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BetterDeadThanZed

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Everything posted by BetterDeadThanZed

  1. I might be confused, but the option to use custom maps, that's maps as in maps you buy from Codefling etc, right? If so, is there a guide to setting up a vote for those?
  2. The elevators need to be updated. They don't have the option to go all the way to the top. They go one "floor" at a time. Also, when you press the button to call the elevator, the button moves up the wall.
  3. Hello. I noticed the flames seen in Rustedit don't show up in-game. Is this something that can be fixed?
  4. Since the Deep Sea is generated after the map spawns, it should be compatible with all custom maps.
  5. I know that ChatGPT can be wrong, but I uploaded the error, my data file and your response and this is what it concluded: I don't really understand a lot of that, but maybe that will help?
  6. As far as I know, the plugin is working but I'm seeing this in the console: Failed to execute OnFrame callback (Object reference not set to an instance of an object.) at void Oxide.Plugins.SignManager.AddSign(BaseEntity e)+() => { } in /home/container/carbon/plugins/SignManager.cs:line 104 at void Carbon.Managers.CarbonProcessor.Update() in /home/runner/work/Carbon/Carbon/src/Carbon/src/Processors/CarbonProcessor.cs:line 63
  7. It's always open. I seem to remember the Deep Sea didn't spawn on my last wipe either and I had to use the command to get it started.
  8. It seems like after every wipe, I have to run the /deepsea open command to get the Deep Sea running. Is this normal? Someone mentioned about 12 hours after the wipe that there was no deep sea and I remember last wipe having the same issue.
  9. Obviously I can't post the results here because this is a paid plugin but what I can tell you can type in ChatGPT to get this result. You'll need to upload the plugin to ChatGPT so it can reference it. This is the wording I used to get the updated plugin: "This is the HUD plugin for Rust. Currently it only displays one type of currency. I would like the ability to display two currencies at the same time, or to alternate the currency totals at specific intervals."
  10. @IIIaKa Can you help out here?
  11. Oops..... that's a boat building plan. Please disregard!
  12. BetterDeadThanZed

    Not working

    This was previously working but now when I'm holding a wallpaper paper planner, and press the middle mouse button, it says "You need to be holding a wallpaper planner but I obviously am.
  13. Nevermind. I asked ChatGPT to do this for me and it came through! clip_1,774,302,965,598.mp4
  14. Anyone have any idea?
  15. When trying to repeat this on my test server, I can't even get the conveyor on the box to connect to the conveyor. If I click on the input of the conveyor, the pipe disappears and this is on the test server with limited plugins.
  16. This issue was reported by one of my players: "when you run the pipes from the trough to the conveyor, they disappear and go to other parts of the base. It's very strange. But from the conveyor to the composter is okay." I've attached the screenshot he sent me to demonstrate where the pipe goes somewhere else.
  17. Any chance of this?
  18. I only run events that use PVE Mode to lock an event to a player/team so that others can't loot the NPC's, loot crates, etc. Does this support the PVE Mode plugin or does it have a built in mechanic to lock the event to the player/team?
  19. Now that I've had time to play around with the settings, I have some questions: Is there a way to set up a list of clothing that can be chosen at random to spawn on the NPC's? How can I edit the loot they drop? With BotReSpawn, you can use the loot of the "container" to spawn loot. Would AlphaLoot integration, setting up a config option to use the loot of the specified container, or an array that picks up at random be possible? For example, BotRespawn's "Death" section for the NPC's: "Death": { "Spawn_Hackable_Death_Crate_Percent": 0, "Death_Crate_CustomLoot_Profile": "", "Death_Crate_LockDuration": 10, "Lock_Death_Crate_To_Killer_Player": false, "Corpse_Duration": 3, "Corpse_Has_Skull": true, "Skull_As_Loot": false, "Weapon_Drop_Percent": 5, "Min_Weapon_Drop_Condition_Percent": 50, "Max_Weapon_Drop_Condition_Percent": 100, "Wipe_Main_Percent": 100, "Wipe_Belt_Percent": 100, "Wipe_Clothing_Percent": 100, "Allow_Rust_Loot_Percent": 100, "Rust_Loot_Source": "Default NPC", "Remove_Vanilla_Scrap": true, "AlphaLoot_Profile": "", "RustRewardsValue": 0.0, "XPerienceValue": 0.0 }, Lots of options there, including "Rust_Loot_Source", which in this case is set to "Default NPC" so basically the look you'd find on a junk pile scientist.
  20. BetterDeadThanZed

    Some bugs

    When setting this to backpacks: "What spawns on death (PlayerCorpse, NpcCorpse, Backpack)" sometimes the backpack is empty. When you get the NPC to the wounded state, they aim into the ground until you open their inventory or kill them. Screenshot attached. Some NPC's spawn in the water, close to shore but deep enough that they have to swim at least a little bit.
  21. So just add "CustomPet" to the configs? For example, Rust Rewards: ``` "RewardTypes": { "Kill": { "NPCs": { "Airfield": 3.0, "APCScientist": 3.0, "APCScientistHeavy": 3.0, "ArcticResearchBase": 3.0, "BanditTown": 3.0, "BotReSpawn": 1.0, "CargoShip": 3.0, "CompoundScientist": 3.0, "DesertScientist": 3.0, "DungeonScarecrow": 1.0, "Excavator": 3.0, "Gingerbread": 1.0, "HeavyScientist": 3.0, "JungleScientist": 3.0, "JunkPileScientist": 3.0, "LaunchSite": 3.0, "MilitaryTunnelScientist": 3.0, "MountedScientist": 3.0, "NuclearMissileSilo": 3.0, "OilRig": 3.0, "ScareCrow": 1.0, "Trainyard": 3.0, "TunnelDweller": 3.0, "UnderwaterDweller": 3.0, "ZombieHorde": 1.0 }, I would insert "CustomPet" under "ZombieHorde" or anywhere in that config?
  22. Is there a way to give Rewards Points or Eco coins via the Rust Rewards plugin? I noticed they don't show up in Admin Radar as NPC's.
  23. Oh, cool. This happens even if the bots are set to defensive? Right now I'm using Hostile Time (https://umod.org/plugins/hostile-time) to that my players can approach outpost and bandit even when hostile. I assume that would prevent the hostility from working with the Roaming NPC's?
  24. Is it possible to add a feature to allow a server owner to display 2 types of economy? I'm making some changes to my server and will have both eco and server rewards. I'd love for both to appear in the hud.
  25. I am considering getting this plugin to replace BotReSpawn. I have a suggestion, not sure if it's even possible, but would it be possible to have the bots react to players within a certain radius if they are marked as "Hostile"? I would assume you can use Rust's built in mechanism to determine a player's hostile level and if they are hostile and they are within a certain distance, the bot may attack the player, even if configured for defensive.

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