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Everything posted by Khaled
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Edit the message and delete the attachment
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The bug has been resolved, and an update will be released Also, you cannot post any files because this conversation is visible to everyone
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Changed Status from Pending to Work in Progress Changed Fixed In to Next Version
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Changed Status from Pending to Not a Bug
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i get your point, and you're not wrong it is technically just fuel and ammo for the same vehicle The main difference on my side is how the plugin is structured. FuelMonitor is designed specifically around fuel systems only, and keeping it focused this way helps maintain performance, stability, and clean architecture Ammo handling (especially with weapon systems like Copter Weapons) introduces a different layer of logic, syncing, and edge cases that don’t really belong in a fuel-focused plugin Because of that, I prefer to keep this separated and handle ammo display in a dedicated plugin where it can be done properly without limitations or side effects
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Hey, thanks for the suggestion! The ammunition display for the attack helicopter is a great idea, but it falls outside the scope of FuelMonitor, which is focused specifically on fuel and vehicle-related metrics Adding weapon/ammo systems into this plugin would mix responsibilities and affect maintainability and performance I’m considering developing this as a separate dedicated plugin instead, where it can be implemented properly without limitations Appreciate the idea!
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- 16 comments
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Changed Status from Work in Progress to Fixed
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Changed Status from Pending to Work in Progress Changed Fixed In to Next Version
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- 8 comments
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Yes, permission tiers are possible (ammo only / toggle / full control) i can add that the link distance (3.0) is only for binding the box, After that, everything works by building ID, not distance and yes, it works with large bases (multi-floor, 50+ turrets). It’s optimized, but better to keep normal/slow settings for stability
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- 22 comments
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- #fuel
- #minicopter
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- 16 comments
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Version 1.2.0
90 downloads
Recycler Station adds a deployable recycling setup that lets players recycle items from their base without moving materials by hand between the recycler and its boxes. Place recyclable items in INPUT, and the station automatically processes them and moves the results to OUTPUT. Connect the boxes with industrial pipes, then let the station handle the rest. Take Your Rust Server to the Next Level Premium performance, lightning-fast support, and an exclusive 30% OFF using code KHALED - Features - Dedicated INPUT and OUTPUT boxes with industrial connections - Automatic recycling and transfer of results to OUTPUT - Optional Power In connection with a configurable power requirement - Configurable output transfer speed and custom recycling speed - Safe pause and restart when the output is full - Protected station parts and clean removal with /rs remove - Tool Cupboard placement and authorization checks - Purchases using resources, Economics, or ServerRewards - EN and RU language support - Permissions - recyclerstation.use - Commands - /rs buy - /rs help - Admin Commands - /rs give <player> [amount] - /rs remove - Config { "UseVanillaSpeed": true, "CustomSpeedMultiplier": 1.0, "OutputResumeDelaySeconds": 8.0, "Output Transfer": { "IntervalSeconds": 0.25, "AmountPerStack": 1000 }, "Power": { "Enabled": false, "RequiredPower": 5 }, "Purchase": { "Enabled": true, "UseResources": true, "UseEconomics": false, "UseServerRewards": false, "MaxPurchasesPerPlayer": 2, "ResourcesCost": [ { "Shortname": "scrap", "Amount": 500 }, { "Shortname": "metal.fragments", "Amount": 5000 }, { "Shortname": "metal.refined", "Amount": 50 }, { "Shortname": "gears", "Amount": 10 } ], "EconomicsCost": 2500.0, "ServerRewardsCost": 800 }, "Removal": { "Enabled": true, "RequireOwner": true, "RequireToolCupboardAuth": true, "CostType (None, Economics, ServerRewards)": "Economics", "EconomicsCost (0 = Free)": 250.0, "ServerRewardsCost (0 = Free)": 100, "ReturnStationItem": true }, "Debug": false }$19.99- 16 comments
- 3 reviews
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Changed Status from Work in Progress to Fixed
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Changed Status from Pending to Work in Progress Changed Fixed In to Next Version
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The update will be released within minutes
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Hi, thank you for the report. We’ve added a configurable missile spread and launch delay to prevent missiles stacking in one spot, which significantly reduces FPS spikes during large strikes (10–15+ missiles). The latest update should improve server stability.
