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Everything posted by imthenewguy
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	Looks like a lang issue. Delete your lang file and let the plugin generate a new one
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- 3 comments
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- #notify
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- 1,390 comments
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- #leveling
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Version 1.0.0
8 downloads
Notification Systems is a versatile plugin designed to deliver messages directly to players on your server — even when they’re offline. Seamlessly integrate it into other plugins, such as Skill Tree, or trigger notifications manually through commands for complete flexibility. Each notification can include a custom title, message, and an optional redemption button, giving you the power to reward players with items, currency, points, or trigger client-side commands — all tailored to your server’s needs. The idea behind the plugin is to allow server owners to send critical information to players, with the option to run commands that target said players. For example, you can send a notification to all players that have joined your server (regardless of their online status), with a redemption button that will give each of them 500 scrap. The following commands can be run in your server console, or player console (with the notificationsystem.admin permission). The commands are broken up in 3 sections: Title, body, redemptions, each of which is differentiated using "[]". Parameters: Userid: target player's Steam64 id. Message icon id: the skin id that you want to appear on the notification list. Setting to 0 will default to the message item id icon. Message item id: the item image you want to appear on the notification list (-769647921 = skull.trophy). Setting to 0 will default o the config icon. Title: Must be formatted with square brackets and surrounded by quotation marks like so: "[Title here]" Body: Must be formatted the same way as the title, with square brackets and quotation marks, like so: "[description here]" Redemptions: Must also have the square brackets and quotation marks, but also allow for an optional parameter of running it as a server command or client command. Here is the formatting for running a server command: "[(inventory.giveto {id} scrap 500, true)]" Here is the formatting for running a client command: "[(chat.say "/sprize", false)]" Here is the formatting for running both: "[(inventory.giveto {id} scrap 500, true),(chat.say "/sprize", false)]" Command: notification.add <userid> <message icon id> <message item id> "[Title]" "[Description]" "[(command1,bool:isServer)(command2,bool:isServer)]" Command: notification.all <message icon id> <message item id> "[Title]" "[Description]" "[(command1,bool:isServer)(command2,bool:isServer)]" Example of a full command: notification.add 123445667878213 "[Title goes here]" "[Here is my message, there are many others like it, but this is mine]" "[(inventory.giveto {id} scrap 500. true)]" notification.all "[Title goes here]" "[Here is my message, there are many others like it, but this is mine]" "[(inventory.giveto {id} scrap 500. true)]" void AddAll(string title, string body, int itemID, ulong picID = 0, string sprite = null, List<(string, bool)> commands = null) void Add(ulong id, string title, string body, int itemID, ulong picID = 0, string sprite = null, List<(string, bool)> commands = null)$11.99- 3 comments
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	You can change the size and spacing of the skills in the config now as well, which will fit the nodes into frame. "Space between each node in the UI" "Side of each node in the UI" The idea behind this is you can now have an unlimited amount of skills on each row, and you can have up to 100 rows of skills. I released a plugin called Scaled Collectables. This change means you can scale the xp gained based on the scale of the entity. For example, if it's 2x bigger, you get 2x xp.
- 1,390 comments
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- #leveling
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	@Raul-Sorin Sorban
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				Timer gets stuck when you hit max players
imthenewguy replied to Venedas's Support Request in Support
Oh that's a weird one lol. I'll take a peek at it and see what's causing the issue. Found the issue. Will patch in the next release.- 1 reply
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- 1,390 comments
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- #leveling
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	Changed Status from Pending to Closed Changed Fixed In to Next Version
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	I can remove their CombatBlock when they leave the event.
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	Hey sorry mate I missed this one. Have a lot going on at the moment and my notification feed is flooded with curation messages as well, so things like this are easily drowned out. If you still need an answer (and this is the same for all of my arena plugins), you need to have "Allow players to stay in a team when they join the event? [set to true if using any sort of clans or team management plugin]" set to true if you are using clans, as clans relies on the teams system and this setting does not play nice with it. I'm in my 30s. Mcdonalds is painful to eat lol.
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	Tell the server owners to move the arena higher in the sky. This is the logic that is handling the removal of items. It is based entirely on height. If the arena is too close to the ground, then players at that elevation will be affected. void OnItemDropped(Item item, BaseEntity entity) { if (item == null) return; if (entity != null && ActiveArena != null && ActiveArena.centrePoint.y - 50 < entity.transform.position.y) NextTick(() => entity?.KillMessage()); }
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Version 1.0.0
20 downloads
Scaled Collectables dynamically adjusts the size and yield of map-generated collectable entities—such as mushrooms, hemp, and pumpkin patches—to create a more immersive and varied gathering experience. Each collectable spawns with a random scale within a configurable range (default: 0.6x to 2.0x). The size directly affects the yield — for instance, harvesting a hemp plant that’s twice as large as normal will reward twice the usual amount of cloth. You can configure scaling values for each collectable type individually, allowing fine-tuned control over balance and gameplay on your server. Note: Collectable scales are reset when the plugin is unloaded, and are adjusted again when it is reloaded. Config example: https://pastebin.com/BEMsVHHZ$9.99 - 
	It doesn't add to raidable base loot automatically, nor does the plugin say that it does. You can manually add them into the raidable base loot tables via the raidable base configs/data files. It adds to containers fine. If not, then there is another plugin on your server (not BetterLoot) that is causing the issue. RestoreUponDeath also supports the text field, so it should be restoring it fine. It's not an issue on other servers that run it, which is a large amount of PVE servers. public static Item CreateItem(ItemData itemData) { Item item = ItemManager.CreateByItemID(itemData.itemid, Mathf.Max(1, itemData.amount), itemData.skin); if (item == null) return null; item.condition = itemData.condition; item.maxCondition = itemData.maxCondition; if (itemData.displayName != null) { item.name = itemData.displayName; } if (itemData.text != null) { item.text = itemData.text; } item.flags |= itemData.flags; if (itemData.frequency > 0) { ItemModRFListener rfListener = item.info.GetComponentInChildren<ItemModRFListener>(); if (rfListener) { PagerEntity pagerEntity = BaseNetworkable.serverEntities.Find(item.instanceData.subEntity) as PagerEntity; if (pagerEntity) { pagerEntity.ChangeFrequency(itemData.frequency); item.MarkDirty(); } } } if (itemData.instanceData != null && itemData.instanceData.IsValid()) itemData.instanceData.Restore(item); FlameThrower flameThrower = item.GetHeldEntity() as FlameThrower; if (flameThrower) flameThrower.ammo = itemData.ammo; if (itemData.contents != null && item.contents != null) { foreach (ItemData contentData in itemData.contents) { Item childItem = CreateItem(contentData); if (childItem == null) continue; if (!childItem.MoveToContainer(item.contents, contentData.position) && !childItem.MoveToContainer(item.contents)) item.Remove(); item.MarkDirty(); } item.contents.MarkDirty(); } if (itemData.container != null) { if (item.contents == null) { ItemModContainerArmorSlot armorSlot = FindItemMod<ItemModContainerArmorSlot>(item); if (armorSlot) armorSlot.CreateAtCapacity(itemData.container.slots, item); else { item.contents = Pool.Get<ItemContainer>(); item.contents.ServerInitialize(item, itemData.container.slots); item.contents.GiveUID(); } } itemData.container.Load(item.contents); } // Process weapon attachments/capacity after child items have been added. BaseProjectile weapon = item.GetHeldEntity() as BaseProjectile; if (weapon) { weapon.DelayedModsChanged(); if (!string.IsNullOrEmpty(itemData.ammotype)) weapon.primaryMagazine.ammoType = ItemManager.FindItemDefinition(itemData.ammotype); weapon.primaryMagazine.contents = itemData.ammo; } return item; }
- 175 comments
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- #items
 - #enhancement
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	In the RaidableBases loot table you can add the "text" field that handles the ItemPerks items. The formatting is: { "shortname": "rifle.ak", "name": "enhanced assault rifle", "blueprint": false, "skin": 0, "amount": 1, "amountMin": 1, "probability": 1.0, "stacksize": -1. "text": "[FlakJacket 1.0]" },
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	BetterLoot doesn't support the item.text field, which is a requirement for a loot plugin to handle the drops. Plugins like AlphaLoot do. You don't need it though, as you can configure the drop rates directly in the ItemPerks plugin to add them to the container on loot. "Chance for a player to receive an enhanced item when looting a container [out of 100]": { "crate_normal_2": 6.0, "crate_normal": 10.0, "crate_elite": 90.0, "crate_underwater_basic": 10.0, "crate_underwater_advanced": 20.0, "heli_crate": 15.0, "bradley_crate": 15.0, "codelockedhackablecrate": 30.0, "codelockedhackablecrate_oilrig": 40.0, "crate_tools": 3.0, "loot-barrel-1": 2.0, "loot_barrel_1": 2.0, "loot-barrel-2": 4.0, "loot_barrel_2": 4.0 }, Rust 2025-10-27 19-35-45.mp4
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- 175 comments
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- #items
 - #enhancement
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Tagged with:
 
 
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	Changed Status from Pending to Closed
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	I just tested on my server. I selected single stone grave and it is only spawning that for me when I kill something. The settings are for individual players. Your settings will only affect you. If you want to disable them for everyone, set enabled: false for each effect in config that you do not want to include.
 
