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Everything posted by VENIQQ
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We got an exception error when one of the bases was trying to spawn. Not sure if this is CopyPase or RB, just letting you know. 03/09 23:53:37 | [RaidableBases] MrTeddy has paid for the Expert base (Expert-3) at (-1712.71, 1.00, -44.93) in C14! 03/09 23:53:38 | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object) at BaseOven.AddVisualFood (Item item, System.Int32 slot) [0x0007e] in <6ce3a68f9da44537af1250f63cfb92de>:0 at BaseOven.OnItemAddedOrRemovedVisualFood (Item item, System.Boolean bAdded) [0x0001b] in <6ce3a68f9da44537af1250f63cfb92de>:0 at BaseOven.OnItemAddedOrRemoved (Item item, System.Boolean bAdded) [0x00064] in <6ce3a68f9da44537af1250f63cfb92de>:0 at ItemContaine
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Ok, it seems that after latest Loottable update it changed the total item amount and increased max to 24, so more items get into the bodies.
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It seems after update Oil Rig NPC are not using loottable config and instead throwing default items.
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Did that work for you?
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Hey, Turrets no longer work in any of our raid bases. We haven't touched configuration for that at all. Oxide and server is up to date (updates daily automatically). Any idea on what it might be? Video example attached RUST_2025.02.16_-_16.43.37.03-converted.mp4
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Increase the wall stack size and it should be fine. Seems that worked for me
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It seems there is no more issue with this once I increased the wall height again... thanks!
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Is this actually fixed? Trains still not despawned and run indefinitely in the new version 1.8.0 Also sometimes when I try to despawn it via console command it spams console with errors and server freezes for me...
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Hi, Our players are reporting that bots are now running through outer raid base walls. (after update) Is this a known issue? Thanks
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Until author fixes it properly, this is what worked for me: 1. Comment out lines 4079 - 4082 2. comment out lines 4402 - 4405 3. Upload new file to server and it should work now Basically removing horse checks.
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Basically, when you create them using "respawnsites" command
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No, I'm talking about if monuments are spawned automatically (not summoned by player) on the map and player then comes and builds TC on more than 1 building location.
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How could I limit automatically spawned building sites so 1 player (or better 1 team/group) can't have more than 1 monument with their TC? Thanks
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Thanks! Missed that setting. Will it work even if I have "Allow Bases To Float Above Water": false ?
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Hey, It seems it is possible to easily raid any base of any size, e.g. nightmares if they are spawned near/in the water. Players use submarines and torpedos and it deals loads of damage for a fraction of a cost compared to C4/rockets. So any base goes down easily. I've tried to prevent that by disallowing damage from mounts, however players still found workaround for that: They launch torpedo and then dismount from submarine into the water... then damage comes through. Is there any way to block damage to raidable bases from specific entity/ammo type? In this case I would block torpedos. Thanks in advance
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- 35 comments
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- #rust
- #supply drop
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The best XP plugin for Rust. period. Buy now or regret forever It is actually a bundle of dozens of plugins since there are a lot of skills for which you would normally need a separate plugin. * Easily customizable and extendable with other plugins * Over the year that I own it there were many updates and new features. Countless improvements based on user feedback as well. imthenewguy is the GOAT, thanks for this gem
- 1,253 comments
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- #leveling
- #progression
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The plugin is loved by old farts on our rust server, especially the wallpaper feature. It was the first plugin to supoort those (I think), this is why we switched. We were also able to easily add our own custom wallpapers, which was super easy to set up. I love to see that many are also using this with Raid Protection plugin and we quickly found an example how to adjust button positioning etc. Recommend
- 203 comments
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- #builder
- #automation
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(and 9 more)
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- 976 comments
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- #loot
- #customloot
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- 2 comments
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- #rust plugin
- #plugin
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- 2 comments
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- #rust plugin
- #plugin
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Ok, I've commented out line 3712 and replaced with return null; Tugboat protection doesn't work anyway so don't need that. Here is my quick "fix" if anyone interested public override List<Item> InventoryItemList { get { return null; // this is added //return Driver?.inventory.AllItems().ToList() ?? new List<Item>(); } }
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@TacTicToeplease share the fix