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Malkizid

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Everything posted by Malkizid

  1. Malkizid

    Quarry Computer

    Hey Marte6, in the next update, would it be possible to add in a SkinID field for Fuel input items? I would really like to be able to add Custom fuel sources for some of the Quarry levels and think it would be beneficial for many custom servers. A Displayname field would also be brilliant but is not necessary. for example: { "Fuel Configuration": { "Resource Extraction Interval In Seconds": 900, "Fuel Items": [ { "Shortname": "diesel_barrel", "CustomName or DisplayName": "High Grade Diesel" "SkinId": 123456789, "Fuel Required Per Extraction": 5 } ] }, "Storage Slots": { "Fuel": 4, "Resources": 36 }, "Resources Output Per Extraction": [ { "Shortname": "crude.oil", "SkinId": 0, "Amount": 1800 },
    Such a fun and lightweigth quarry plugin, its really simple to set up and highly configurable. The devloper Marte6 does a great job with frequent support and updates. The integration of the Industrial System to the Quarry Computer is engaging, beneficial and performant. The fact the computer fits in a small base, neatly and efficiently is real bonus! one of my favourite aspects of this is the user itnerface designed for the computer upgrades, it is simple yet beautiful and well thought out.
  2. Malkizid

    Shipwreck

    That's a Skin for a Garage Door in the event. I'm 99% sure this will not be an issue. Wait for FacePunch to release official notes on their devblog next wipe, rr update their new ToS regarding this topic. But from what I have read so far, Npc's or event items using a skinID like in this case (where a player can not take or loot it) is acceptable. This is the responsibility of us the server owners anyway, So to be 100% safe you can quickly change the skinID of the door to any non accepted workshop skin, or of course set it to 0 I hope that helps.
  3. Malkizid

    Compilation Error

    I'll try that now, thank you Duff! Working perfectly again - cheers!
  4. Malkizid

    Compilation Error

    Hi Duff, Thank you for the update to PlaceryExtended, However there is currently a compilation error with the plugin running in Oxide I've attached a paste from the server log: | Error while compiling PlaceryExtended: 'PlaceryExtended.CustomDeployable.AttributeSetup(GameObject, string, bool, bool, bool)': cannot change access modifiers when overriding 'public' inherited member 'PrefabAttribute.AttributeSetup(GameObject, string, bool, bool, bool)' | Line: 290, Pos: 37
  5. Malkizid

    HuntsMan

    Strange indeed, It sounds like another plugin or convar you have on your server is interfering with the corpse prefabs of certain animals and somehow conflicting with Huntsman. Do you have any active plugins that manages gibs, corpses, loot or entitiies despawns, like a cleanup or nogibs plugin running? I'm not sure what, I ran into an issue like this earlier in the year after the Jungle update (not with Huntsman as I was not using it) but something else caused the same problem you described. I'm looking into it, will see if I can recall what the source was at the time
  6. Malkizid

    Caravan

    We are now experiencing this version of the unusual splashy wet horses but also with no animations and sliding around. Its mostly working when engaged, sometiems we have them get lost. I hope the animations can be fixed in the next patch. as far as I can see and basically understand FP inadvertantly made anything that uses horses problematic with the introduction of the stupid horse physics earlier this year.
  7. Malkizid

    Dynamic Monuments

    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.
  8. Malkizid

    Events Manager

    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.
  9. Malkizid

    IQPermissions

    @Mercury Hi, is there no command to issue timed permissions to a group ? There are not any written on the description page. I tried for example: "grant.group default permission.use 2d" this does not work. Is it possible to give a group timed permissions? Thanks in advance, - Manky
    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!
  10. 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 },
  11. Malkizid

    Armored Train

    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.
  12. Malkizid

    Shop

    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.
  13. Malkizid

    Armored Train

    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)" } } },
  14. Very fun idea, nice!
  15. That's great news Krungh Crow, thanks for the reply. Yes I understand the effort in making images, free or fully custom, it still takes some time work. Dm me anytime if you'd like some custom ones, I'll show you the ones I make and you can decide.
  16. Hi, thank you very much for the quick and helpful reply! Could you confirm one more thing, then, if in this case the base time is 4.0 seconds and the permission divider is 4.0 seconds, is the result instant then?
  17. @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?
  18. Malkizid

    BotReSpawn

    100%, this would mean Wipe it every time. or for example, 5% would mean wipe the main inventory, belt or clothing only 5% of the time
  19. Malkizid

    IQDronePatrol

    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.
  20. Hey ThePitereq, Would you be able to include or send some hooks for event start notifications? I'm using some custom event message tips by Mabel and I would like to add the hooks so that EventMessageTips can supply the messages when a new Mutation Starts or ends
  21. Malkizid

    NPCKits

    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,
  22. Malkizid

    NPCKits

    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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