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Cuda

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Everything posted by Cuda

  1. Cuda

    Lag issue

    I will screenshot it when the event starts again but the chinook that brings Bradley to the airfield drops a locked crate as well as Bradley. I have Chinook Drop Randomizer plug-in so it may be related to that.
  2. Cuda

    Lag issue

    The Facepunch.Pool pooling system changed about 5–6 months ago. It could be related to that. You might also be spawning things into the Rust world too quickly. Send me the exact error code so I can give you some ideas if the issue is still happening. Once you read data from the game, you shouldn’t keep reading the same data over and over again. You should only update the dictionary you created when something changes in the Rust world, using hooks. Hagen sent this to me on discord in the server owners section.
  3. Cuda

    Lag issue

    I didn't see any lag on the previous version
  4. Cuda

    Lag issue

    Update: AirfieldEvent v1.6.7: I received a Packet Flooding: Player Tick kick immediately when the event cargo plane flew off the map. In latest.log, [AirfieldEvent] Cargo plane flew off the map is directly followed by my Player Tick flooding kick. Server saves immediately beforehand were normal/fast. This has only been observed once so far, so I'm reporting it as a correlation rather than confirmed causation.
  5. Cuda

    Lag issue

    It also appears that now when the chinook drops Bradley off, an extra locked crate is spawned.
  6. Cuda

    Lag issue on closing

    When JZ Event closes, it creates a massive lag and rubberbanding issue which kicks player as well. Prior to the navmesh update, it was fine. For my mods, I had to have the events close in batches. Everything closing in one frame is now a means to create lag. I had to remove it from my server for now. Hope this helps.
  7. Cuda

    Lag issue

    When Airfield Event closes, it creates a lag and rubberbanding issue. Prior to the navmesh update, it was fine. For my mods, I had to have the events close in batches. Everything closing in one frame is now a means to create lag. Not sure if your plugin does this but I hope this helps.
  8. Cuda

    DLC Components Boxes not stacking

    Just loaded the StackEverything mod again, no changes to the config. Still could stack components boxes.. Config was originally set to false for component boxes, I changed to true. on line 170: "Enable Stacking": true, I tried to stack the Wood component box after the config was set to true (and reloaded the mod) with no success. I then tried to stack the Ammo component box (since it is the first component box type in the config list and the only type of component box that is not in the "Related Entities": list, and the Ammo components box then stacked with no issue. I then tried the wood component boxes and it also worked as intended. It seems as if the ammo boxes had to be stacked prior to the remaining boxes working. Thank you for correcting the stacking issue,
  9. Cuda

    DLC Components Boxes not stacking

    Bumping the post
  10. Version 1.0.0

    92 downloads

    This is a sample expert base from my 89 Raid Base Pack. I'm putting it out there for free so you can get a feel for how my bases are built. The traps and sneaky defenses will provide your players with a challenge they think they are ready for, but my bases may make them re-think their approach. It looks open, it and looks easy enough that players will not bypass it and go do one of your medium/hard bases that they farm all day. Rust players generally take the easy route... put some challenging fun back in their game. Put this on your server and watch your seasoned players reactions. Leave feedback/star ratings etc. and go to my 89 Raid Base page and share your thoughts in the discussion area after your players experience the defenses. Again, this is free, asking for feedback is a small price. Note: I did not put all of my tricks in this base. This base shows a bit of defense placement and angles of defenses that make them sneaky. My defenses are unique and if you want them, the 89 Raid Base pack has them.
    Free
  11. Cuda

    DLC Components Boxes not stacking

    StackEverything.json
  12. Hi, I just got the mod and set perms. I can stack vanilla large wooden boxes. I try with the Components DLC boxes, and they do not stack. I can place one Components box, and stack vanilla large wooden boxes on it, but not allowed to change the skin with the spray can (attempting DCL box skins) I can spray standard vanilla box skins. Had a report of components boxes that were stacked by my previous mod being broken. The player isn't online so I cannot elaborate further on this. Was I mistaken to have thought that the components DLC boxes would stack? Or am I missing something in the config? The only change I made in config was default permissions: "default": { "Priority. (lower = higher priority)": 100, "Maximum number of stackable entities": 3, "Exclude stacking of these entities": [], "Maximum stack number per entity": {}
  13. Version 1.0.1

    4 downloads

    89 Raid Bases — Easy to Nightmare - 5 difficulties - balanced loot tables and an unreasonable amount of time spent figuring out new ways to kill players. I built these bases around one simple idea: If nobody wants to raid your raid base, what's the point? People see a full HQM base and just say "nope". Players will admire it from a distance. Then they'll go raid a different base. These bases are designed to get into the player's head. They intentionally do not look aggressive. In the higher difficulties expect hidden defenses, delayed doors, sneaky layouts, and a false sense of security just to make players think: "This looks easy." Easy & Medium - Built for new players and fresh-wipe spawns. These are intentionally forgiving so players can learn, have fun, and actually feel like they accomplished something. Hard - For the **average Rust player**. Challenging without being a ridiculous jump from Medium. Players should start learning to raid efficiently here—and the loot is balanced accordingly. Expert & Nightmare - For seasoned players who think they've seen everything.... they haven't. Shooting Galleries - No boom required. Win the game. Get the loot. The shooting galleries increase in difficulty too, giving players a chance to improve their aim while earning something for it. Because shooting things accurately should be rewarded. Loot - Loot tables (Included) are balanced by difficulty with the goal of rewarding **efficient raiding**. Raid smart → profit. Raid like a lunatic → go back to Easy raids to build up boom again. Make sure to "Remove Locks When Event Is Completed": true, for every difficulty in your Profiles folder. Some bases depend on that. https://youtu.be/UsSPXTnPDvI Easy Bases https://youtu.be/01fKG9LXknw Medium Bases https://youtu.be/Tu7bQLSsOCI Hard Bases https://youtu.be/C7_dbg94Xgo Expert Bases https://youtu.be/hlArC0uBiSY Nightmare Bases
    $60.00
  14. Cuda

    Raidable Bases

    This mod is so versatile, Nivex has covered every option you can think of and then some. Hands down the best mod on Codefling. My players rely on this to not get bored with the game.... Essential for PVE servers!
  15. anyone have it? Error while compiling AbandonedCabinsEvent: The type or namespace name 'AbandonedCabinController' could not be found (are you missing a using directive or an assembly reference?) found it swamp_c
  16. Cuda

    OPERATION FORTRESS

    does this work with TruePVE? bumping this question
    OMG, my server loves this event! Challenging and set up perfectly! This would be a great addition to any server.
  17. Cuda

    Custom Entities

    Would a loadable prefab include ridable entities? Say I design a new attack heli model.... would it replace the existing attack heli skin and operate the same as vanilla?
  18. Great little event, my players love it. How do I lower the compass anchor? it is settling in over my InfoPanel.
  19. Version 1.0.0

    1 download

    This is a Raidable Base JSON file. Give your players a break from the typical boring raid bases and present them with a rewarding challenge. I have built many shooting galleries, and this one is by far the most challenging. You are welcome to come try out this Raidable Base Shooting Gallery on my server (Search in modded servers for "Rusty Barracuda".) Upon request I will spawn the base, give you gear, and let you test the various Shooting Galleries and the Escape Rooms that will be coming soon (Every base is fully tested before going live). This will be for you to test only, and you will not keep the loot or gear as this is a live server. PvP and PvE both work for this base. This Shooting Gallery escalates in difficulty and has defenses in place. The escalation of difficulty includes target distance increase, and door opening time decrease. When you reach the goal at each shooting gallery, the passage opens up to the next section (3 sections total). There is even a parkour section. Sneaky doors open when you least expect it to reveal turrets. Defenses are well hidden and will surprise even the most seasoned players. You can place this JSON file in any difficulty you wish depending on your server set up. The loot is based on your RB loot table and includes a few extra prizes in the TC core. Your Raidable Bases file should be set up to remove all locks when all boxes are emptied (completing the raid), This base is not dependent on that, but it is a nice touch. The base is built on stilts due to its size and the land formations impeding into the foundation flooring. Trying to blow up doors to get to the next section is discouraged by having multiple doors between sections that open when the shooting gallery prior is completed. Loot is scattered throughout the base and is a fun challenge to reach. Repair benches, repair materials, and 5.56 ammo is included in the base but can be removed. This base is not a RAM hog. To put in your base rotation for Raidable Bases, rename the file to suit your format, e.g. "raidexpert1" and place in the Raidable Base / Copy Paste file. If you purchase this file, please leave a review once you've tested it. Positive and negative feedback are welcome and if an issue comes up, it will be resolved immediately.
    $5.00
  20. Using AI is not going to teach you the rudimentary skills of coding. My previous statement was not directed at you; it was geared to encourage anyone to learn the coding instead of relying on a new technology. The new tech is great, but if you don't learn the basics, how can you say YOU are a coder? Defensive extremism is not the route to take. I am still learning to code myself and no I do not code by writing it in binary.... ridiculous statement received as passive aggressive. Maybe that wasn't your intent. Good luck in the world of coding though, luckily now there's plenty of info bouncing around to assist you on your journey.
  21. Using AI is like cheating in Rust..... if you are going to code, learn to code. Don't take the easy way out that ruins your credibility and reputation.
  22. Death, do you load these bases into a game to check functionality? If so, how did you like it?
  23. Cuda

    CINEMATHEQUE I

    This is definitely original. Refreshing to see new Ideas once in a while. Great work Theo!

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