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Malkizid

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Everything posted by Malkizid

  1. Malkizid

    Rusty Birds

    Very fun idea, nice!
  2. 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.
  3. 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?
  4. @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?
  5. 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
  6. 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.
  7. 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
  8. 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,
  9. 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.
  10. Malkizid

    Chop Shop

    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
  11. 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
  12. Malkizid

    Skinner

    Thanks for clarifying that Kobani! I could not confirm this so I'm glad to hear that Time to start planning Best regards, Manky
  13. Malkizid

    Skinner

    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."
  14. 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.)
  15. Good question and first I will say I don't have a solid answer but based on what I read in the Facepunch site here https://facepunch.com/legal/servers, this only referred to Community Servers. So unless they have re-defined the meaning of "Community Servers" to include "Modded Servers" as a legal term in this scenario, then I believe there is no issue. Unless DLC items or skins are being paywalled or actually monetized on, that could become an issue on modded servers too. That was my take and interpretation on the subject, I don't have any further facts. 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."
  16. Malkizid

    Custom Modules

    All of the module names are within the configuration file. "CustomModules.json" This is the command as written on the plugin description page: /givemodule <Custom item shortname> – give the item to yourself. one item for example is "Custom item shortname": "turretitem_1" So then to give yourself this item by chat command, you would type: /givemodule turretitem_1
  17. Hi @Krungh Crow, Really neat plugin, I like the idea- just tried it out with Bone Market and is very fun to set up for an early game market. A small feature request, can we also have the possibility to customise the SkinID of the animal bones too? I'm making new bones images for each animal bones but dont know how to add them to the config / plugin If you can do this I'd be happy to send you the bone images to use, they will be on Steam workshop anyway Theo nes you have are fine except the colours and shape are too similar, so I'd like to customise them.
  18. Malkizid

    Shop

    I know my suggestions / comments are usually stupidly long that its too much work to reply to them due to language barriers etc. So here's a short comment - keep up the good work and I hope you can make this plugin's small features, better with more intuitive ui. Maybe this is only a problem in one of the templates. I dont know anymore. Its too much for me to keep changing them around - with all the template versions of server panel / kits / shop
  19. Heya JeffG, thanks for the headsup! A new plugin / api ? damn that's a shame he has to make a new one. Well good to know. I've not been in touch with the MadMappers discord, this year I left most discord groups to keep my sanity. so I had no idea what Kpuctajl is up to. Cheers, - Manky
  20. Malkizid

    Shop

    The currency tab is very confusing for players, they dont know how to switch or often think there are no items in the category, when there are items for sale in one currency (A) and items for sale in another currency (B). All items in a category should be displayed on the same page, even when there are 2 different currencies enabled. I'll make a random example up now ; Economics is in use and represented by "$" and a custom currency is in use represented by "RS" Category: "Guns" Item 1 for sale M249, $1000 item2 for sale Military Flamethrower 50 RS If they could be on the same page and item1 displays one currency "$", item 2 displays the other "RS" currency. then this feature would be reallly useful! Dont get me wrong, it makes sense to me from a configuration perspective. But for players Its too confusing and unclear to use the little tiny button for a player to choose a currency, when they choose a currency all items in the other currency are not displayed. If its possible I really recommend to change this because its very un-intuitive! This design takes away a very useful element, what should actually be a really great feature of the plugin. I can only assume this is a pain in the ass to implement for whatever reasons that I don't understand, So I hope it can be done and made to work / look really well like the rest of Mevent plugins Good luck Edit, added screenshot of the template I use. The little red square I badly drew, is where the icon to switch currency is - (its not enabeld at the moment on our server due my issue with it) even when a player knows there are other currencies its not obvious or intuitive for them to knwo how to use it. In my experience most Rust players need to be told, pointed and almost taken and shown to anything even slightly different than what they already are familiar with. Otherwise it might aswell not exist to them.
  21. I have not tried to use the bottom area but it should be possible. I dont recommend it though, as it will probably clip into the player tool bar area. However you can always scale down the icons to be smaller or allow players to use the commands "/panel hide" and "/panel show"
  22. Call me impatient but has this been forgotten by Kpuctajl, I dont mean to be ignorant or ungrateful but surely it can't take this long to add them? A friendly, cheeky reminder cant wait, thanks!
  23. Ohhh, I assumed that would be up to the user / admin to manually add them. Well if you do that, it would really make the plugin ultimate!
  24. Hi, thanks for your reply and information. That's really good to know it could be possible - I always thought it would be really enjoyable and useful to overlay the original crafting menu. Then to use your plugin to change the original crafts, so in a different way it would replace the original (optionally). while steel feeling like vanilla so the player doesnt have to type a command. I understand your point about the default crafting ui, I think losing the transparency would be fine, good actually for such a feature. I know its not the main idea but it would be a really nice extended feature, to have the option to overlay all the original crafts!
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