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Everything posted by BetterDeadThanZed
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- 17 comments
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- 27 comments
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- 27 comments
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When using a CCTV camera from a computer workstation, I see the hud in the top right corner. Any way to have that removed when you're looking through a CCTV?
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- 47 comments
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I am looking for the ability to block the researching of 2 items. I don’t need custom crafting or blocking research on the research table, etc. I only need to block the researching of 2 items without affecting the rest of the crafting tree. Will this let me do that? There’s a free plugin on umod that lets you block crafting and research of items, but if you block the research, it blocks your ability to research anything below it.
- 12 comments
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- 27 comments
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- #convoy
- #helicopter
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(and 9 more)
Tagged with:
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Regarding the below values, are these the vanilla values that match a physical furnace or is this increased from normal furnace rates? "The standard value of the melting speed (in seconds per tick)": 2.0, "The amount of fuel consumption per 1 tick": 3, "How many resources are melted in 1 tick": 5, "The amount of coal per 1 unit of fuel": 1,
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It looks like this needs an update after today's Rust update. Failed to call internal hook 'OnPlayerConnected' on plugin 'InjuriesAndDiseases v1.3.2' [2848347654] (Object reference not set to an instance of an object) at void Oxide.Plugins.InjuriesAndDiseases+Statuses.RemoveStatus(ulong userId, string statusId) in C:/AMPDatastore/Instances/Primitive01/rust/258550/carbon/plugins/InjuriesAndDiseases.cs:line 1622 at void Oxide.Plugins.InjuriesAndDiseases.OnPlayerConnected(BasePlayer basePlayer) in C:/AMPDatastore/Instances/Primitive01/rust/258550/carbon/plugins/InjuriesAndDiseases.cs:line 1014 at object Oxide.Plugins.InjuriesAndDiseases.InternalCallHook(uint hook, object[] args) in InjuriesAndDiseases.cs/Internal:line 340
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This looks like a great plugin but one feature I'd be interested in, and I don't know if this is possible, is a log that shows when a player who isn't authed by the TC removes any resource/item from a container within the range of the TC. This would be helpful on my PVE server, so if a random player steals from another player that forgot to lock their container, I'd have a log of what was taken.
- 34 comments
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- #administration
- #logging
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Lock disappears if the modular car is on a lift when placed.
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
I restarted my server and with all plugins loaded, it's working properly now. I thought it was CarLockUI but even with that loading, it's not happening. The only thing I can think of is that I put the plugin on the server while it was running. Maybe that caused some issue. If I encounter this issue again, I'll try to troubleshoot it some more before posting. -
Lock disappears if the modular car is on a lift when placed.
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
See my response above. I use Carbon. I am restarting my test server and I will be starting over with my tests, with CarLockUI removed. I suspect that it the plugin causing the conflict. -
Lock disappears if the modular car is on a lift when placed.
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
I unloaded all plugins, then loaded this plugin and it doesn't happen, so another plugin is conflicting. I will do some troubleshooting to see if I can find the plugin. On another note, once I've placed the codelock on the modular car, I can't remove it. There's no UI showing up to unlock, check code, etc. Rust 2025-03-01 11-48-12.mp4 -
Lock disappears if the modular car is on a lift when placed.
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
Here's the files. MonumentAddons.json UltimateLocker.json UltimateLocker.json -
Lock disappears if the modular car is on a lift when placed.
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
I use Monument Addons to add the car lift. -
Lock disappears if the modular car is on a lift when placed.
BetterDeadThanZed posted A Support Request in Support
If you have a modular car on a lift, and you place a code lock on it, the codelock disappears. Rust 2025-03-01 10-04-07.mp4 -
UltimateLocker - Lock Everything, Auto Lock & Auto Closing
BetterDeadThanZed commented on Scalbox's file in Plugins
- 137 comments
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- #carbon
- #oxide
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(and 48 more)
Tagged with:
- #carbon
- #oxide
- #security
- #automation
- #locking
- #vehicles
- #deployables
- #furnaces
- #mining
- #quarries
- #construction
- #doors
- #protection
- #weapons
- #turrets
- #storage
- #customization
- #admin
- #utilities
- #access
- #teams
- #door closer
- #auto closing
- #auto lock
- #code lock
- #key lock
- #lock everything
- #windows
- #windows lock
- #wood shutters lock
- #medieval
- #medieval entities
- #mounted ballista
- #battering ram
- #catapult
- #siege tower
- #ballista
- #medieval large wood box
- #farm
- #farming
- #farm lock
- #farming lock
- #triangle planter box
- #triangle rail road planter
- #single plant pot
- #beehive
- #chicken coop
- #cooking workbench
- #engineering workbench
- #hopper
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- 2 comments
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- #rust maps
- #discord
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(and 1 more)
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Conflict with Abandoned Bases
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
Hi, just following up on this. I assume it's something that will come with a future patch?