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Everything posted by imthenewguy
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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.
- 1,460 comments
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- #leveling
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Failed compiling 'MedicalItems.cs'
imthenewguy replied to Survival Island's Support Request in Support
@Raul-Sorin Sorban -
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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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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- #leveling
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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
38 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; }
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- #items
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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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- 187 comments
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- #items
- #enhancement
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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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- #chat
- #better chat
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- 1,460 comments
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- #leveling
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- 267 comments
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- #enhanced
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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
