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Everything posted by hid333
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(20:19:53) | Calling 'OnNpcTarget' on 'BetterAdmin v1.0.0' took average 1227ms (20:20:03) | Calling 'OnNpcTarget' on 'BetterAdmin v1.0.0' took average 1201ms (20:20:13) | Calling 'OnNpcTarget' on 'BetterAdmin v1.0.0' took average 1143ms (20:20:23) | Calling 'OnNpcTarget' on 'BetterAdmin v1.0.0' took average 1162ms (20:20:33) | Calling 'OnNpcTarget' on 'BetterAdmin v1.0.0' took average 1236ms (20:20:43) | Calling 'OnNpcTarget' on 'BetterAdmin v1.0.0' took average 1241ms (20:20:53) | Calling 'OnNpcTarget' on 'BetterAdmin v1.0.0' took average 1132ms (20:21:03) | Calling 'OnNpcTarget' on 'BetterAdmin v1.0.0' took average 1185ms (20:21:23) | Calling 'OnNpcTarget' on 'BetterAdmin v1.0.0' took average 1172ms (20:21:33) | Calling 'OnNpcTarget' on 'BetterAdmin v1.0.0' took average 1122ms (20:21:43) | Calling 'OnNpcTarget' on 'BetterAdmin v1.0.0' took average 1139ms (20:22:13) | Calling 'OnNpcTarget' on 'BetterAdmin v1.0.0' took average 1135ms (20:22:23) | Calling 'OnNpcTarget' on 'BetterAdmin v1.0.0' took average 1062ms
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1. The outpost gambling jack is buried. 2. The railroad tracks are floating. 3. The passage is blocked by rocks, so I can't get to the room with the elite crate at the back. ① ② ③
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NPCs are now spawning. Thank you. The NPC in Nuclear Cargo keeps getting shot by the auto turrets. Is there any way to prevent this?
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BetterNPC and NPC Spawn have been updated. If you install the attached custom settings, "Enabled? [true/false]" will become false, and the settings will be deleted. Please check.
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Thank you for responding so quickly. By the way, is it correct to assume this is an effect of a Rust update? In fact, I’ve noticed a similar issue with other plugins as well—there are some entities that players are unexpectedly able to pick up. (I’ve already reached out to the developers, but…) I’m trying to confirm the cause, so I would appreciate it if you could check.
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Roughly, I’m not sure whether this started after a Rust update or a plugin update, but automatically placed storage can now be picked up by players. I confirmed this in safe zones such as the Outpost and Fishing Village. It seems that regular players can pick it up with a hammer. I don’t think this was possible before. I also couldn’t find any setting that explicitly allows storage to be picked up, and since I wasn’t deploying global storage to players, I don’t understand why this is happening. It may be an effect of a Rust update, but could you please check into this?
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On a related note, I think it would be great to have a command-based posting feature. This could be useful for in-game event notifications, announcements from the admins, and integrating with various plugins. Example: /xpost server "HI!"
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Will it be compatible with Scientist 2?
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Raidable Base is buried underground Until now, there were no issues, but now it's generated underground, in the middle of nowhere. The exterior walls were built on the ground without any problems. I've changed the settings, such as rewards and prices, but I'm basically using the defaults for everything else. I'm using a base purchased from a tier 1-3 bundle. One thing I'm concerned about: I built a raidable island on water this time, but there's a subway running through it, so I'm wondering if that's affecting it somehow. Also, is there anything I need to be careful of when building an island like this with RustEdit? For example, the size must be at least xx, the biom must be xx, the splat must be xx, or if a topology is required, please let me know. In this case, it was as follows: Splat: Dirt Forest Sand Topology: Alt Tier 0 Tier 2
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https://www.dropbox.com/scl/fi/3maswu92faeeaipc0k3td/RUST_twitter.png?rlkey=tt67in6kxrtl1vg352t6jjyya&st=a2afmyn1&dl=1
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It did not display at a size of 512*512. It displayed when I changed it to 256*256 to match the original image.
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Are there any restrictions (size, file size) on the icon image specified for the "Social Media Logo" and the profile header image? No matter how many times I try to change it, it doesn't show up...
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If the tweet content is linked to Discord, it will be possible to check it in the admin channel. It would be great if attached images could also be linked to monitor. Of course, there might be performance and technical difficulties... I hope so. https://umod.org/plugins/signs-monitor
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When placing a purchase request for multiple items, the refund amount appears to be incorrect. For example, suppose I place a purchase request for two blue cards at $100 each with a 3-hour duration. A fee is added, so I am charged $201 (100 × 2 + 1). The $201 is deducted from my balance, and the request is registered successfully. However, if no one sells to the request even after three hours, the request expires and a refund is issued—but in that case, only $100 (the price of a single item) is refunded. In other words, when I place a request for multiple items, the total amount deducted reflects the full quantity, but the refunded amount upon expiration is only for a single item. Could you please look into this?
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It seems to be OK for now. I'll keep an eye on it for a while. Please close it for now.
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Thank you for checking and updating. As I mentioned earlier, I decided not to use it this time, so I can't check it, but I plan to use it again from March
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No, it’s okay—this time I’ve understood that a clean install should solve it, so I’m going to go ahead and try that. On the secondary server, we’ve already confirmed that performing a clean install also resolves the other issue, “Remove other NPCs.” I see this as a good opportunity, and I feel it’s best to take the time to reconfigure everything properly, even if it takes a while. Thank you very much for your continued support over such a long period—I truly appreciate it.
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Even after reading the explanation, I still couldn't understand what the following settings specifically do. I've left it as is for now, but if you don't mind, I'd appreciate it if you could tell me what effect it has. "Set DeepSea Enabled Flag (restart may be required)": false, "DeepSea Enabled": true
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Earlier, you mentioned that the data file was outdated and that I should apply the latest version before running UpdateBetterNPC. However, was that incorrect—meaning that as long as I delete the “_old” file, it’s fine to proceed even if I leave the data file as it is?
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We realized that this issue occurred because "deleting _old files" was not included in the procedure. We then reproduced the issue on another server and it seemed to work fine. However, we realized that in order to update the data to the latest version, it would need to be overwritten, which would require us to reset NPCs and routes. Since the main server is already running, it will likely take some time to update to the latest version, so we will put this on hold.
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Previously, when you attacked a drone, it would crash and explode. It would disappear without a trace and only drop loot.
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We incorrectly recorded this information based on player reports. To be precise, it attacks the drone and then falls after an explosion. Loot does drop, but the drone is in a dying state when it falls.
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I gave up on inheriting the configuration and decided to do a clean install. I had been avoiding it because it takes a long time to set up, but it seems like it's unavoidable.
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Of course, I followed the steps exactly as they were attached in BetterNPC.