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BR_Rust_Nation

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Everything posted by BR_Rust_Nation

  1. BR_Rust_Nation

    Clans

    Mevent Is there a possibility of setting a cooldown for a player to enter or leave clans? because many players abuse entering and leaving to be able to bypass cooldowns in plugins such as abandoned bases or raidable bases.
    If you need to limit things, this is the right plugin for you! The latest update added Entity Groups, which made this plugin even more perfect than it already was. MON@H did a great job.
  2. try "assets/prefabs/deployable/windmill/electric.windmill.small.prefab"
  3. I received reports from two different players that their signals ended up like this and didn't return to the inventory. One of them reported that they were in the Compound and tried to play again, but ended up flying. I tested it by killing Bradley and attempting to play the signal again, and the same thing happened where they ended up flying. Usually, the signals have always returned for me, but there's a possibility that this might not occur. Could you please check if there's an issue with this? Thank you. This is happening when the player is on cooldown to call another bradley. The flags are purchased by the bdgive medium {userId} command through the shop, I don't think this is causing any problems. I have been using this plugin since 04/02/2023 and had never received a report about it. It rarely happened in the past that I played the suply but it didn't come back, but it was very rare indeed.
  4. Oxide.Rust Version: 2.0.6089 Protocol: 2515.244.1 Build Date: 12/07/2023 21:02:41 Unity Version: 2021.3.29f1 Changeset: 90943 Branch: release I'm using this version
  5. I don't know if it's just me, but I've been receiving the "No privilege found" message since the last emergency update, I updated it 6 to 7 hours ago.
  6. Could you create categories like "Plant Box" to encompass all types of plant boxes? Facepunch has now started creating identical items like plant boxes with different prefabs, and I limit plant boxes, but this new prefab counts separately. Or perhaps create categories for us to categorize prefabs. For example, I create the category "Lights" and put the Lights prefabs in it, limiting it to only 10. Each type of Light placed that belongs to that category would count 1 less toward the limit of how many can be placed. Ex "Light": { "Limit Total Entity": 100, "Limits Entities": { "assets/prefabs/deployable/ceiling light/ceilinglight.deployed.prefab", "assets/prefabs/misc/permstore/industriallight/industrial.wall.lamp.deployed.prefab", "assets/prefabs/deployable/playerioents/lights/simplelight.prefab": }
  7. BR_Rust_Nation

    Horse Lock

    Sorry, I thought I had already updated the day before. Now everything is working! Consider doing something similar for cars (the game's original car elevator lock is very flawed) Thanks again for your work on this plugin.
    A great plugin for protecting horses on PVE servers, say goodbye to horses using lock or codelock when using this plugin. Thank you, ZEODE for creating this.
  8. BR_Rust_Nation

    Horse Lock

    @ZEODE Thank you for this plugin it helps a lot on my PVE server, could you check something? People can still lead a horse and take it out of other people's TC.
  9. I'm using the PvE Mode in the convoy event, and I've noticed that even when I set the event to lock with 1 damage, other players nearby are still being attacked, and bases of players who didn't attack are taking damage. I'm not sure if the issue is with the PvE Mode or the convoy itself. Could you please check this? I asked KpucTaJl this same question and he said that this might be something in the pve mode implementation in convoy. If you could take a look at this that would be great.
  10. I'm using the PvE Mode in the convoy event, and I've noticed that even when I set the event to lock with 1 damage, other players nearby are still being attacked, and bases of players who didn't attack are taking damage. I'm not sure if the issue is with the PvE Mode or the convoy itself. Could you please check this?
  11. Is there a possibility to add to exchange base skins between DLC automatically? in the same way that happens when he updates the grid? Without the person having purchased the skin.
  12. BR_Rust_Nation

    ZLogs

    "Do you have any information on performance usage already? I'm interested in this plugin, but I'm concerned that on a server with 50 to 100 people, the number of tasks being carried out might in some way compromise the server's performance. Congratulations on your work on this plugin."
  13. It's the same thing I asked a few weeks ago, if it was possible to add the Guarded Crate event https://umod.org/plugins/guarded-crate. I think at the time, the response was that it wasn't the plugin's intended purpose. It works similarly to boss monsters, but instead of bosses, there are scientists that need to be killed to open a locked crate that randomly drops with varying difficulties throughout the map.
  14. I received the same feedback from players.
  15. I posted about this on August 21st but didn't receive a response. It started after an update a few days earlier. The only solution is to increase the time it takes for the convoy to start moving again. What's happening is that its timer to start moving is counting even when the player is attacking.
  16. This works, but the /remove won't be able to remove it, only if you use the admin remove command.
  17. I'm not saying that this is causing the flyhack, it's the Facepunch update that is. The issue is that the player is losing the purchased raid(/buyraid) due to the disconnect caused by the flyhack.
  18. Resolved Another issue with this: "ixed issue with owner being prematurely reset when disconnected" I think the change in this is causing a problem because a player just reported to me that they took flyhack on a ladder (this is happening a lot in this forced wipe), and when they returned, the raid interface no longer appears, and they can't deal damage, place ladders, or anything else, even after leaving and re-entering the base. Their base was purchased using /buyraid.
  19. @nivex I use the cashr revive button plugin, which was working normally until today's update. A player reported to me that when they die and revive, they are being thrown out of the dome. This happened when they died on the second floor and on the roof of a base. The issue doesn't occur on the ground floor. Is there any option responsible for causing this, or could it be a problem?
  20. How did you turn it off?
  21. I believe that only Facepunch can make these changes.
  22. I think this has something to do with the Facepunch update because the quarry looks like it's functioning even when it's turned off; it seems like its model has been changed.
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