity and inventory interactions. Possible bottlenecks may include: - item/container hooks firing excessively - repeated quality recalculations - large cached item data - per-item processing during inventory changes - frequent serialization or data updates Server FPS drops significantly with more active players.
  13. I have a suggestion to improve the workflow for admins. Currently, we need to check the index number every time we want to restore items. Would it be possible to add a command that directly restores items from the "most recent death" by simply specifying the PlayerID or Name? Eliminating the step to look up the index number would make it much faster to assist players. Thanks for considering this!
    While the plugin functions as intended, be aware that the developer has a "DIY" stance toward maintenance. Following the May 2026 Rust update, default coordinates for monuments like Military Tunnels and Missile Silos cause instant "InsideTerrain Violation" deaths. I reported this to the developer, suggesting an update to the default presets for the benefit of all users. However, the response was that there is no need to update because users can change the config themselves. If you're looking for a "plug and play" experience, this isn't it. You will need to manually re-fetch and update all monument coordinates yourself every time Rust changes monument heights. The plugin is fine, but the lack of proactive support for vanilla map changes is disappointing. ==== プラグイン自体の機能は便利ですが、Rust本体のアップデート(Military Tunnels等の高さ変更)に対してデフォルト設定が更新されていません。そのまま使うとテレポート先で地形違反(InsideTerrain Violation)により即死します。 作者に改善を提案しましたが、「各ユーザーが設定で直せるのでアップデートの必要はない」との回答でした。今後もRust本体の仕様変更に合わせて作者がプリセットを更新する可能性は低いため、導入する際はすべての座標を自分で再設定する覚悟が必要です。設定自体は /makeportal コマンドで可能ですが、手間がかかる点に注意してください。
  14. I'll give it a try. Thank you. By the way, I imagine others who use this plugin in the future will run into this issue as well. Do you have any plans to update the plugi
  15. Thank you for your reply. It seems this is due to the May update, which adjusted the heights of military tunnels, missile silos, and large caves. Would it be possible to fix this in one go?
  16. Hi, I’m encountering an issue with Portals Plus. When players use a portal to teleport to the Military Tunnels, they are instantly killed with the following error: InsideTerrain Violation Level 200 It seems the destination point is being flagged by Rust's anti-hack system for being inside or too close to the terrain. Is there a way to adjust the spawn offset or safe-check the position before teleporting? Thank you!
  17. K9N_Twitch

    Hit Damage

    is there a way to activate or deactivate the hit function for player?
  18. K9N_Twitch

    New wipe broken...

    Failed compiling 'NadePlus.cs': 05/08 08:41:58 | 1. 'PlayerMetabolism' does not contain a definition for 'SendChangesToClient' and no accessible extension method 'SendChangesToClient' accepting a first argument of type 'PlayerMetabolism' could be found (are you missing a using directive or an assembly reference?) [CS1061] (NadePlus 30 line 565)
  19. Thank you for the quick response! You are exactly right—I was testing the plugin while vanished/invisible as an admin, which is why the UI wasn't appearing for me. I am relieved to hear that this is a known issue and will be addressed in the upcoming patch 1.2.1 with the new toggle option. I’ll look forward to the update! Best regards,
  20. Hi, I am reporting a critical UI bug in RoamTasks where the task interface does not appear on the screen even after a task has successfully started. [Problem Description] The Issue: When a player starts a task, the task initiation is confirmed (e.g., via console or other triggers), but the On-Screen UI (HUD) is not displayed. Impact: Players cannot see their progress, targets, or active tasks, making the plugin non-functional from a user perspective. Could you please investigate if there are any compatibility issues with the current Rust UI (CUI) system or if specific configuration settings are causing the UI to stay hidden? Thank you for your help. "UI Location X": 0.5, "UI Location Y": 0.0, "UI: Main Progress Bar Enabled": true, "UI: Fade In Seconds": 0.369, "UI: Fade Out Seconds": 0.369, "UI: Main Roam HUD Accent Color": "0.438 0.572 0.182 0.95", "UI: Completion Toast Enabled": true, "UI: Completion Toast Seconds": 1.8, "UI: Completion Toast Text": "Roam Complete", "UI: Completion Toast Accent Color": "0.438 0.572 0.182 0.95", "Performance: Mounted Distance Update Interval Seconds": 2.333, "Performance: Monument Stay Update Interval Seconds": 1.0, "Experimental: Enable Internal/Patch Hooks": true,
  21. Hi, I am really enjoying using RoamTasks on my server. It’s a great addition to the player experience! I would like to suggest a feature that would be very helpful for non-English or multi-language servers: The ability to translate Task Names via the plugin's language files (Localization). [Current Situation] Currently, it seems that task names are defined directly in the configuration or hardcoded, which makes it difficult to provide translated task descriptions for players who speak different languages. [Proposed Change] It would be amazing if the task names could be registered in the oxide/lang (or Carbon equivalent) files. For example: Instead of displaying a raw string from the config, the plugin could look for a lang key such as "Task_CollectWood". This would allow us to provide translations like "木材を収集する" for Japanese players or "Collect Wood" for English players automatically based on their client language. [Benefit] This change would significantly improve the accessibility and professional feel of the plugin for international communities. Thank you for considering this request and for your hard work on this plugin!

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