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imthenewguy

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Everything posted by imthenewguy

  1. Ah the prefix is an oversight. I will add it to lang in the next release.
  2. You can add colour tags directly into the lang file. LIke this: <color=#ff0000>My text</color>
  3. It hasnt been tested with 50-100 players on it. It should be pretty performant, but you will need to do some testing. Yeah stack modifier should handle stack and split
  4. It certainly does! There are a number of scraplings available there, and 5 that are exclusively found there (Hullmaw, Bilgehorn, Boghorn, Brinegorge, Murkreaver).
  5. Try doing a full wipe of the plugin (data/config/lang) and reloading it. Tell me if that fixes the issue.
  6. Version 1.0.0

    7 downloads

    Scraplings is a creature-collector built natively for Rust. It's not a minigame bolted onto the side of your server — creatures appear as players go about their normal wipe, in the biomes and monuments where they belong, and everything happens in-world. Find them. Catch them. Collect them. Battle them. Find them. Creatures don't appear on a timer — they appear as your players move. Where you are decides what you meet: biome, terrain, monument, altitude, water depth, time of day and even the weather all feed the spawn table. A creature you find in the snow at night is not the one you'll find in the desert at noon. Catch them. Every wild encounter is a real battle. Wear it down, land a burn or a freeze, then use a Scrap Crystal — the weaker and more impaired it is, the better your odds. Get greedy and you'll knock it out instead. Build them. Every creature levels, learns new abilities as it grows, and can be taught more from rare Ability Shards found out in the world. 80 of them evolve, some by level, some only when you find the right catalyst. Six hidden Genes are rolled the moment you catch one — roll all six perfect and you've got something worth bragging about. Fight with them. Every wild creature you meet is a real battle — type matchups, status effects, switching your party and reading what the other side is about to do. It's the same system whether you're catching something in a field or defending a title. Out in the world you'll also run into tamers: NPC handlers who travel the map and turn up at monuments, each with their own team, their own preferred types and their own opinion of you. Most are ordinary tamers — a fight, a payout, and on your way. A few are not. The stronger tamers field genuinely dangerous teams, and beating one earns you their sigil — a trophy that goes into your collection as recognition that you put them down. Sigils are one-time: once you hold a tamer's mark, that challenge is closed for good, so they stand as milestones across a wipe rather than something to grind. And when you think your team is ready, there are always other players. Challenge anyone nearby, wager currency on the outcome. Keep them. Trade with other players, store your overflow in the Skylink, and fill out a Bestiary that tracks everything you've seen and everything you've caught. There are 215 creatures to find, and the ones that matter aren't handed to you. Perfect-Gene rolls, evolution catalysts, rare Ability Shards and tamer sigils all give your players something to chase long after the usual wipe-day rush is over — and none of it requires them to stop playing Rust to do it. Wipe settings allow for your progress to persist between wipes, extending the grind and giving incentive to build the perfect team. Every creature has one or two of 19 types, and every ability has a type of its own. Hit something with an ability it's weak to and you'll do more damage — hit it with something it resists and you'll barely scratch it. A few matchups do nothing at all. Radiation — Fallout given a body. Rots the mind and the soul alike, tearing through Psychic, Ghost, Grass and Fairy. Shrugs off Fire, Electric, Poison and even other Radiation. Water washes it away, Ground buries it, Mechanical doesn't care. Sand — Abrasive grit that strips paint off anything mechanical. Chews through Fire, Electric, Poison, Flying, Rock and Mechanical alike — the widest offensive spread in the game. Wet it down with Water, root it with Grass, or freeze it solid. Typeless — No strengths, no weaknesses, no bad matchups. Reliable damage against anything, and the fallback every team can lean on. Fire — Burns through Grass, Ice, Bug and Mechanical. Smothered by Water, Ground, Rock and Sand. Water — The largest family on the roster. Drowns Fire, Ground, Rock, Radiation and Sand, and resists six types in return. Only Electric and Grass trouble it. Electric — Fast and disruptive, shorting out Water, Flying and Mechanical. Ground ignores it completely, and Sand grounds it out. Grass — Strangles Water, Ground, Rock and Sand, but it's the most exploitable type in the game — six different things burn, freeze, poison or eat it. Ice — Brittle but brutal. Freezes Grass, Ground, Flying, Dragon and Sand, and resists almost nothing. Fighting — Raw physical pressure through Typeless, Ice, Rock and Mechanical. Can't touch Ghost at all, and folds to Flying, Psychic and Fairy. Poison — Attrition rather than damage. Melts Grass and Fairy, resists six types, and does nothing whatsoever to Mechanical. Ground — Six super-effective matchups and total immunity to Electric. Flying floats over it entirely. Flying — Hit-and-run. Beats Grass, Fighting and Bug, ignores Ground, but gets swatted by Electric, Ice, Rock and Sand. Psychic — Dominates Fighting and Poison, and answers little else. Bug, Ghost and Radiation all get inside its guard. Bug — Swarms Grass and Psychic. Cheap, fast, and folds to Fire, Flying and Rock. Rock — Heavy hitters that crush Fire, Ice, Flying and Bug — with six weaknesses to pay for it. Ghost — Only Ghost and Radiation can touch it properly, and Typeless attacks pass straight through. Preys on Psychic and its own kind. Dragon — The rarest type on the roster. Resists all four elements, but only Dragon damage gets past another Dragon, and Fairy hard-counters it — immune to Dragon attacks and super-effective in return. Mechanical — The wall. Resists twelve of the nineteen types. Cracking one open takes Fire, Electric, Fighting, Ground or Sand. Fairy — The Dragon-killer, and strong into Fighting. Poison, Mechanical and Radiation cut it down. Players don't need to memorize any of it — the full effectiveness chart is built into the in-game reference menu, and can be switched off in config if you'd rather your server figured it out the hard way. Most of the interactions are handled via the player and admin user interface. The below commands are for functionality that extends over and above what the UI covers. Requires the scraplings.admin permission. Command: scraplings.editor Action: Opens the Content Editor — species, abilities, shards, tamers, monuments and the Creator. Command: scraplings.spawn [species] [level] Action: Forces a wild encounter on yourself. Naming a species overrides the normal spawn table, which makes testing a specific creature trivial. Command: scraplings.terraininfo Action: Prints the biome, topology, tier and time of day for where you're standing, plus every creature that can spawn there with its odds. The fastest way to sanity-check a spawn rule. Command: scraplings.heal [player] Action: Fully heals a party. Command: scraplings.levelup <slot|all> [level] Action: Levels a party creature, or the whole party, to a target level. Command: scraplings.vendor spawn <depot|repair> · remove · list Action: Places a shop or Repair Bay vendor, removes the one you're looking at, or lists what's placed. Command: scraplings.tamer spawn <profile> · remove · list Action: Places a tamer NPC from one of your profiles, removes the one you're looking at, or lists what's placed. Command: scraplings.tamer addspawn static <profile> Action: Saves a permanent spawn point here, so that tamer returns after a restart. Command: scraplings.tamer addspawn monument Action: Saves a monument-local random spawn point — tamers will rotate through these rather than sitting in one place. Command: scraplings.tamer spawns · clearspawns monument Action: Lists saved spawn points, or clears the monument ones. Command: scraplings.givecrystal [crystal] [count] [player] Command: scraplings.giveshard <shard> [count] [player] Command: scraplings.givecatalyst <catalyst> [count] [player] Command: scraplings.givecash <amount> [player] Action: Grants Capture Crystals, Ability Shards, evolution catalysts or currency. Command: /sl Action: Opens the main menu. Everything else a player needs lives in here — party management, Bestiary, battles, trading, wallet, sigils and settings. Command: /sldepot Action: Opens the shop from wherever you're standing, without walking to a vendor. Permission: scraplings.remotedepot Command: /slrepair Action: Opens the repairer from wherever you're standing, without walking to a repairer. Permission: scraplings.remoterepairbay Command: /slspectate <player> Action: Watch another player's battle live. Run it with no argument to stop watching. Command: /slhelp Action: Lists every command available to you.
    $39.99
  7. Yeah I think its something to do with the skin all feature from Skinbox. I have updated the logic from my end for the next release - we will see if that fixes it.
  8. Oh that works? What if instead of deleting them all, you do o.unload * and o.load *?
  9. Hey mate, reboot your server and do not reload ItemPerks or Legendary items. Make config changes between reloads. Its a weird thing that happens when the plugin uses a stack plugin and there isn't a way to fix it unfortunately. It will work flawlessly if not reloaded.
  10. I see the issue. Will fix in the next release
  11. Im actually not sure how the default vending machine system works now. I designed a plugin a while ago that allows for custom items to be sold in vending machines called CustomItemVending, but the changes to the vending machine may allow them to work now. I don't own shop by Mevent. You would need to ask him if it supports the item.text field. If it does, then you could list the item, as long as you formatted it's text field, name etc correctly. Item Perks is required for Item Perks Legendary items. Legendary items allows you to create static item Perks items with set assortments of buffs and values, along with custom names.
  12. Not sure mate. The placement mechanics are all vanilla.
  13. Not from my end, no. I only track when the rocket is launched from your launcher. The other plugin would need to get the skill info and apply the velocity to the other rockets that spawn.
  14. They would fall under traps for xp I believe. You can't add your own xp sources unless you do it via your own plugin entirely.
  15. imthenewguy

    chaosnpc NPCs as a source?

    If you can find out if the npc has a unique skin id or a class name that i can check I can add support for it. He rarely ever responds to me.
  16. imthenewguy

    chaosnpc NPCs as a source?

    What else besides ZombieNpc is needed?
  17. I will add it to the ideas list. No guarantees of it making it in though.
  18. imthenewguy

    nre when placing wolf

    Change the prefab in the config for wolf to "assets/rust.ai/agents/wolf/wolf2.prefab".
  19. imthenewguy

    STRIKE DONT WORK

    Nah it wouldnt be a load error - you would have gotten the "Unknown command: strike" error if it were that. At least it's working again!
  20. I will add a tc check in the next release
  21. imthenewguy

    STRIKE DONT WORK

    Its working fine for me. It wont count if you are aiming at an invalid target. Show me a video. Rust 2026-07-24 00-41-52.mp4
  22. I see the issue. Will fix in the next release. I think I released that skill a little prematurely.
  23. Ahh yep no worries. I will fix in the next release.
  24. Ask the devs to add support for the item.text field. It's literally just a field that's added to their reward item class, and assigning the field when creating the item. Raidable bases seems to support the item.text field. Harbor Event and WaterEvent are supported in the Legendary items loot system.

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