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Everything posted by Malkizid
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- 104 comments
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- #restart
- #rustplugin
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(and 5 more)
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If you're totally new to runnning a rust server and using oxide or carbon and plugins, I suggest you go to Youtube and look up SRTBull, he has provided many years of tutorials on how to get started and doing more advanced things with plugins, I reckon you should start there since you're new to all of this.
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Way to call the local ogg files instead of calling out to dropbox every second?
Malkizid replied to Rust Admin's Support Request in Support
Yeah can definitely confirm it doesnt even attamept to download if the local file is present, I've never had to redownload the files again, since the links to my original files are on a server I lost access too several months ago, and I've never removed the local files. (that was just pure lazyness on my part, until I need to make some new files ) So the messages aren't a big deal and are informative. but yes since links can be very long its difficult to see through console sometimes would be nice if that could be masked, some servers have many npcs dying and spawning often, when this is on most of them it can make for a chaotic console. -
Good day Aimacak, thank you very much for your help and assistance. Really appreciate the explanation and solution, looks very simple to achieve with that guidance and info you sent! I don't have or use BetterNpc unfortunately, but if I ever get it I will definitely use this advice. Others can certainly follow your guide here to more easily add profiles. Cheers
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This is the most fun "Boss" animal / beast plugin out there! Since the Animal Scaling update it has become even more fun, giving players the fright of their lives when a monstrous Boar comes stampeding out of a Jungle or they are stealth attacked by a ninja micro chicken! I can't add much new that others have already said in their reviews as I agree with them all, its a very performant, easy to use and highly enjoyable plugin. Many great options for configuring, custom loot tables, bonus loot, prefab + coordinate based spawn system, a licence system and more. Well worth a buy for modded server!
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Quality plugin, its definitely ready to rumble "out of the box" with custom skins, items prepared and functionality. If you have custom gather rates in skilltree, it works too. Config is never complicated and its an excellent Framework providing Admins with many possibilities to add more content and features to their server, using the provided items and the opportunity to create your own. There's a bit of set up to do if you use custom furnace rates as Wrecks mentioned, this is not an issue if you have some extra time!
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Very cool, really useful! Simple to configure, has plenty of documentation and Wrecks has provided neat samples for anyone to use and help figure out the possibilities. There are so many useful applications for this - it can be usefule on any type of server, allowing players to simply comibne or "upgrade on hand" event items, or vanilla and custom items that don't require ingredients or recipies, the choice is yours - highly recommended!
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Been watching this for a while, looks great Dont use the Survial Arenas, but if we do - will be back for this By the way, that's a shame Naughty FP removed that oil tower prefab Is only removed from RustEdit or is it a limitation by spawning in game where its removed ? Manky want try find you replacement. Maybe there is a good alternative. anyhow, you got me on discord or can dm here - Manky been learning rustedit, uh ohhh
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- 823 comments
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- #shop
- #shop ui
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(and 26 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
- #halloween
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Seems like CopyPaste is not compiling. Got your server console and type o.plugins this will output a list of what's laaded and what is not. As for why CopyPaste is not creating a data folder or compiling, it might be a read/write issue. That's kind of outside the realm of the support for DungeonBases. You should contact your server host provider about that. Like Fruster said, once you get CopyPaste to compile and have your data folders set up correctly as he described, then DungeonBases will load fine.
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Definitely looks like an issue with CopyPaste Jeff, are you sure CopyPaste is even compiling? It must be working for DungeonBases to work. Is your server running in a Linux or Windows based environment ?
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There is a configurable timeout option, to prevent spam under the "Flagging": section of the config. "CooldownSeconds": 1200, I have it set to 20 mins. But what you suggest would be a pretty useful option! Coul add Economics and an optional custom item field with item shortname, item name, SkindID, amount
- 301 comments
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Hi, on the Quarry Computer output storage, item input is blocked yes ? I mean that somebody can not add items to that storage. Nevermind I confirmed that. I ask because our Sorter plugin, when a player presses "Sort" all the loot dissappears from the output of Quarry. Is there maybe a hook or something I can give to the developer to block this from the loot container.
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- 1,092 comments
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- #loot
- #customloot
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Thanks Gruber, no worries its not a major bug, I just don't know how to change the Npc prefab types in .cs Ž Do you know are the Npcs on Frostland, their prefab types, are they defined by the Map spawn points? Maybe that's why. If you know that's why - then maybe I can edit the map to stop this happening.
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@Gruber NpcMovingControl does not compile on Server startup - it works if I reload it after server startup but I must do this every time or trigger something to load it. NpcMovingControl - Failed to compile: 'HumanNPC' does not contain a definition for 'LootSpawnSlots' and no accessible extension method 'LootSpawnSlots' accepting a first argument of type 'HumanNPC' could be found (are you missing a using directive or an assembly reference?) | Line: 405, Pos: 54 Also it over writes the kits of all npc on the map (including BotReSpawn) or any Custom npcs. Making it Necessary to load BotReSpawn after NpcMoving Control so it gets very messy Do you have any suggestions on a better workaround? Edit: I know the clothes change option can be changed to a different npc prefab but it doesnt have an affect then. Are the npc prefabs defined by the map spawns?
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Hej I have a question on some of the designs, first the "Computer_1" are any Garage door parts of that intended to operate? I cant get any of them to trigger. It would be really cool if one or some of the doors or the Giant red door could open. I can see trigger boxes when in vanish moode but I dont know if its supposed to be possible to open the doors or not? Also the main entrance on Computer_1 is that intended to have a snappable area to attach a door? as doors cant be snapped on. For Example the functional garage door on "Castle_3_Adobe" or the snappable door area on some of the entrances of "Castle_2" where a player can snap and place a standard 1 frame door in two of the entrances. Thanks for any info
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Does this only affect players and not admins? I have not seen it happen yet when I tested Kits today after wipe, on the previous version oof Kits
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- 1,457 comments
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- #leveling
- #progression
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