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Everything posted by Malkizid
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It's a reference to a Unity image element used in some gui plugins that has been renamed or removed from the core Rust data not long ago, I'm not surew hich plugin that referenced it but it's likely Notify, or HUD (Panel System) by Mevent, my guess is those as I use them and have seen the reference before. It could be anumber of GUI plugins, see which you use, It can be safely ignored, unless you notice some missing visual elements. EDIT Sorry for the extra answer, the latest replies did not show up on my feed.
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It must be a difference in the "EventName" then, are these represented by a key in the config? If they are then make sure the event names match in the lang files + data files to the config names, also if you are running a Linux server then these are also CaseSensitive. I recommend unloading a plugin before editing the data or langfiles. Instead of editing then reloading.
- 222 comments
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- #eventmanager
- #manager
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(and 5 more)
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Hi Adem, The Caravan has no animations and floats like jetskis on water, amongst other problems. It also makes a water surfing sound. Could you please take a look at my video clp so you can see what I mean. Thanks in advance. 2025-07-23 18-37-57.mp4
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- 44 comments
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- #timedpermissions
- #grant
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I really love this plugin, it opens up so many oportunities for adding an authentic yet new and exciting element to your server. Custom Mixing has a brilliant interface, feels just like a vanilla rust element and allows for a lot of customisation. Make your own recipies in the Mixing Table and Cooking workbench, easily define which entity the recipie can be made in. There is also a sample configuration of recipies and permissions making it easy for a user of any experience level to set up quickly. The Pitereq is definitely close to being a Master at making authentic, responsive and functional rust user interface designs in their plugins. Also very helpful developer and a pleasure to communicate with!
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The feature to show text and item name in the ingredients list on mixing table is really great! It would be really nice if there is a way to show a custom item name in the Mixing Table interface. The part where ingredients are listed; for example if one of the ingredients is a custom item with a custom Skin, no name shows when the player clicks on it. This makes it very difficult for a player to know what the ingredient is. Hope that can be added, to use a defined item name field in the ingredients list from the configuraiton file For example { "Item Shortname": "fertilizer", "Item Name": "Stinky Fertilizer", "Item Amount": 1, "Skin ID": 123456789, "Content Item": null },
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That's odd, I have not seen this happen before What are the positions of your locked crates (Timed Hackable Crates) ? It looks like they are clipping through the train wagon entrance on each end, is that their original positioning? They might not be properly parented due to the location, do you have any console errors when this happens? It could be a limitation of unty in that case. Its a guess on my part. I've never placed them that far out in any Train configs, usually inside the doorways, corners or central parts of the wagon. All I know is that if any entity or object that clips through the wagons, in particular the wheels, it can cause a crash and unusual behaviours.
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I was thinking the same, I decided to simply unlist or hide any categories in shop for now, that have DLC, Admin or content items - Or to lock prohibited items, by removing the buy and sell options individually. In my opinion Its too soon to go deleting entries without 100% clear info from FP about what's allowed and what's not. We have enough work to do as it is. That's my approach anyway, so I wont have to remove then re-add some entries later.
- 746 comments
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- #shop
- #shop ui
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(and 25 more)
Tagged with:
- #shop
- #shop ui
- #store
- #market
- #server rewards
- #gui shop
- #custom items
- #rust shop
- #mevent
- #market system
- #marketplace
- #buy
- #sell
- #in game
- #economics
- #humannpc
- #market and magazine
- #gui
- #money exchange
- #rust shop plugin
- #shop system
- #best shop
- #best rust shop
- #shop items
- #shop mevent
- #shop in menu
- #shop gui
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Yes, it is possible to use a work cart in a preset as one of your locomotives. It must be a configuration error, maybe you missed one section. You must make a train Preset Name (this is the train spawn preset) and a Locmotive Preset and then choose the prefab you want, Train Name is the event display name Wagon Presets are optional, you can use any amount of default ones in the order you like, they must also be named and defined if making new ones. I will make an example; "Train presets": [ { "Preset Name": "train_workcart", "Train Name": "Maintenance Train", "Event time": 4200, "Allow automatic startup? [true/false]": true, "Probability of a preset [0.0-100.0]": 5.0, "The minimum time after the server's wipe when this preset can be selected automatically [sec]": 172800, "The maximum time after the server's wipe when this preset can be selected automatically [sec] (-1 - do not use this parameter)": -1, "Radius of the event zone": 100.0, "Train can be spawned underground [true/false]": false, "Train Stop time": 120, "Locomotive Preset": "locomotive_maintenance", "Order of wagons": [ "wagon_carriage", "wagon_fuel", "wagon_carriage", "wagon_fuel" ], "Heli preset": "" }, Below is a Locomotive Preset example: Dont forget to also define the prefab you want, in this case a workcart entity No positions are defined here, for Turrets, Npc's etc. and dont forget to define a Driver preset (you can use the default ones or make a new one) and finally make sure there are no duplicate preset names in any categories. "Locomotive presets": [ { "Preset name": "locomotive_maintenance", "Prefab name": "assets/content/vehicles/trains/workcart/workcart_aboveground.entity.prefab", "Bradley preset - locations": {}, "Turret preset - locations": {} "SamSite preset - locations": {}, "NPC preset - locations": {}, "Crate preset - locations": {}, "Decorative prefab - locations": {}, "Engine force": 500000.0, "Max speed": 10.0, "Driver name": "TrainDriverPresetName", "Setting up the emergency brake": { "Enable spawn? [true/false]": true, "Location": { "Position": "(0.270, 2.805, -7.896)", "Rotation": "(0, 145.462, 0)" } }, "Setting up a timer that displays the event time": { "Enable spawn? [true/false]": true, "Location": { "Position": "(0.270, 2.412, -7.896)", "Rotation": "(0, 145.462, 0)" } }, "Setting up a timer that displays the stop time": { "Enable spawn? [true/false]": true, "Location": { "Position": "(0.270, 3.012, -7.896)", "Rotation": "(0, 145.462, 0)" } } },
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@ThePitereq Hi Sorry for the ping but I dont see any info in the description on how these times are calculated? This is an example from your sample config, in the "explosives" recipie section: mixing time; "Mixing Time": 4.0, how is this calculated, is it in seconds? "Mixing Time Permission Divider": { "custommixing.premium": 1.5, "custommixing.vip": 4.0 Is it a flat rate, or does the permission divide the time based on the mixing time?
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Hi Mercury, Can you supply any api or hooks for this? forgive my description; something like on DroneSpawned or on player entering drone area I'm using EventMessageTips by Mabel and want to include these triggers, so event message is displayed through that plugin. When new drones are spawned or when a player enters a monument that Drones are active in.
- 44 comments
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- #drone
- #dronepatrol
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- 19 comments
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- #mutations
- #monument
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I don't have a list of what weapons work with each NPC type or prefab, so you will have to test with trial and error. Change the weapon in the kit or load-out and reload the plugin to see if they can shoot or not. The Tunnel Dweller ones are the most irritating this way as they seem get confused with most weapons, even ones normal scientists should use. When you test with trial and error for each weapon, I recommend only using military ones that scientists can use like SPAS or Pistol or Mp5 etc. These two scientist prefabs, can usually use most Scientist weapons, including Military Flamethrower and Minigun assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_full_any.prefab, assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_bradley_heavy.prefab,
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Hi, this is not a problem with NPCKits, it's a problem with the native Rust NPC prefab, for example the Npc you are giving a kit to, in this case the Tunnel Dweller "assets/rust.ai/agents/npcplayer/humannpc/tunneldweller/npc_tunneldweller.prefab" They are only able to use specific weapons. Each rust.ai agent prefab can only use certain weapons. So, if you give them a load out with weapons they are not normally using, this is what happens like in your video.
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Im sure you thought of this but I had to ask for my own curiosity / understanding; if it was also enabled to put the custom items in the recycler for example, it would also require as many hook calls? Or would the on tick process be also non-performance friendly? Im assuming this is the same as on player input for the sake of performance
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There's nothing wrong with this plugin, or ZoneManager or CopyPaste as of today. I use this and it works fine. if you are manually pasting the base check your syntax for CopyPaste commands and add what you need to the default chat command., (https://umod.org/plugins/copy-paste) ExExample: /paste Skybase auth true stability false also if you cant get the command to work, double check your CopyPaste config file to ensure you are pasting *without* stability. However this will disable stability by default for all pastes. So inversely you would add sttability true to any manual pastes you want to do. Hope that helps
- 16 comments
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- 1
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- #copypaste
- #community
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(and 1 more)
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- 318 comments
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- #building
- #foundation
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(and 27 more)
Tagged with:
- #building
- #foundation
- #tool
- #tools
- #ui
- #upgrading
- #remove
- #upgrade
- #blocks
- #clans
- #friends
- #noescape
- #interface
- #hud
- #build skins
- #grade
- #gredable bases
- #grade rust bases
- #build system
- #upgrade buildings
- #remove structures
- #downgrade structures
- #base customization
- #best grade plugin
- #build plugin by mevent
- #reskin
- #bgrade
- #skins
- #building skins
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I suppose its entirely upon the server owner to responsibly check what skins they allow players to use. Yay... more work for us. Sifting through tens of thousands of skins. Again, like I wrote here I think this is only for what was defined as a "community server" based on Facepunch terminology, not a modded server. I need to read up more and delve into it. Im sure there are many intentional loopholes as to what defines these particular terms, or the plugins themselves and most rust communities would be at risk. I dont think "Face Poach" would want to go that far...yet If I'm incorrect about types of servers, well the only relevant part then really is this: and the part that defines FP DLC "(a) Can I restrict access to DLC content on our Servers? No - if it is Facepunch approved downloadable content ("Facepunch DLC"), then players must be able to freely and unconditionally access their validly purchased Facepunch DLC across all Servers."
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I did notice that some of my recent comments here explaining how to enable the building skins were removed. Even though they were simply pointing out the built in commands and configuration options that any owner of the plugin can do themselves. (and I respectfully understand why, considering what can be done in this plugin, if creating and selling plugins that enable the use of DLC or official skins etc are now also at risk. due to Facepunch's new legal stance. However I don't think that is the case.)
- 318 comments
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- #building
- #foundation
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(and 27 more)
Tagged with:
- #building
- #foundation
- #tool
- #tools
- #ui
- #upgrading
- #remove
- #upgrade
- #blocks
- #clans
- #friends
- #noescape
- #interface
- #hud
- #build skins
- #grade
- #gredable bases
- #grade rust bases
- #build system
- #upgrade buildings
- #remove structures
- #downgrade structures
- #base customization
- #best grade plugin
- #build plugin by mevent
- #reskin
- #bgrade
- #skins
- #building skins