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Everything posted by MancDad
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Thanks and no problem. I downloaded your version from UMOD which you've just updated thx. Happy for this to be closed off. Cheers.
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I can get the CS to compile by changing line 192 from : CommandHandler(run.Player(), name, run.Args); to CommandHandler(run.Player(), name, run.Args.Select(x => x.ToString()).ToArray()); Pretty sure there's more lines in the code that need the .ToString() inclusion since the Unity 6 update... but will check
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Error while compiling GlobalStorage: Argument 1: cannot convert from 'Facepunch.StringView' to 'string' | Line: 1096, Pos: 43 Plugin fails to compile after forcewipe, could this please be looked into ? Many thanks
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Error while compiling WTrading: Argument 3: cannot convert from 'Facepunch.StringView[]' to 'string[]' | Line: 192, Pos: 48 After forcewipe, fails to compile. Can this be looked at please :)... Thanks
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Hi Added the prefab to our map, started the server, but the fuse box isn't powered and the it's a red key card for a blue door !? Have checked the prefab again in RustEdit with a new map and the same happens ? Any ideas? Cheers
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Worked like a charm. Please can you close this ticket. 512x512 did the trick
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Ah ! - Thanks for the update - I'll resize one of them later and report back. Thanks for the quick response
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Hey Thought i'd try and implement my own custom icons for the different prestige levels... All i'm seeing it a Blood bag picture instead of my ID in SkillTree "Gain Prestige" screen ... I can see the ID's in my Steam Workshop ... The images are around 200x200 and 180kb is size ... The Icon creator tool looks like it's using Item name : "Rock" ... Should it be a blood bag ? Thanks
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We'd like to rewards players for taking down a qty of tiered (easy / hard / elite / nightmare for example) Bradley & Heli's spawned by the HeliSignals / Bradley Drops / Road Bradley plugins... At the minute we can only target BradleyAPC and PatrolHelicopter. Many thanks
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Excellent thanks
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Brilliant. Thanks for the fast response Much appreciated.
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Hi, Players are complaining that they thinking a kit is still available when claimed because the message "KIT AVAILABLE TO RECEIVE" is still showing despite the MAX uses being reached. We have set the config to remove from display when max uses is reached. But it'd be great if the message can be modified when Max uses is reached (in the custom message segment maybe) ? - Ideally saying "MAX USES REACHED" or similar ? Thanks
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But when an Admin account claims the kit the command executes no problem !?
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Hey - really sorry for the delay responding ... Still an issue - 2 players have both just levelled up and can now claim this kit... They get the contents but not the RP
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As a quick fix I commented out the offending line : Compiles fine now
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"UI Settings": { "ID (DONT CHANGE)": "t1_1", "Background": { "Parent (Overlay/Hud)": "OverlayNonScaled", "Background": { "Enabled?": true, "Visible": true, "Name": "Panel_d7a9119890", "Type (Label/Panel/Button/Image)": "Panel", "Color": { "HEX": "#000000", "Opacity (0 - 100)": 100.0 }, "Text": [], "Font Size": 14, "Font": 0, "Align": "UpperLeft", "Text Color": { "HEX": "#FFFFFF", "Opacity (0 - 100)": 100.0 }, "Command ({user} - user steamid)": "", "Image": "", "Cursor Enabled": true, "Keyboard Enabled": false, "Sprite": "", "Material": "", "AnchorMin (X)": 0.0, "AnchorMin (Y)": 0.0, "AnchorMax (X)": 1.0, "AnchorMax (Y)": 1.0, "OffsetMin (X)": 0.0, "OffsetMin (Y)": 0.0, "OffsetMax (X)": 0.0, "OffsetMax (Y)": 0.0 }, "Close after click?": false },
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Hi thanks for the feedback We've just tried the various inmenu content styles and whilst that works we'd like to preserve the pictures for the kit ... and have the player drill drown to view the content if they wish. Sorry for the noob question ... but where do I find which parent layer we are using in the ServerPanel plugin ? thanks
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Hi - Is there a fix / possibility to show kit content whilst still within the Server Panel ? Clicking the button opens the kit content, but in the background, behind the panel... only visible after you've exited the panel. Many thanks
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Thanks for the update - As a temporary fix i've scheduled the plugin to reload after server reboot and all good. Checking recent plugins for compatibility issues too. Cheers
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Thanks for the update. I really wanted to pick the vehicle up after use / return to inventory. I have downloaded : Works great
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Hi - Any update on the pickup problem .... I just bought / installed this plugin ... /callback works but /pickup doesnt - I get the same message: "the vehicle cannot be found or can't be picked up". Thanks
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Hi, we use Oxide There's no direct messages that give any clue to the failure after server reboot. If I reload the plugin everything good again ? o.reload VirtualQuarries [01.06 21:08:23] [CSharp] Started Oxide.Compiler v successfully [01.06 21:08:26] [CSharp] Started Oxide.Compiler v successfully [01.06 21:08:27] VirtualQuarries was compiled successfully in 1486ms [01.06 21:08:27] Unloaded plugin VirtualQuarries v2.5.4 by ThePitereq [01.06 21:08:27] Duplicate permission registered 'virtualquarries.sawmill' (by plugin 'VirtualQuarries') [01.06 21:08:27] Loaded plugin VirtualQuarries v2.5.4 by ThePitereq [01.06 21:08:31] VirtualQuarries was compiled successfully in 1486ms [01.06 21:08:31] Unloaded plugin VirtualQuarries v2.5.4 by ThePitereq [01.06 21:08:31] Fallback handler could not load library /home/container/RustDedicated_Data/MonoBleedingEdge/x86_64/data-0x56e2e5efcd00.so [01.06 21:08:31] Duplicate permission registered 'virtualquarries.sawmill' (by plugin 'VirtualQuarries') [01.06 21:08:31] Loaded plugin VirtualQuarries v2.5.4 by ThePitereq Not sure why it unloads / loads twice though !? Startup logs : Loading Scene Loading Oxide Core v2.0.4138... Loading extensions... Loaded extension CSharp v2.0.4149 by Oxide Team and Contributors Loaded extension MySql v2.0.3778 by Oxide Team and Contributors Loaded extension SQLite v2.0.3804 by Oxide Team and Contributors Unity version: 2022.3.41f1 Loaded extension Unity v2.0.3777 by Oxide Team and Contributors Loaded extension Rust v2.0.6846 by Oxide Team and Contributors Carbon to Oxide Extension Loaded! Version: 1.2.0 Switching to Carbon will have a positive impact on the performance of at least some of your plugins! Consider this! https://carbonmod.gg/ Loaded extension CarbonAliases v1.2.0 by ThePitereq Loaded extension Chaos v1.0.54 by k1lly0u Loaded extension ChaosNPC v3.0.35 by k1lly0u Loaded extension Discord v3.1.7 by PsychoTea & DylanSMR & Tricky & Kirollos & MJSU Loaded extension RustEdit v1.0.55 by k1lly0u [CSharp] Checking for updates for Oxide.Compiler | Local MD5: a143ee6da12e3c79696bd95d30a6330d | Last modified: 2025-08-25 09:21:28 [CSharp] Oxide.Compiler is up to date File permissions set for Oxide.Compiler [DiscordExtension] [Info]: Using Discord Extension Version: 3.1.7 Using Covalence provider for game 'Rust' Loading plugins... : : Loaded plugin VirtualQuarries v2.5.4 by ThePitereq : : [8.3s] Spawning World [0.8s] Terrain Mesh [0.8s] Rail Meshes [1.8s] Train Track Collation [3.7s] Processing World [RustEdit] - No ocean patrol path data found in map file Generated ocean patrol path with node count: 553 [42.1s] Ocean Patrol Paths Shutting down compiler because idle shutdown [3.7s] Finalizing World [Chaos] - Checking for updates... Compiler shutdown completed
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Hi Since Forcewipe we've noticed that after reboot the VirtualQuarries plugin isnt loading. Whilst it shows as loaded in our plugin manager... all the commands (eg /qr /vq etc) return "Unkown Command". If we unload / reload the plugin everything works fine until the next reboot. There's nothing to suggest conflict / errors in the log files. Very bizarre. Any help would be greatly appreciated. Thanks.
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Hi - I've a prestige kit that contains an item to give RP upon claim. The command is /rp add %username% <value> This works ... but only if an administrator claims the kit... Checking (server rewards plugin) it's clear that you need Admin perms to execute this this command. Is there a way to have the kits plugin execute commands as "admin" authority so that default players can claim this item ? Thanks