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Everything posted by Malkizid
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Greetings, Could you do a check over the various types of Jungle Trees. For example I have set the Jungle Trees gather to 12x, however only a handful of the Jungle trees register this. Many stay at vanilla gather rates, most notable teh Giant Jungle Vine swinging tree. "vineswingingtree02.prefab" and "hura_crepitans_sapling_A.prefab" and "hura_crepitans_e.prefab" and several others. I dont remember the prefab names of the others. Thanks in advance
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Hi Crash, I hope you are well. Been using this for some tie now and all worked well. However since the latest big changes you made to the plugin, scheduled restarts must be canceleed in order to add a manual restart. Is there something I'm missing in the commands list? I assume that through console and rcon by add a custom restart say for 15 minutes (while I already have a schedueld daily restart) would work and not require the scheduled one to be cancelled first? Thsi is inconvenient and causes a lot of uneccessary notificaitons for players, showing restarts cancelled, then restart rescheduled then the custom restart mesages after. Should the manual restart simply not just function and not have to cancel the daily? I have the same resutls from using the ingame ui and using console commands. I'm sure I'm missed something but I can't figure it out so I'd appreciate any help, many thanks in advance. Otherwise the plugin is functioning fine. (also I've attached my config and removed my webhooks or any custom urls I had) **EDIT** after initiating a manual restart an cancelling theDaily, nothing happens, it sits on permanently displaying the restarting in 1 second and doesn't function. Otherwise my schedueld restarts (daily restarts) work as intended. AutoRestart.json
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Hi Mercury I'm recieveing this error and the plugin can no longer load. [IQDronePatrol] The weapon could not be mounted on the turret. An incorrect shorthand has been entered or the turret does not support this weapon There are no errors in my config. I used to have the minicrossbow weapon as one drone weapon and it worked fine before. I removed it and used some more regular weapons this time but the error still persists. Probably some prefabs or assets paths changed in the Rust Update, could you take a look as the plugin cant function. I have attached my config for reference IQDronePatrol.json
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No problem, that was my guess - as I also made the same mistake the first time I used it. Happy to help.
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Wrecks plugins are easy to set up, accessible and very much ready to use "out of the box" for inexperienced users or people that don't like too much flavor. In my opinion the real magic is in the configurability and customization. Even with such a simple idea as Mercenary Ranks, Wrecks has built it in a way that allows users to take the idea and functionality to many levels of customization, to suit almost any type of server, from PvE to Roleplay to PvP - Creativity is your only limit! I must add, that Wrecks is always willing to go above and beyond to help out the community and customers alike. Thank you for your hard work and support
- 10 comments
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- 1
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- #economy
- #rankup system
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(and 1 more)
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Hi, sorry to ask again but are you certain your default group or any of your player groups dont have this permission: custommixing.give The permission name makes it an easy one to mistake as a regular non-admin permission.
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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 },
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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.
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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.
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I'll try that now, thank you Duff! Working perfectly again - cheers!
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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
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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
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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.
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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.
- 240 comments
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- #eventmanager
- #manager
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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.
- 752 comments
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- #shop
- #shop ui
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- #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)" } } },