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Everything posted by Malkizid
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Hi, thank you for the reply. This is good to know! To be honest I was taking a bit of a guess about the load order by trial and error. That's really unfortunate, I thought it might be possible to specify or implement a hook load order from within a plugin itself. At least if people can know that reloading the plugin manually after another plugin has loaded, it could temporarily help.
- 979 comments
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- #loot
- #customloot
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True, its causing errors for many of us too since the last patch. On our server mainly with any of our plugins that track collectibles and other similar items. Mainly statistics plugins. Unfortunately I have no idea how to resolve this, other than unloading loottable. changing the load order might help but I don't know if this is possible...
- 979 comments
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- #loot
- #customloot
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- 270 comments
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- #updates checker
- #plugin
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- 270 comments
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- #updates checker
- #plugin
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- 189 comments
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- #eventmanager
- #manager
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- 189 comments
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- #eventmanager
- #manager
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Perfect, simple and performant. This one lets the players do all the hard work for once People really like it, it looks good works well and fits into the industrial system really nicely adding an extra layer of fun and integrity to any s erver. The devloper Marte6 is also really communicative and friendly and helpful which is a big bonus.
- 55 comments
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- #recycler
- #industrial
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Could it be a skin plugin you are using? Maybe it changes the item ids or something. If its any help - we are using "Skinner" and it did not change the box ids. Note I changed the skins during operation once and also before updating the server today. Good luck, hope you find out the source of the problem
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I know thats's not so helpful but I cant find any issues.
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I had placed skinned boxes before server updaet and oxide update, I came on now after update and restart to test after update and is working fine.
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Yes I think wrong plugin there. I actually only tested industrial recyclers for first time and it was working perfect on my local machine. I have not re tested after todays Oxide + Server patch.
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- 82 comments
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- #customizablequests
- #dezlife
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Greetings fellow Codefling members 👋 I'm Manky, I'm an Artist and active Rust admin, I love to create content for the game, to enhance player immersion or create server themes. I would like to offer my talents as an Artist and illustrator I offer Artwork, illustrations, Designs and Icons. These can be a great for server owners and admins to enhance the look, style and viisual appeal of their server. I generally offer: - Server Banners and backgrounds (for welcome Panels) - In game art for signs at monuments (for example plugins such as SignArtist / MonumentalSigns) - Server host images - Custom Item Icons Packs (using traditional Rust styled icons or compeltely Custom Designs) useful for perks, skills or personlisation of configs (Great for Shops, SkillTree skill icons, Custom item icons etc.) - Plugin Product Art, as well as logos, themes and various writing styles or fonts as required For anybody who is interested in Collaborating or Hiring me to work with them on their projects: Simply reach out to me here on Codefling with your contact information & requirements I'll send you my email address as needed. Please see the Contact Us Tab for more info -
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- 36 comments
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I'll definitely be getting this in the near future Especially because of the voice system you have in place. I used to create several town or shopkeeper NPC's using HumanNPC and give them all unique voice overs that I record. But performance was not great. It was very fun I really like the quest system in this plugin and vocal system and responses available in your plugin, that's is a really nice addition! I would also like to "second" @paxx's suggestion as it would be very nice to be able to add more NPC's of your plugin
- 82 comments
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- #customizablequests
- #dezlife
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It can't say it enough, really light, simple and most of all pleasing to look at. Very easy to configure and the developer is really responsive, open to suggestions and ideas. Nice simple options for the players to have some friendly competition by seeing each others stats on PvE servers and great for regular PvP too.
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Possibly, if you have Max Buy limits, or Daily Buy Limits or any permission based limits then the interface wont allow selling. I'm sure it's obvious but I _had_ to say this anyway: Also make sure the item(s) the player(s) can't buy also dont have any other permission requirements that may be preventing the transaction.
- 655 comments
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- #shop
- #shop ui
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- #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
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- 9 comments
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- #bikes
- #modularcar
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So for reasons beyond my understanding the prefab shortname of the projectile must be used here and not the item shortname as is the usual and what I am used to doing in most of these plugins. Wanted to update this here too in case it helps anybody else on Codefling. Best regards, Manky
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Hi there, Thanks again for the update. Absolutely no problem. I can imagine, only being an admin for 100 plugins, I tend to forget such things xD Unfortunately the Ticket was flagged to be closed. Maybe I coud open another one and annoy Adem about it.
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@_senyaa Hi there, really like the idea behind your plugin. I was suggesting to FP since 2015 to make fuel a liquid and to use the Fueltruck storage module or make a fuel truck. So good to see somebody implement this idea on various levels, looks like great work. Very happy to see this. I have a question about the Fire prefabs used in the plugin, have they been updated to the new ones Facepunch has added recently. Maybe I'm incorrect in assuming the prefab reference and the new fire visuals, for example the new fire when a player burns the ground with a flamethrower. Or maybe they are only client-side visuals? I have one suggestion / question: The modular car module - vehicle.2mod.fuel.tank can this also be made to explode like the Traincar Fuel wagon? After the train wagons explode, is there a large area of fuel to burn? Is there a check to cause teh fire to spread? It would be really great if there is a % chance for a flame to produce another flame, to create a dangerous fire hazard.