-
Posts
588 -
Joined
-
Days Won
7
Content Type
Profiles
Warranty Claims
Downloads
Forums
Store
Services
Downloads Plus Support
DOWNLOADS EXTRA
Everything posted by Mankus
-
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!
-
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!
-
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
-
- 853 comments
-
- #shop
- #shop ui
-
(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
-
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.
-
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 ?
-
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
- 315 comments
-
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.
-
- 1,153 comments
-
- #loot
- #customloot
- (and 13 more)
-
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.
-
@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?
-
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
-
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
-
- 1,595 comments
-
- #leveling
- #progression
- (and 19 more)
-
- 1,595 comments
-
- #leveling
- #progression
- (and 19 more)
-
- 1 comment
-
- 1
-
-
- #rust xmas
- #rust christmas
- (and 5 more)
-
Hi Mr. Davidd, Sorry for the delay in getting back to you. I can confirm that the account credit worked. Thanks a lot for your consideration. I will ask around, I know some active developers, I'm not sure if they will be interested but will gladly let you know if I find anyone. Best regards, Manky
-
Hi. I really appreciate you contacting them and checking that. Especially since I am still very unfamiliar with Carbon debug + info messages related to plugins. You can close this thread then, as you need.
-
Hi, thanks for the Latest hotfix in Kits and Shop. Im new to Carbon so I'm unsure about these below errors and this is only on our test server but these occur wheen loading Kits v2.2.24 and also Shop v2.3.20 (the latest fixes) Can I ignore these below errors, were they caused by latency in the server or the network? Thanks in advance, Regards, Manky (16:19:41) | [Kits] Config update detected! Updating config values... (16:19:41) | [Kits] Config update completed! (16:19:42) | Kits v2.2.24 by Mevent hook 'OnServerInitialized' took longer than 100ms [321ms] (16:19:56) | [Shop] Config update detected! Updating config values... (16:19:56) | [Shop] Config update completed! (16:19:56) | Shop v2.3.20 by Mevent hook 'Init' took longer than 100ms [403ms] (16:20:04) | Failed to execute OnFrame callback (Invalid URI: The format of the URI could not be determined.) at void Uri.CreateThis(string uri, bool dontEscape, UriKind uriKind) at new Uri(string uriString) at void Carbon.Modules.ImageDatabaseModule+ImageQueue.MoveNext() in /__w/Carbon/Carbon/Carbon.Core/Carbon.Components/Carbon.Common/src/Carbon/Modules/ImageDatabaseModule/ImageDatabaseModule.cs:line 573 at void Carbon.Managers.CarbonProcessor.Update() in /__w/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 63 (16:20:11) | NullReferenceException: Object reference not set to an instance of an object (16:20:38) | Kits v2.2.24 by Mevent hook 'OnServerInitialized' took longer than 100ms [424ms] [GC] (16:20:58) | Failed to execute OnFrame callback (Invalid URI: The format of the URI could not be determined.) at void Uri.CreateThis(string uri, bool dontEscape, UriKind uriKind) at new Uri(string uriString) at void Carbon.Modules.ImageDatabaseModule+ImageQueue.MoveNext() in /__w/Carbon/Carbon/Carbon.Core/Carbon.Components/Carbon.Common/src/Carbon/Modules/ImageDatabaseModule/ImageDatabaseModule.cs:line 573 at void Carbon.Managers.CarbonProcessor.Update() in /__w/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 63
-
Hi Mr. Davidd, That's unfortunate to hear. I'm a little disappointed but of course I understand. Thank you for keeping in contact and I appreciate the compromise. I would really appreciate a refund if that is the case. Thank you. Best regards, Manky
-
Perhaps. From what I can see here I don't notice any problems... but I am an amateur. Sorry I have no other ideas. If there is an error in the plugin syntax Wrecks would know.
-
That's odd. Hmmm "Bong Hit" is not something that is in that premade config by Nobby. Could it be a mistake in the lang file for TheDealer? hid333 did you edit your lang file?
-
Adem, I understand you want to make management easier for yourself and your collaborators but this is not an ideal solution for users of your plugins. I trust you will improve the plugin and make it work great but, maybe next time don't force the release until its finished cooking. This simple editor seems it is designed to make it easy for new customers that have never modified a .json before. Improving accessibility and making ease of use improvements is great but not when forced like this Gui editing in Rust is still way to risky, buggy and leaves only room for error - For me, its not worth the convenience of a nice visual interface.
- 79 comments
-
- 1
-
-
- #loot
- #lootmanager
-
(and 2 more)
Tagged with: