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Everything posted by imthenewguy
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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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- 1,407 comments
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- 1
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- #leveling
- #progression
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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
29 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; }
- 185 comments
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- #items
- #enhancement
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(and 6 more)
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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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- 185 comments
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- #items
- #enhancement
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(and 6 more)
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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.
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- 31 comments
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- 1
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- #chat
- #better chat
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(and 4 more)
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- 1,407 comments
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- #leveling
- #progression
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- 265 comments
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- #enhanced
- #custom loot
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Yeah can do that. Made one for another plugin so can add that in.
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Will fix next release
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Hmm ok ill take a look
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That is how it should be behaving. Are they tied for first?
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Missing a rank symbol next to the bar
imthenewguy replied to Her_Toxic_Man's Support Request in Support
Changed Status from Pending to Closed -
No plans to add podium spots, but there is already options to reward players based on milestones, "Score per roll [5 = for every 5 score, the player receives a roll on the table]"
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Missing a rank symbol next to the bar
imthenewguy replied to Her_Toxic_Man's Support Request in Support
I assume you mean the xp bar. If so then yes I can do add that to the next release. -
What messages are you talking about? Paste me exactly what the default sentences say and what you are trying to replace them with.
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- 214 comments
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