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File Comments posted by DeutscherRitterPlatz
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2 hours ago, Zohan said:
Hello . After wipe not working plugin . plz update .
If you have a category with wallpaper, disable it so the plugin can work again. Apparently, Facepunch removed the wallpaper item.
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24 minutes ago, Grumpy_old_man said:
I use SimplePVE plugin . but all other plugin that say only owner, i dont have problem, dont know why this one dont work.
You need this plugin for the PvE mode feature.
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Very interesting plugin!
Even though I haven’t purchased it (yet), I already came up with two ideas:In the video, you showed the configuration, it would be really useful if ItemCustomName and ItemSkinID were supported as well. There are already options like GiveGroup, GiveItems, and GivePerms, so adding a GiveCommand function would be great to allow executing a custom command when triggered. A cool idea and the installation seems very straightforward!
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Hi there, we've been using the plugin for several months now, and over time, the list of items has grown significantly. That gave me the idea to add a search function at the top of the list.
This would allow users to quickly search for a specific item.
I'm referring to the GUI that appears when using the /items command. -
Hey everyone,
is anyone else having issues with the CH47 spawn?
I do get the "Start" message, but the CH47 just doesn't spawn. -
18 hours ago, bazou52 said:
Hello, what elements should I use for the Aircard? blue green or red
Is Blue Keycard
CARD_ITEM_ID
Green Keycard = 37122747
Blue Keycard = -484206264
Red Keycard = -1880870149-
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2 hours ago, Tage2 said:
Love the plugin and plan to keep using it, but it needs an update after Thursday's facepunch changes.
There is already a ticket for this. I have tested the latest version there, and the plugin works perfectly for me. Which version are you using?
https://codefling.com/files/support/20701-not-working-since-0425/
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please fix, prefab is broken,
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48 minutes ago, RICK said:
Can you add custom item icons?
The plugin already supports custom item icons.
To enable this, set the configuration option "Search item by skinId(false) or ItemId(true)" to false.
"Search item by skinId(false) or ItemId(true)": false,-
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8 hours ago, Qbis said:
Hi, added support for no skin items (example: blood). Use as key - itemId and set searching to true.
[ItemsInfo] Failed ILoadConfig (Could not convert string '-1130709577' to dictionary key type 'System.UInt64'. Create a TypeConverter to convert from the string to the key type object. Path '['Items info settings (key - skinId)'].-1130709577', line 1799, position 15.)
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4 hours ago, Daniel Danby said:
Another problem. The Display does not work for Scrap Helicopters.
Unfortunately, the plugin is no longer actively maintained, which is why additional features are no longer supported. However, a few months ago, I implemented additional vehicles for our private use. I will contact the support team and ask if I can continue maintaining the plugin, as it wouldn't be a big effort.
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3 hours ago, YaMang -w- said:
All items are deleted after use.
I know that all items are deleted after use. That’s why I asked if it would be possible to implement a setting that could prevent this. This way, the backpack command could be assigned to an item, allowing the user to open their backpack while on the go.
Yes, I’m aware that there are other plugins that support such backpacks, but we wanted to implement a simpler solution with this plugin, as we’ve been using it for years.
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Are you also using the Place Anything plugin from Codefling? We had the same issue, and it turned out to be caused by this plugin.
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Would it be possible to implement a configuration option called "Delete item after use"?
What would this setting do?
This option would allow certain items to be prevented from being deleted after use. -
Hi @Monster
I have a request regarding the storage of player level data. Would it be possible to store this data individually for each player, similar to how the inventory is stored? For example, the data could be saved under XDataSystem/XLevels/plevels/player.userID.The reason for this request is that we have already registered over 1440 players in the last two months. It seems that the plugin is struggling to handle this number of players. We have noticed that after a restart, the data is no longer loaded correctly. If the plugin is not reloaded in time, the level data of all players is reset to 0.
We believe that storing level data only for players who are currently online could significantly improve the plugin's performance. We would greatly appreciate any feedback or possible implementation.
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1 hour ago, Daniel Danby said:
I get an Error:
[Error] Error while compiling CFuelUI: The type or namespace name 'MiniCopter' could not be found (are you missing a using directive or an assembly reference?) | Line: 96, Pos: 50Replace MiniCopter with Minicopter in the .cs and it should work again.
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33 minutes ago, CoreSnap said:
Hello,
Receiving this error:
Failed compiling 'CustomPortals.cs':
1. 'PlayerInventory' does not contain a definition for 'AllItemsNoAlloc' and no accessible extension method 'AllItemsNoAlloc' accepting a first argument of type 'PlayerInventory' could be found (are you missing a using directive or an assembly reference?) [CS1061]
(CustomPortals 50 line 481)plgs, 8/13 mdls, 4 extsCan you please advise on how to fix this? Thanks!
here
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Then set up the plugin so that users can only place it with building restrictions | "TCAuthRequired": true,
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Subject: Suggestion: Implementation of a Skin Blacklist
Hi Whispers88, would it be possible to implement a blacklist feature for skins?What should the blacklist do?
The blacklist would ensure that specific items with the listed Skin IDs are excluded from being modified through reskinning.
This would be particularly useful because plugins like Recycler Box Virtual, or Auto Dung Collector are currently affected by this issue.
"Blacklist of skins that cannot be changed": [
2976367851,
3345267510,
2994391115,
2988594458
]-
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Subject: Suggestion: Implementation of a Skin Blacklist
Hi, would it be possible to implement a blacklist feature for skins?What should the blacklist do?
The blacklist would ensure that specific items with the listed Skin IDs are excluded from being modified through reskinning.
This would be particularly useful because plugins like Recycler Box Virtual, or Auto Dung Collector are currently affected by this issue.
"Blacklist of skins that cannot be changed": [
2976367851,
3345267510,
2994391115,
2988594458
] -
I have another quick question: Are these entities not supported?
No matter how I implement them, you don't receive any XP for the cacti:- assets/bundled/prefabs/autospawn/resource/v3_arid_cactus/cactus-1.prefab
- assets/bundled/prefabs/autospawn/resource/v3_arid_cactus/cactus-2.prefab
- assets/bundled/prefabs/autospawn/resource/v3_arid_cactus/cactus-3.prefab
- assets/bundled/prefabs/autospawn/resource/v3_arid_cactus/cactus-4.prefab
- assets/bundled/prefabs/autospawn/resource/v3_arid_cactus/cactus-5.prefab
- assets/bundled/prefabs/autospawn/resource/v3_arid_cactus/cactus-6.prefab
- assets/bundled/prefabs/autospawn/resource/v3_arid_cactus/cactus-7.prefab
- assets/content/nature/plants/cactus/cactus_1.prefab
- assets/content/nature/plants/cactus/cactus_2.prefab
- assets/content/nature/plants/cactus/cactus_3.prefab
- assets/content/nature/plants/cactus/cactus_4.prefab
- assets/content/nature/plants/cactus/cactus_5.prefab
- assets/content/nature/plants/cactus/cactus_6.prefab
- assets/content/nature/plants/cactus/cactus_7.prefab
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Hey, would it be possible to implement the VIP Battle Pass in a way that rewards are granted retroactively if purchased at a later time?
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2 minutes ago, jtedal said:
@Dead Nasty
Hey. Would you like to receive a preliminary test version of the update for TrainHomes, which fixes the problem with saving data?If you’d like, we can also test it additionally, so there are multiple opinions and feedback
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7 minutes ago, Dead Nasty said:
im not good enough of a coder for that it just errors for me haha i do appreciate it tho.
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42 minutes ago, Dead Nasty said:
Then lower the price of the plugin if it is always gonna be jenky and break players homes... If you know it has issues from day 1, maybe full price ain't it?
Still waiting for the flasher light name to be changed to train home about a year later still...
Here’s a quick solution:
Look for the private void OnLootSpawn(LootContainer container) and add the following line directly under:
Item wagon = ItemManager.CreateByName("electric.flasherlight", 1, SkindIdFlasher);
Then, insert this line:
wagon.name = "Wagon";
Of course, you can customize the name as you like.
This way, the items will have a custom name when they spawn in the crates.-
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Dear jtedal,
We would be very grateful if you could take another look at your plugin and address the storage issue.
Currently, the plugin only saves during an unload, but not during a regular OnServerSave. If I manually unload the plugin before a restart, the wagons are reloaded properly on the next startup.The issue seems to be related to the way the wagons are stored: Unload > WriteData > CreateData
For long-term usage with the same wagons, the plugin is currently not suitable, as it only works through manual unloading.
If the server freezes or crashes unexpectedly, all saved data is lost because .clear is used by CreateData in this case.It would be fantastic if you, together with dev colleagues @Adem or @KpucTaJl, could review and resolve this save issue, so that the plugin can be used on PvE and PvP servers with multiple daily restarts.
The Plugin idea is great, and the trailer is really well done, but unfortunately, the plugin isn't yet suitable for long-term use.Our server uses the Rust Restart Command for restarts. At 18:59, it saves all data and then unloads all plugins.
We use Carbon. This issue is already known and has been reported times by several buyers.
Thank you very much and best regards
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7 hours ago, Marte6 said:
Hey there!
Great minds think alike!
I just uploaded an update with the small box option. It's like we were on the same wavelength!
Thanks for the link, and keep those awesome ideas coming. Who knows what we'll cook up next?
Thank you for the update; we can also confirm that it works on carbon.
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27 minutes ago, Marte6 said:
It’s not difficult, and I'll take a look at it tomorrow.
I think I might add more box options as well.Other boxes are also not a bad idea. However, since only the small and large boxes can currently be skinned, the other boxes are likely unsuitable. Instead, one could use the fridge, Vending Machine. If you use a box without a skin, it can easily be confused with regular boxes and there’s no need to go overboard ^^ Unless it's really requested by the community, I think the small and large boxes are already a good choice.
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I have another idea for your plugin:
Would it be interesting to support the small box as well? "box.wooden"
The skinner who created the large wooden box also has a small version.Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2988594458
P.S.: You don’t have to implement all my suggestions, as other buyers may have different opinions.
However, I find the idea interesting, as it allows users to choose which box they prefer.
And I believe that no plugin currently available on the market has the option "Large and Small Box."-
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35 minutes ago, Marte6 said:
I've just finished making the changes you requested:
- Added an option for a skin blacklist.
- Added an option to send items from the virtual recycler directly to the inventory.
- Added German translation.
Let me know if everything works as expected!
That was quick, thank you for implementing it!
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2 hours ago, Marte6 said:
That's a great idea! I’ll try to implement that in the new version within the next few days as well
Very nice! Here is a small addendum for the German community. It can, of course, be adjusted. ^^
lang.RegisterMessages(new Dictionary<string, string> { ["RecyclerTitle"] = "RECYCLERBOX", ["RecyclerSubtitle"] = "Gegenstände werden sofort recycelt", ["RecyclerItemMissingMsg"] = "Recyclerbox: Du hast keine große Holzkiste in der Hand. (Blau hinterlegt)", ["RecyclerCreatedMsg"] = "Recyclerbox: Die Kiste wurde in ein Recyclerbox umgewandelt.", ["RecyclerAlreadyMsg"] = "Recyclerbox: Diese Kiste ist bereits eine Recyclerbox.", ["NotAllowed"] = "Du hast keine Berechtigung, diesen Befehl zu benutzen.", ["GotRecyclerbox"] = "Die Recyclerbox ist deinem Inventar gutgeschrieben worden.", ["Denied Privilege"] = "Du kannst momentan nicht recyceln, du befindest dich in einem fremden Bauradius.", ["Denied Swimming"] = "Du kannst momentan nicht recyceln, während Du schwimmst.", ["Denied Falling"] = "Du kannst momentan nicht recyceln, während Du im freienfall bist.", ["Denied Mounted"] = "Du kannst momentan nicht recyceln, während Du auf einem Fahrzeug sitzt.", ["Denied Wounded"] = "Du kannst momentan nicht recyceln, während Du verletzt bist.", ["Denied Ship"] = "Du kannst momentan nicht recyceln, da Du dich auf einem Schiff befindest.", ["Denied Elevator"] = "Du kannst momentan nicht recyceln, da Du dich im Aufzug befindest.", ["Denied Balloon"] = "Du kannst momentan nicht recyceln, da Du dich im Ballon befindest.", ["Denied Safe Zone"] = "Du kannst momentan nicht recyceln, da Du dich in einer sicheren Zone befindest.", ["Denied Hook Denied"] = "Du kannst momentan nicht recyceln.", ["RecycleDropped"] = "Alle Gegenstände wurden ins Inventar übertragen oder auf den Boden gedroppt.", }, this, "de");
You forgot to add the message: RecycleDropped.
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13 minutes ago, Marte6 said:
In the current version, when you close the virtual box with items inside, they drop directly to the ground. So, it's always a good idea to grab the items before closing it. However, in the next version, there will be an option to send the items to your inventory before they fall to the ground. If your inventory is full, only then will the items drop.
We’re excited for the new version!
I have a suggestion for improvement: it would be fantastic if custom items could also be supported. Specifically, it would be great to extend the blacklist to allow Skin IDs as well.Example for the enhanced blacklist:
"Blacklisted Items & SkinIDs": [ "lmg.m249", "3873232" ]
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In the video, I noticed that items drop directly to the ground as soon as you leave the virtual box. Does this happen just in the video, or is it always like this? Or do the items move to the inventory instead? If not, could this be changed so that items go to the inventory first and only drop to the ground if the inventory is full?
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For anyone experiencing issues with the plugin, user @FouDuGame360 has posted a more effective solution for both problems!
Error: Error while compiling CustomPortals: 'PlayerInventory' does not contain a definition for 'AllItemsNoAlloc' and no accessible extension method 'AllItemsNoAlloc' accepting a first argument of type 'PlayerInventory' could be found (are you missing a using directive or an assembly reference?) | Line: 461, Pos: 50
Fix: line 482: player.inventory.AllItemsNoAlloc(ref playerItems); => player.inventory.GetAllItems(playerItems);Error: Players seem to get stuck in the floor.
Fix: line 76: static Vector3 PORTAL_PLACEMENT_OFFSET = new Vector3(0, 0.35f, 0); => static Vector3 PORTAL_PLACEMENT_OFFSET = new Vector3(0, 0.10f, 0);
Thanks for your quick solutions! @FouDuGame360-
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Since @_senyaa was last active on July 8th, it's unlikely that an update will come anytime soon. Unless someone has another way to contact them besides through Codefling. I know from experience that email notifications can easily be overlooked.
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6 hours ago, Duff said:
Like that you can place it on defined areas?
Example you specify in ur placement for roof,Foundations, etc
then with wallpaper your able to place this on theese locations?Also you made a comment last night about Carbon Compatability you seem to have removed this message?
For example: Yes, it would be a cool idea to place the wallpaper on the floor, the ceiling, the roof, and the back wall of the room. That could be really interesting.
Yes, I had the problem, but I deleted the message after I solved it myself. I made it public instead of protected and didn’t encounter any further issues, so I removed the error report.
Basically, the plugin wouldn't work for Carbon.The error message you get is as follows:
Failed compiling 'PlaceryExtended.cs': 'PlaceryExtended.CustomDeployable.AttributeSetup(GameObject, string, bool, bool, bool)': access modifiers cannot be changed when overriding 'public' inherited member 'PrefabAttribute.AttributeSetup(GameObject, string, bool, bool, bool)' [CS0507] (PlaceryExtended, line 57) -
Would it also be possible to support wallpapers?
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12 hours ago, Komorebi said:
What is the skin ID of an Air card?
https://steamcommunity.com/sharedfiles/filedetails/?id=3151859094
CARD_SKIN: 3151859094-
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1 hour ago, 0g.Ghost.7373 said:
Anyone get this to work with Server Hud By AhigaO?
If AhigaO hasn't added it to his plugin, it won't work. You need to contact AhigaO to see if he supports this plugin.
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1 hour ago, BOZKURT752 said:
does not work, does not collect
Does the user or group have the 'AutoDungCollector.use' permission? I just tested the plugin, and it's working perfectly. We use it on our own server as well.
oxide
oxide.grant user SteamId AutoDungCollector.use
carbon
c.grant user SteamId AutoDungCollector.use
oxide
oxide.grant group groupename AutoDungCollector.use
carbon
c.grant group groupename AutoDungCollector.use -
2 hours ago, mikeyblaze704 said:
oxide
I have now tested it on oxide and carbon and it works perfectly.
The following plugins must be installed! Pay attention to the order!
1. Image Library
2. Npc Spawn
3. Convoy
4. Magic Panel
5. Magic Convoy Event Panel -
17 minutes ago, mikeyblaze704 said:
dose not show as active when event happens any ideas?
Do you use oxide or carbon?
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15 hours ago, Hakkai said:
wev had this issue in the past, but not anymore for the last 6 month, when we changed the box to cost something instead of a free of charge spawn. if i remember correctly we also changed something about the permissions
I have revised the plugin 1.0.2, but have not received any feedback yet as to whether it works.
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1 hour ago, Reder said:
posted this problem about 3 months ago
Once again: If we use the plugin on our TestServer and MainServer and the problem doesn't occur there, how are we supposed to fix an issue that doesn't exist for us?
If we only receive the message "Please fix," nothing will change because we don't get any further details from you. There might be compatibility issues with other plugins.
My players assign themselves the permission, place the chest, and it works — without reloading the plugin.
I then send an updated version of the plugin via PM to the affected users, but I don't receive any feedback on whether anything has changed.
For me, it stands: "If no one responds, the matter is closed for me."
@m3dus4 also received a different version from me and I'm waiting for feedback!
@Reder I'm sending you another version now. Please test it and give me feedback! -
3 hours ago, m3dus4 said:
can confirm sometimes it need a plugin reload for some reson it dont work plz fix.
I can take a closer look at it, we use it on our server and have no problems, so it is always difficult to find out what the problem could be, because every server is different,
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On 7/8/2024 at 2:53 AM, SuperKitten said:
Plugin is broken after update.
I have tested the plugin, and it works perfectly on both our main and test servers as intended. Therefore, I don't see any issues there.
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On 7/8/2024 at 2:54 AM, SuperKitten said:
Plugin is broken after update.
I have tested the plugin, and it works perfectly on both our main and test servers as intended. Therefore, I don't see any issues there.
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16 minutes ago, SuperKitten said:
Plugin is broken after update.
Thanks for the message, I’ll check it out later!
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14 minutes ago, SuperKitten said:
Plugin is broken after update.
Thanks for the message, I’ll check it out later!
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1 hour ago, Bears said:
@Khan you keep deleting our messages here almost every time we post an issue. You should really get to the bottom of fixing the stacking issue. I am staying on v 2.4.3 because any version after that is causing more and more issues which I have posted here but you just deleted all my messages.
My comment was also deleted, where the reason for the items not stacking was mentioned. I'm currently using the latest version, combined with older code from other versions, and so far everything is running smoothly. I haven't encountered any issues.
Originally, we thought the problem was with Carbon, but my tests have shown that it also exists with Oxide, and the developer is aware of this. "Discord PM" The developer explained that the code had to be changed because some items were being stacked that shouldn't be, and there were also configuration issues.
As mentioned by the developer, all developers should adapt their plugins or we should remove the plugins. Some customers have already informed me that they have switched plugins because the developer doesn't seem to understand the problem.
Everything worked fine for years, but then something was changed in CanStackItem, and suddenly the plugin is no longer compatible with others.
I've given up the conversation. In my opinion, the plugin has now been made practically unusable for modded servers with custom items. I fixed the version myself, and so far, our players haven't encountered any problems.
Nevertheless, this plugin is one of the best on the market.
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2 minutes ago, CupsOhJoe said:
Just curious as to why?
Since the developer can't handle everything for us, it's best to take matters into our own hands. After all, there aren't too many elements, and the configuration is pretty self-explanatory.
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2 hours ago, Markiii said:
isnt this already free on umod?
Yes, there is a free alternative that offers similar features, but it's not specifically tailored for Rust.
My version, however, is designed specifically for Rust.
If the free version of Umon meets your needs, feel free to use it.
My version is a bit more comprehensive and also supports permissions and automatic checks to expedite user management.We ourselves used the free version for three years until we decided to develop our own plugin based on requests from the community, as these features were not implemented. We use the plugin ourselves for our server.
We don't offer Discord notifications, kicking, or similar features because we've focused on what's essential: rewarding those who join the group and removing their rewards when they leave. This functionality is provided by my version, whereas the free version intended to implement it but never did, despite years passing.Therefore, it's entirely up to you to decide which version you prefer.
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12 minutes ago, Toshik said:
Yesterday, the redirect was working, but today I'm getting errors both from another plugin and from yours. Meanwhile, I unload other plugins to eliminate any thought that they might be conflicting.
I've tested your server on my end, and it's working perfectly fine. So the issue must be somewhere else, not directly with the XTravel plugin.Please contact me privately so we don't clutter the chat unnecessarily or directly via Discord at Autopsie17
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47 minutes ago, Toshik said:
Hey! I've purchased your plugin and added the server data (current server data) to the config. After 10 seconds, it shows me an error in the console, "Redirect is not allowed". What's the reason for this? (Translated with the help of ChatGPT-4.)
Please check your configuration again, as it's actually quite impossible to make a mistake.
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Will you update your maos, with the new monuments?
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28 minutes ago, Toshik said:
Maybe the translator translated it badly, but I'd better clarify.
If a player logs into server A and reconnects from server A to server B, server B is saved in the connection history. Right?Once a player joins a server, this action is displayed in the connection history. We actively utilize this plugin. When a player switches from Server A to Server B and then returns to Server A, the connection history the switch to Server B. It's possible for the player to switch between servers without using this command. Furthermore, when the user joins, the server is displayed in the connection history. If I'm not mistaken, you can deactivate certain ports, and then they will no longer be displayed in connection history.
Когда игрок присоединяется к серверу, это действие отображается в истории подключений. Мы активно исполЬзуем этот плагин.
Когда игрок переключается с сервера A на сервер B, а затем возвращается на сервер A, в истории подключений отображается переключение на сервер B. Игрок может переключатЬся между серверами без исполЬзования этой команды.
Кроме того, когда полЬзователЬ присоединяется, сервер отображается в истории подключений. Если я не ошибаюсЬ, вы можете отключитЬ определенные порты, и затем они болЬше не будут отображатЬся в истории подключений.
Переведено с помощЬю ChatGPT -
4 minutes ago, Toshik said:
Koo! If a player connects to another server, will he remain in his server history or not?
yes
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So basically all important deployed are allowed and others are on the blacklist!
there is our list for our pvE server
"All containers allowed?": true, "Black list if all allowed else this is white list.": [ "assets/prefabs/npc/autoturret/autoturret_deployed.prefab", "assets/prefabs/deployable/dropbox/dropbox.deployed.prefab", "assets/prefabs/npc/flame turret/flameturret.deployed.prefab", "assets/prefabs/deployable/single shot trap/guntrap.deployed.prefab", "assets/content/vehicles/trains/wagons/subents/wagon_crate_normal.prefab", "assets/content/vehicles/trains/wagons/subents/wagon_crate_normal_2.prefab", "assets/content/vehicles/trains/wagons/subents/wagon_crate_normal_2_food.prefab", "assets/content/vehicles/trains/wagons/subents/wagon_crate_normal_2_medical.prefab", "assets/prefabs/npc/sam_site_turret/sam_site_turret_deployed.prefab", "assets/prefabs/npc/sam_site_turret/sam_static.prefab", "assets/bundled/prefabs/static/wall.frame.shopfront.metal.static.prefab", "assets/content/building/parts/static/wall.frame.shopfront.door_static.prefab", "assets/content/building/parts/static/wall.frame.shopfront.metal_static.prefab", "assets/content/building/parts/static/wall.frame.shopfront_static.prefab", "assets/prefabs/npc/bandit/shopkeepers/bandit_shopkeeper.prefab", "assets/content/vehicles/submarine/subents/submarinefuelstorage.prefab", "assets/content/vehicles/submarine/subents/submarineitemstorage.prefab", "assets/prefabs/misc/casino/bigwheel/bigwheelbettingterminal.prefab", "assets/bundled/prefabs/hapis/npcvendingmachine_building_hapis.prefab", "assets/bundled/prefabs/hapis/npcvendingmachine_buyres_hapis.prefab", "assets/bundled/prefabs/hapis/npcvendingmachine_food_hapis.prefab", "assets/bundled/prefabs/hapis/npcvendingmachine_hapis_farming.prefab", "assets/bundled/prefabs/hapis/npcvendingmachine_hapis_hapis.prefab", "assets/bundled/prefabs/hapis/npcvendingmachine_weapons_hapis.prefab", "assets/prefabs/deployable/vendingmachine/npcvendingmachine.prefab", "assets/prefabs/deployable/vendingmachine/npcvendingmachines/npcvendingmachine_attire.prefab", "assets/prefabs/deployable/vendingmachine/npcvendingmachines/npcvendingmachine_building.prefab", "assets/prefabs/deployable/vendingmachine/npcvendingmachines/npcvendingmachine_components.prefab", "assets/prefabs/deployable/vendingmachine/npcvendingmachines/npcvendingmachine_extra.prefab", "assets/prefabs/deployable/vendingmachine/npcvendingmachines/npcvendingmachine_farming.prefab", "assets/prefabs/deployable/vendingmachine/npcvendingmachines/npcvendingmachine_fishexchange.prefab", "assets/prefabs/deployable/vendingmachine/npcvendingmachines/npcvendingmachine_hapisexchange.prefab", "assets/prefabs/deployable/vendingmachine/npcvendingmachines/npcvendingmachine_resources.prefab", "assets/prefabs/deployable/vendingmachine/npcvendingmachines/npcvendingmachine_tools.prefab", "assets/prefabs/deployable/vendingmachine/npcvendingmachines/npcvendingmachine_vehicles.prefab", "assets/prefabs/deployable/vendingmachine/npcvendingmachines/npcvendingmachine_vehicleshigh.prefab", "assets/prefabs/deployable/vendingmachine/npcvendingmachines/npcvendingmachine_weapons.prefab", "assets/prefabs/deployable/vendingmachine/npcvendingmachines/shopkeeper_vm_invis.prefab", "assets/content/vehicles/trains/wagons/trainwagonunloadable.entity.prefab", "assets/content/vehicles/trains/locomotive/subents/locomotive_fuel_storage.prefab", "assets/content/vehicles/snowmobiles/subents/snowmobilefuelstorage.prefab", "assets/content/vehicles/snowmobiles/subents/snowmobileitemstorage.prefab", "assets/content/vehicles/trains/wagons/subents/wagon_storage_lootwagon.prefab", "assets/content/vehicles/trains/wagons/subents/wagon_storage.prefab", "assets/content/vehicles/trains/wagons/subents/wagon_storage_fuel.prefab", "assets/content/vehicles/trains/wagons/subents/wagon_storage_lootwagon.prefab", "assets/prefabs/deployable/vendingmachine/vending_mapmarker.prefab", "assets/content/props/fusebox/fusebox.prefab", "assets/prefabs/deployable/oil jack/fuelstorage.prefab", "assets/prefabs/deployable/quarry/fuelstorage.prefab", "assets/content/vehicles/trains/workcart/subents/workcart_fuel_storage.prefab", "assets/prefabs/deployable/playerioents/generators/fuel generator/small_fuel_generator.deployed.prefab", "assets/prefabs/deployable/vendingmachine/vendingmachine.deployed.prefab", "assets/content/props/vehicle_parts/engine.prefab" ] -
Could you consider implementing a monthly crafting limit for items?
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1 hour ago, Forcet said:
Hi im using the plugin
and wanted to make it possible for the player to place trees and everything but it just spawns the item and not the prefab
you now?
can you say me if it is a problem on me or did i did something wrong?You have to work with SkinId, ItemName, Shortname.
Provided the item has also been stored in the "Place Anything” plugin!{ "Item name [required]": "Gambling Wheel", "Enable crafting of this item?": true, "Item permission [required]": "gamblingWheel", "Register this permission?": false, "Item description": "Gambling Wheel", "Item properties": "Gambling Wheel\nGambling Wheel", "Item shortname": "spinner.wheel", "Item skinId": 2682493718, "Is this a blueprint? ": false, "Create an item with the default name (true) or the above name (false)?": true, "Item image [optional]": "", "Console commands executed after crafting (%steamid%, %username%, %amount%) [optional]": "", "Amount per craft": 1, "Max craft multiplier": 1, "Crafting time [sec]": 5.2, "Show notification in game status (if they are enabled)?": true, "Workbench level [0 - not needed]": 0, "Crafting cost in the economy plugin [0 - disable]": 0, "Item variations": [], "Crafting ingredients": [ { "Resource name [required]": "Metal Fragments", "Use this resource in ingredients?": true, "Resource shortname [required]": "metal.fragments", "Resource skinId": 0, "Required quantity for crafting": 75, "Return an item with the default name (true) or the above name (false)?": true } ] } -
Can you please support the "BankSystem” plugin?
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5 minutes ago, LizardMods said:
I got a new error on compile.
Error while compiling MeteorEvent: The type or namespace name 'CarbonAliases' does not exist in the namespace 'Oxide.Ext' (are you missing an assembly reference?) | Line: 17, Pos: 17
install:
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Hello, I have another improvement for your plugin.
According to the config you only support
"Short name": "scrap",
"Min amount": 10,
"Max amount": 100,
"Chance (1 = 100%)": 1.0,
"Skin ID": 0,
"Item Name": ""It would be interesting if you supported ItemName, if you leave it empty the standard name is displayed, if you fill it the custom name is displayed.
In addition, it would be cool if you could set the prefix yourself and give the vending machine markers a name, because currently they are only displayed on the map with "A Vending Machine".-
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For those who choose to add additional biomes, these biomes would be available.
- Arctic
- Arid
- Temperate
- Tundra
"List of biomes for the appearance of the event": [ "Arctic", "Arid", "Temperate", "Tundra" ], -
German translation "Not a support request"
This is not a support request but rather a community announcement!Here is a customized German translation, "Based on the Vanilla translation."
There are two ways to use this:
Either replace the content with the English version or create a new folder "de" under "oxide/lang/" and place the file "CraftingPanel.json" there.
We opt for the first option to ensure that German players do not have to select /lang de first.
Certainly, you are free to customize the language file according to your personal preferences!{ "SEARCH": "Suche...", "CRAFTING_QUEUE": "WARTESCHLANGE", "BACK": "ZURÜCK", "NEXT": "NäCHSTE", "FAVORITE": "FAVORIT", "PERMISSION": "<size=8>BERECHTIGUNG</size>", "NO_PERMISSION": "KEINE\nBERECHTIGUNG", "INFORMATION": "INFORMATION", "VARIATIONS": "VARIATIONEN", "AMOUNT": "MENGE", "ITEM_TYPE": "GEGENSTAND-TYP", "TOTAL": "TOTAL", "HAVE": "HABEN", "CRAFT": "HERSTELLEN", "BUY": "KAUFEN", "ECONOMY": "KONTOSTAND:\nKOSTEN:", "CURRENCY": "{0}\n{1} $", "CRAFT_ADMIN": "SELBST GEBEN", "WB_TIER": "STUFE {0} WERKBANK ERFORDERLICH", "UNAVAILABLE": "NICHT VERFÜGBAR", "TIMER": "{0}s", "SS_AMOUNT": "{0} Stck", "QUEUE_BUSY": "Die Warteschlange ist voll!", "WB_LEVEL": "Unzureichende Werkbank Stufe!", "NO_PERM": "Fehlende erforderliche Berechtigung!", "NO_INGREDIENT": "Unzureichende Items zum Herstellen vorhanden!", "NO_MONEY": "Unzureichendes Guthaben, Kauf kann nicht abgeschlossen werden!" }
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1 hour ago, Tage2 said:
Got this error this morning:
Failed to call hook 'OnServerInitialized' on plugin 'AutoDungCollector v1.0.1' (NullReferenceException: )
at (wrapper managed-to-native) UnityEngine.Component.GetComponentFastPath(UnityEngine.Component,System.Type,intptr)
at UnityEngine.Component.GetComponent[T] () [0x00021] in <8aebd7627ade4efeae84aca54d1d32ad>:0
at Oxide.Plugins.AutoDungCollector.OnServerInitialized () [0x00047] in <78d9eeb69e984ac4bc4bf33c662c5675>:0
at Oxide.Plugins.AutoDungCollector.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0008d] in <78d9eeb69e984ac4bc4bf33c662c5675>:0
at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <87ce9ac9776a48658bc55eae6debe38b>:0
at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <18d4f19bbc844191b11ed9e69284d09b>:0
at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <18d4f19bbc844191b11ed9e69284d09b>:0Plugin doesn't work. I'm assuming because of this whatever-it-is. ??? Help appreciated.
You can temporarily ignore this error; it likely only occurs when the server is restarted, and I haven't had time to address it yet.
The AutoDungCollector 1.0.1 plugin is working perfectly fine; we are using this version ourselves.
The user placing the AutoDungCollector crate also needs the AutoDungCollector.use permission. If a user places the crate without having the AutoDungCollector.use permission, nothing will happen, and the dung will remain on the ground.
Therefore, please assign the AutoDungCollector.use permission to the default group if you want every player on the server to be able to use the box.
Oxide command: oxide.grant group default AutoDungCollector.use
Carbon command: c.grant group default AutoDungCollector.useHowever, if you want only a specific player to use the AutoDungCollector crate, you need to assign the permission to that player.
Oxide command: oxide.grant user STEAMID AutoDungCollector.use
Carbon command: c.grant user SteamID AutoDungCollector.use
It's important to emphasize that dung already on the ground will not be collected.
However, I will revisit the issue and, if needed, release an update accordingly. -
22 hours ago, turner said:
Sadly not
Could you make it compatible with Carbon?
I am aware that you have already responded to several related questions. The application works perfectly for Oxide, but when using Carbon, this message appears.NullReferenceException: Object reference not set to an instance of an object at BaseGameMode.DeleteEntities () [0x00000] in <d104bd9431fb46e3a23ef8d5f90cd4ac>:0 at BaseGameMode.OnCreated_Vanilla () [0x00045] in <d104bd9431fb46e3a23ef8d5f90cd4ac>:0 at BaseGameMode.OnCreated () [0x00000] in <d104bd9431fb46e3a23ef8d5f90cd4ac>:0 at BaseGameMode.InitShared () [0x00072] in <d104bd9431fb46e3a23ef8d5f90cd4ac>:0 at (wrapper dynamic-method) BaseNetworkable.BaseNetworkable.Spawn_Patch0(BaseNetworkable) at BaseEntity.Spawn () [0x00000] in <d104bd9431fb46e3a23ef8d5f90cd4ac>:0 at BaseGameMode.CreateGameMode (System.String overrideMode) [0x00096] in <d104bd9431fb46e3a23ef8d5f90cd4ac>:0 at DMD<>?-2016537484.Bootstrap+<StartServer>d__21.MoveNext_Patch0 (Bootstrap+<StartServer>d__21 this) [0x00406] in <2fe777815e964e948e595f483d0ecbdf>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <fcaf289839f24125a059795f150fce14>:0
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Greetings, Senyaa! I have a small request regarding a feature for your plugin. Would it be possible to enable the integration of commands for portals?
Specifically, this means that when addressing a portal that is not linked to any other portal, a particular command would be executed.-
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39 minutes ago, Galemystic said:
bank.giveatm myname but it gives me a normal machine, Could it be a conflict with xskinmenu?
To resolve the issue, please disable the option in xskinmenu that automatically skins added items. This will solve the problem.
"Change item skin when it is placed in the inventory by any means."
Alternatively, you can directly modify the configuration of the xskinmenu plugin. Within the "Default player settings," you can globally deactivate it, allowing users to activate it individually as needed. If the changes are not taking effect, it might be necessary to delete the UserSettings located at oxide\data\XDataSystem\XSkinMenu\UserSettings. Please note that this action will also erase users' individual settings such as "Kits."
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The current map exhibits a variety of map errors, including inaccessible monuments, Instatot, monuments below the map, forgotten alpha masks, terrain triggers, and bugged NPCs, just to name a few.
Due to these issues, we have decided to opt for a different map, as we believe the current one is not entirely playable. We will soon release a comprehensive list of bugs to facilitate their resolution.
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@Chill Roleplay
Fix for gingerbread skin Upgrade Error.
change the skin id from 10226 to 2
Config and .cs -
6 hours ago, FandangoChristmas said:
What are the hooks used for start of event and end of this crash event? Trying to build my own event panel. Thank you
Hooks:
void CargoPlaneCrashStarted() // called when the event starts
void CargoPlaneCrashCrashed() // called when a cargo plane crashes
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Is it also possible to choose the color of the container-Skins?


Custom Clothing Combinations
in Plugins
Posted
this https://rusthelp.com/items/clothing-mannequin