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Everything posted by BetterDeadThanZed
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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.
- 7 comments
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- 16 comments
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- #convoy
- #helicopter
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(and 9 more)
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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
- 110 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? -
- 28 comments
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- #vehicle
- #vehicles
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(and 64 more)
Tagged with:
- #vehicle
- #vehicles
- #helicopter
- #helicopters
- #heli
- #helis
- #copter
- #copters
- #attack helicopter
- #attack heli
- #attack
- #minicopter
- #mini copter
- #mini
- #scrap transport helicopter
- #transport
- #transport helicopter
- #scrap heli
- #boat
- #boats
- #row boat
- #rowboat
- #row
- #rhib
- #tugboat
- #tug boat
- #tug
- #sled
- #snowmobile
- #snow mobile
- #snow
- #tomaha
- #hot air balloon
- #balloon
- #hab
- #ridable horse
- #horse
- #horses
- #submarine
- #submarines
- #solo submarine
- #duo submarine
- #chinook
- #ch47
- #sedan
- #car
- #cars
- #modular car
- #modular cars
- #magnet crane
- #crane
- #cranes
- #train
- #trains
- #cart
- #carts
- #workcart
- #work cart
- #above ground workcart
- #locomotive
- #mymini
- #bike
- #trike
- #motorbike
- #motor bike
- #sidecar
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- 28 comments
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- #vehicle
- #vehicles
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(and 64 more)
Tagged with:
- #vehicle
- #vehicles
- #helicopter
- #helicopters
- #heli
- #helis
- #copter
- #copters
- #attack helicopter
- #attack heli
- #attack
- #minicopter
- #mini copter
- #mini
- #scrap transport helicopter
- #transport
- #transport helicopter
- #scrap heli
- #boat
- #boats
- #row boat
- #rowboat
- #row
- #rhib
- #tugboat
- #tug boat
- #tug
- #sled
- #snowmobile
- #snow mobile
- #snow
- #tomaha
- #hot air balloon
- #balloon
- #hab
- #ridable horse
- #horse
- #horses
- #submarine
- #submarines
- #solo submarine
- #duo submarine
- #chinook
- #ch47
- #sedan
- #car
- #cars
- #modular car
- #modular cars
- #magnet crane
- #crane
- #cranes
- #train
- #trains
- #cart
- #carts
- #workcart
- #work cart
- #above ground workcart
- #locomotive
- #mymini
- #bike
- #trike
- #motorbike
- #motor bike
- #sidecar
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I am using Limit Entities. I also use Abandoned Base: https://codefling.com/plugins/abandoned-bases If a player uses /sar to make their base abandoned, and it's destroyed, Limit Entities thinks they still have the base and the entities from it count towards their limit.
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- 3 comments
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- #whitelist
- #gui
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(and 1 more)
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- 30 comments
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- #skilltree
- #event
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(and 4 more)
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New kit isn't showing up
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
Ok so I have a different problem now that I got it to show up. It says it's free, which it isn't and it says you have to have VIP, which you don't I'm attaching a screenshot from Mevent's kits plugin to show how it's set up and a screenshot from WPKits. -
New kit isn't showing up
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
Edit: I had to edit the WPKitsData.json directly. The /import_kits command didn't add the kit to it. -
I added a new kit and did the /import_kits command. It's imported but doesn't show up in the kit section of Welcome Panel.
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How do you convert from umod?
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
I had to upload some of the files again to get them to work, even though the image links worked fine in a browser. For one of the images, I had to unload Kits, edit the data file, and then load kits again. The changes made in the UI weren't being written to the data file. Is there a way to remove the numbers when an image is in the kit and is there a way to adjust the text that says "Kit available to receive"? See my screenshot. -
How do you convert from umod?
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
So the next problem... the image I used for my kits with the umod plugin aren't working in mevent's kit plugin. Does this plugin not like jpg files? -
How do you convert from umod?
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
I've answered my own question, and this should be added to the plugin page.... You copy the kits_data.json from the umod version of kits to the new data/kits folder from this plugin and run the kits.convert command in console. That will convert your umod kits data file to mevent's data file.