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Everything posted by steampunkvalley
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- 144 comments
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- #craft
- #craft menu
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Interesting. The only difference I can see comparing our config files is the event names. { "Type 0 - chat, 1 - GUIAnnouncements": 0, "Events": [ { "MessagesActive": false, "EventName": "Airdrop", "StartCommand": "em_spawn assets/prefabs/misc/supply drop/supply_drop.prefab", "StartMessage": "" }, { "MessagesActive": false, "EventName": "Chinook 47", "StartCommand": "em_spawn assets/prefabs/npc/ch47/ch47scientists.entity.prefab", "StartMessage": "A <color=#59BBB9>chinook 47</color> has started making its rounds around the valley" }, { "MessagesActive": false, "EventName": "Cargoship", "StartCommand": "em_spawn assets/content/vehicles/boats/cargoship/cargoshiptest.prefab", "StartMessage": "A <color=#59BBB9>cargo ship</color> has set sail to deliver goods to the valley" }, { "MessagesActive": false, "EventName": "Helicopter", "StartCommand": "em_spawn assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab", "StartMessage": "A <color=#59BBB9>patrol helicopter</color> has begun its hunt for blood in the valley" } ] }
- 297 comments
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- #eventmanager
- #manager
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- 297 comments
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- #eventmanager
- #manager
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(and 5 more)
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I agree and have the same issue. All of the other events we have display the time remaining, not time elapsed. I have a separate request as well. I use Events Manager by Mevent to prevent a ton of events happening at the same time. It's great, but sometimes it starts events that are already active. Most events prevent this from actually happening, but Airfield and Cargo Plane Crash events do not. Examples from console of events that didn't end prematurely and restart: 07/16/2025 07:30:04 | [SatDishEvent] This event is active now. To finish this event (satdishstop), then to start the next one 07/16/2025 05:51:03 | [Sputnik] This event is active now. Finish the current event! (/sputikstop)! 07/14/2025 15:25:04 | [JunkyardEvent] This event is active now. To finish this event (jstop), then to start the next one 07/12/2025 05:31:01 | [ArcticBaseEvent] This event is active now. To finish this event (abstop), then to start the next one 07/12/2025 02:12:04 | [Sputnik] This event is active now. Finish the current event! (/sputikstop)! 07/11/2025 11:05:01 | [ArcticBaseEvent] This event is active now. To finish this event (abstop), then to start the next one 07/10/2025 22:38:08 | [Sputnik] This event is active now. Finish the current event! (/sputikstop)! 07/08/2025 22:15:04 | [ArcticBaseEvent] This event is active now. To finish this event (abstop), then to start the next one 07/08/2025 10:07:03 | [SatDishEvent] This event is active now. To finish this event (satdishstop), then to start the next one 07/08/2025 08:09:01 | [Sputnik] This event is active now. Finish the current event! (/sputikstop)! Can you add a fail-safe for Airfield and Cargo Plane Crash? Side note: I did contact Mevent about the issue within Events Manager, but they stated the prevention is done from the event plugins.
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Yeah, the blue hazzy scientists aren't affected because they're vanilla NPCs, not from a plugin. You can change the XP earned for different vanilla NPCs like heavy and roadside scientists, but if they're just generic scientists like at silo, excavator, etc., those are all treated the same (afaik!). Workaround is to create your own 'vanilla NPCs'. Go to the monument's data file for BetterNPC and change "Remove other NPCs? [true/false]" to true. You can then add a new NPC setting and give them a unique name, or just increase the count of the NPCs already listed.
- 1,534 comments
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- #leveling
- #progression
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I also really like the idea of giving more xp for stone. Sick of seeing nothing but stone on the map! For the different scientists, do you use BetterNPC, NPCSpawn, BotRespawn or similar? If yes, you can specify the NPC names and give their own xp in the Misc settings section. "NpcSpawn (by KpucTaji) settings": { "Give xp based on the name of a NpcSpawn, rather than the scientist type?": true, "Dictionary of NPC names and the value that they provide": { "Baron Von Gear": 600.0, "Boiler Bob": 300.0, "BotRespawn settings": { "Should we consider the BotRespawn NPCs as regular NPCs when calculating buffs?": true, "Enable botrespawn profile tracking and xp": false, "BotReSpawn profile and xp list": {}
- 1,534 comments
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- #leveling
- #progression
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Did you ever get a response to this? I see that you asked originally almost a full year ago and I can't find an answer. I've been trying to use this functionality too and having the same issue. Workaround I'm trying now is to make the cooldown insanely long. We wipe 2x/month, so I set it at 1.5 mil seconds.
- 276 comments
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- #kits
- #sets
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(and 36 more)
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- #kits
- #sets
- #autokits
- #rustkits
- #kits plugin
- #cooldowns
- #amounts
- #kit
- #set
- #item kits
- #auto kits
- #kit cooldowns
- #rewards
- #items
- #kits rust plugin
- #kits auto
- #kits mevent
- #kits with menu
- #kits in menu
- #kits and serverpanel
- #kits with editor
- #kitsui
- #kiticon
- #kits by mevent
- #rust kits
- #kits converter
- #kits umod
- #kits ui
- #kits rust
- #kit economy integration
- #server management kits
- #rust kits plugin
- #customizable kits
- #auto kits setup
- #in-game management kits
- #rust servers kits
- #rust plugin for kits
- #halloween
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Hey there! I've spent so much time trying to get answers to these questions over the last few months, so I feel your pain! You'd think there'd be a resource with this info, but I haven't found it if it exists. Let me know if you have other questions, and if anyone wants to correct me on anything, please feel free! Placement & Anchors To change the anchors, I use this editor. Add screenshots/pictures and move/resize as needed. Use the anchormin values for anchormin and offsetmin, and of course anchormax values for anchormax and offsetmax. Colors & Transparency For colors, I typed up an explanation for how to use the RGBA color system that some configs require, but I looked at the Notify config again and it looks like it uses hex color codes which is easy with any hex color picker site (Google "hex color picker"). Because I already typed it up though, in case you come across a config that is asking for RGBA values instead of a hex color code... As far as I understand, Rust uses the RGBA color system but uses decimal values. I believe it's called the RGB 0-1 color system. From Google AI: You can use any color picker site that gives you RGBA values and do the conversion mentioned above. Edit: I don't know how I haven't found this RGB 0-1 color picker before just now. #gamechanger The "A" (alpha) in RGBA represents the transparency. I believe if the alpha value is 1.0, the element is a solid color with no transparency. Obviously then you would reduce that value to anything above 0.01 but below 1.0 to your liking. Sound Effects To find different sound effects, I use a free umod plugin called Play FX. For the prefab names, I go to Carbon's prefab documentation and choose anything that I think might be a sound effect (which I assume would have "fx" somewhere in the prefab name?) and run the command. If it's not a valid sound effect, you'll just get an error in chat. Example of chat command to preview a sound effect: /playfx player PlayerName assets/bundled/prefabs/fx/notice/item.select.fx.prefab Honestly when I am working on a new plugin that has a lot of different visual customization options, I make a few random changes, save, reload the plugin, and test it to see what my changes look like in-game. Sometimes I think I have rad ideas, but once I see them, I almost always change my mind! Hope this helps!
- 110 comments
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- #notify
- #notifications
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- 8 comments
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- #group
- #permissions
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- 297 comments
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- #eventmanager
- #manager
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- 1,534 comments
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- #leveling
- #progression
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- 1,534 comments
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- #leveling
- #progression
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They are all false. These are in the Events Manager log file, so the Events Manager plugin initiated the event, correct? Airfield: "Random time to event start": false, Junkyard: "Is active the timer on to start the event? [true/false]": false, Power Plant: "Is active the timer on to start the event? [true/false]": false,
- 297 comments
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- #eventmanager
- #manager
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(and 5 more)
Tagged with:
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I don't know if I'm missing a setting somewhere, but can we prevent an event from starting when it's already active?? This happens quite frequently. The Airfield Event on our server is 90 minutes. Junkyard and Power Plant Events are both 60 minutes. Examples from Events Manager logs: [2025-05-06 21:21:00] [05/06/2025 21:21:00] Event started: AirfieldEvent [2025-05-06 21:57:01] [05/06/2025 21:57:01] Event started: AirfieldEvent [2025-05-02 03:16:06] [05/02/2025 03:16:06] Event started: Junkyard Event [2025-05-02 04:09:00] [05/02/2025 04:09:00] Event started: Junkyard Event [2025-05-04 01:55:03] [05/04/2025 01:55:03] Event started: Power Plant Event [2025-05-04 02:08:04] [05/04/2025 02:08:04] Event started: Chinook 47 [2025-05-04 02:40:06] [05/04/2025 02:40:06] Event started: Power Plant Event
- 297 comments
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- #eventmanager
- #manager
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- 15 comments
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- 1,534 comments
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- #leveling
- #progression
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- 16 comments
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- #skills
- #skill tree
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- 16 comments
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- #skills
- #skill tree
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(and 3 more)
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- 1,534 comments
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- #leveling
- #progression
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