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Everything posted by imthenewguy
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Yeah I don't understand what you are wanting mate. I said there are hooks available already. Not commands.
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Yeah they must have changed the prefab. You can adjust it in the config.
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You would need to ask the developer to add support for the item.text field for the Custom Vending Setup plugin. Seems to be the only field missing from the VendingItem class. Should be an easy thing to add. Once added, it would look something like this: Skill Tree Items config entry: "forbidden archive": { "displayName": "forbidden archive [XP: 5000 - 10000]", "shortname": "xmas.present.large", "skinID": 3646162194, "effects": [ { "min": 5000.0, "max": 10000.0, "type": "XPInjection", "preventXpModifiers": false } ] }, Custom Vending Setup entry { "SellItem": { "ShortName": "xmas.present.large", "DisplayName": "whatever displayname you like here", "Text": "forbidden archive" "Amount": 1, "Skin": 3329896239 }, "CurrencyItem": { "ShortName": "redidtag", "DisplayName": "Heli Token", "Amount": 9, "Skin": 3447697655 }, "RefillMax": 100, "RefillDelay": 0 }, You can see that I am referencing the entry of the skill tree item pro item in the text field of the custom vending setup item (in this case it's "forbidden archive". You create any number of types of items in the SkillTreeItemsPro config, then reference those in the "Text" field of the Custom vending setup (if the developer adds support for the Text field).
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The 2 hooks I gave you should be more than suitable for that. If a hotspawn spawns, and there are currently no active hotspots, it will fire OnFishingHotspotsStarted. If a hotspawn despawns, and that was the last active hotspot, it will fire OnFishingHotspotsEnded.
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- 93 comments
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- #recycler
- #monetization
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Yeah they work differently. Download the beta version from here. Give me an example of the old setup in your shop and I will show you how to add it
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Download the beta version
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Will fix in next release
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void OnFishingHotspotsStarted() // Fires when the first active hotspot spawns. void OnFishingHotspotsEnded() // FIres when the last hotspot despawns.
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Download 1.0.42
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- 5 comments
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- #skilltree
- #skill
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Will add to next release.
- 1 reply
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Issues with Experience Item Functionality and Stack Usage
imthenewguy replied to 9527's Support Report in Support
Behaves differently for me. I have released a new version that may fix the issue, but it will break all pre-existing skill tree items on your server. I recommend updating to it when you wipe your server next. Rust 2026-03-09 12-35-04.mp4 -
- 1,526 comments
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- #leveling
- #progression
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There are a couple of ways you could set it up. You could use the Ingredient Buff type for all of your meals, and set the below config option to true: "Allow the default effects of an item that an ingredient inherits to apply when eaten [if no other buffs are assigned]?" Alternatively you could set the buffs as Extra_Calories or Extra_Hydration (or both) and set the value of calories/hydration the player receives for consuming the food, so you can make some foods more satiating than others etc.
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Issues with Experience Item Functionality and Stack Usage
imthenewguy replied to 9527's Support Report in Support
2. Can you tell me what items are causing this issue? A video would be even more helpful. 3. I will add support for DungeonEvents. It will be under the Event loot source with the "DungeonEvent" identifier. 4. I will add a field in the next update that will allow you to prevent modifiers from being applied. -
L:ooks like Facepunch updated the rock to not give bonus yield. I tested it on my server, the OnDispenserBonus hook is called when the the player does the final hit with a pickaxe, and I get the bonus yield. It is not called when I land the final hit with a rock, and I get no stone for the final hit. Rust 2026-03-08 13-45-48.mp4
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Issues with Experience Item Functionality and Stack Usage
imthenewguy replied to 9527's Support Report in Support
1. Most shop plugins support commands when purchasing an item. Instead of creating the item to give from the shop, give it via the stip.give command. 2. I think I can see the issue. Is it only happening for items that have multiple effects? 3. The looting needs to be handled through my plugin because it creates a json string and attaches it to the item.text field. You cannot replicate this in another plugin. It should support most drop sources that you need, including NpcSpawn etc. What are you trying to add it to? 4. The xp given is the raw xp. If they have other modifiers it will multiply this amount. I can add a field to the XPInjection class that prevents modifiers from affecting the value if you like? -
I need more information "how" it doesn't work.
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Did you update to 1.7.6?
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Forager skill does not detect collectible plants (hemp, corn, pumpkin)
imthenewguy replied to ComBat's Support Report in Support
Facepunch removed the colliders for plans, so they are not longer registering using the current search method in game. Will need to wait until I fix it.- 1 reply
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Nah it was 1.7.6. Cheers
