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Everything posted by Malkizid
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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."
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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.)
- 318 comments
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- #building
- #foundation
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(and 27 more)
Tagged with:
- #building
- #foundation
- #tool
- #tools
- #ui
- #upgrading
- #remove
- #upgrade
- #blocks
- #clans
- #friends
- #noescape
- #interface
- #hud
- #build skins
- #grade
- #gredable bases
- #grade rust bases
- #build system
- #upgrade buildings
- #remove structures
- #downgrade structures
- #base customization
- #best grade plugin
- #build plugin by mevent
- #reskin
- #bgrade
- #skins
- #building skins
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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."
- 318 comments
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- #building
- #foundation
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(and 27 more)
Tagged with:
- #building
- #foundation
- #tool
- #tools
- #ui
- #upgrading
- #remove
- #upgrade
- #blocks
- #clans
- #friends
- #noescape
- #interface
- #hud
- #build skins
- #grade
- #gredable bases
- #grade rust bases
- #build system
- #upgrade buildings
- #remove structures
- #downgrade structures
- #base customization
- #best grade plugin
- #build plugin by mevent
- #reskin
- #bgrade
- #skins
- #building skins
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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
- 29 comments
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- #adem
- #autoturret
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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.
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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
- 775 comments
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- 1
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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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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.
- 775 comments
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- 1
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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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- 89 comments
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- 1
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- #hud
- #panel
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(and 31 more)
Tagged with:
- #hud
- #panel
- #info
- #infopanel
- #menu
- #gui
- #info hud
- #custom hud
- #server stats
- #server info
- #server panels
- #magic panel
- #rust hud
- #server hud
- #customization options
- #beatiful hud
- #rust hud plugin
- #info panel
- #information
- #events
- #hyd
- #gaming hud design
- #rust user interface
- #hud elements in rust
- #custom rust hud
- #enhanced hud for rust
- #rust interface customization
- #hud events
- #hud info
- #hud panel
- #infopanel mevent
- #hud mevent
- #info panel mevent
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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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Heya ThePitereq, Great idea and most of all it looks very functional and clean, I really like how you have managed the rust ui style implementation. I see a player must type /craft to open the plugin version, which is fine but then I see a couple of small problems, potentially: Do you know is it possible to block the vanilla crafting menu by using this? For example; I am thinking to change the crafting cost + components of a vanilla item and only want players to see and use the costs I set in your plugin. and *not* the vanilla craft menu. If its not possible to block the vanilla menu, then maybe Is it possible that the plugin can listen for the default craft menu keybind, so that the plugin version is always displayed to the player? Thanks in advance, Regards Manky
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Adem's Event plugins are some of the biggest and best out there, I've been configuring them for some years now and the updates are always something positive. when set up correctly they always perform well are always ready to use with minimal effort. if Server Admins are interested there are always a ton of customisation opportunites in the configuration files, to such an extent you can really create some special variations and presets for your servers needs.. Adem's support is also as quality as his work. Caravan is no different. A very thematically fun Wild-West looking and ready to use plugin. It runs like convoy on the road system, with options for that and as always to create your own custom routes too, Adem has also made this very simple to achieve.
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Hi Dustyhansen, The functionality for this is in the commands list on the frontpage. when you run this and reload your plugin after correctly modyfing the config like I suggested in the earlier message, then it will work. That's the point of this function, I've done it myself, definitely works
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Honestly these building sites are "Supersized" impressive designs, visually stunning and they beautifully blend with the appropriate terrain when placed well. All designs have some nice functionality perks, like a functional door, a cool drawbridge or snappable door frame areas. Works pretty well and is a very nice extentsion to the building sites plugin. I can appreciate fully all the work that went into this. Some of the designs don't seem to function as intended, like some triggers not working- The only reason I give this 4 out of 5 is while a great package extension at a fair price, it has room for some small improvemnets in the practicality of the brilliant buildings, like accessibilty, roof access, door snapping, or buildable roof areas which are not quite possible to use well from a player's perspective.
- 4 comments
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- 1
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- #building
- #building site
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(and 5 more)
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If you just want the jungle skin, you can easily add it yourself in the config. here's a screenshot attached for the stone tier skin sets, add the entry there
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To claim a building site, a player only has to place a tc in the area and it should remove the map marker and be "claimed" It only works when using the Vending map marker. IF you remove the vending map marker (in config) and use a different type it doesn't always disappear
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Yes, the horses and Caravan's are extra wet and splashy since the most recent patches. It's not a problem except that' it looks a little strange and sounds sploshy. Adem told me that this was a necessary work-around to a problem, so he's aware but I don't know how it can be fixed The "dragging" part is a bit annoying though, ruins the immersion hahah they all look like they've been tranquilised
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Heya Nivex, its been a long long while since I saw any bug in RaidableBases at all and to be honest this is not even anything to do with it - I'm quite sure. but its affecting Raidablebases and with your experience I thought you might be able to point me in the right direction. Do you have a clue why Autoturrets might stop targeting players? First they retaliate when damaged, when they lose "line of sight" they ignore the player. Only attack when damaged. Details, the raidbase profiles and settings have turrets set to hostile, to function without power etc. This is also happening other "base-based" event plugins - autoturrets function but dont respond to the players For example Fruster's "Dungeon Bases" Events, I could not figure that out with Fruster either. Warmode in PVE mode is running - No TruePVE or any other damage control plugins, no settings changed. All was working until 3 days ago or so. Is there a setting in Raidable bases configurations we should look out for ? Perhaps you know ofa new FP commit that could affect turret behaviour? all equipped with ammo, correct weapons / shortnames (no config errors) powered and so on. - dont think its interference or any convar settings. Sorry for the long message, I ran out of options and thought you might have a suggestion. Thanks in advance, regards, Manky
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We understand this can be overwhelming sometimes and know that you will do this when you can, don't worry about that. Some of us like myself are not in Discord groups or are not aware of such things. Try to pace yourself, everyone appreciates your continued support, we trust you. Communication is exhausting in this context, I know from experience, like many of us here do. And of course we are all impatient because our players are impatient and Rust never stops changing Good luck and take care
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Yes, no problem. Thank you for your patience with this.
