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File Comments posted by xNullPointer95
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4 hours ago, MetalHead said:
Which Discord should I contact you on and what files would you like me to send ?
Regards
MetalHead
https://discord.com/invite/rGm7VS5ERc
The problem is if you dont have any logging about the affected players, online states and entityowner history its kinda hard to find out - I had a similar case but just once (never appeared anywhere else) and it was proofable that the foundation owner was different even if they told that guy was online which was not correct and visible in online logs through BattleMetrics.
Dont understand me wrong, im fully available to investigate this, but without data its impossible todo a backwards analysis.
- What you could send is the online history of the affected players in that one building, the date/time when the purge happend - So we could check in the rust db when they was online, but still we dont know if there was someone else like a 3rd, 4th player
I will add further logging to fully comprehend this in the future since this is the 2nd time. - The plugin is over a year old (always updated of course) but dont have any other complained regarding this and i already checked it once, and its impossible todo it but i'd like to help and understand
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19 hours ago, illknown said:
i will give it a go, so to add prefix's without permissions i just delete the permission line?
Just add some prefixes to yourself and enable the trading, after that you will see a "Trade" Tab in the "/xcs" command
You could also hop on discord https://discord.com/invite/rGm7VS5ERc to make life and communication easier
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2 hours ago, MetalHead said:
@xNullPointer95I get that but both players were online at the time of it happening, they were both stood in the base when it disappeared so both players were online. Both players were also building a new base and it also disappeared along with their original base. I've been using the plugin forever now and it works flawlessly but last night out of the blue it just deleted the bases even though both players associated with the bases were online at the time. Very odd. I then used a backup of the server to bring it back to how it was 20 hours prior to it disappearing and the original base was there but within 40 - 45 minutes of building the new base again it did it again and both bases disappeared. I used the backup again to bring back the main base but disabled the plugin for the moment to figure out why it's deleting bases even when both players associated with the base are online.
Im sorry for happening in general.
Hop on discord and give some files, logfiles, user states history etc., in best case a proof that nothing was built by someone elses house. This is how i can check it and we should check it, but only with text is impossiböe to comprehend it.
Thank you
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11 minutes ago, MetalHead said:
@xNullPointer95The plugin has started to delete bases for no apparent reason, even when players are on the server. Any ideas ?
Foundation Owner was not the player who lived there, like taken over a home - I had a similar case were we could proof out of server logs that the player didnt build the whole base.
Example
2 Players
Purge set to: 24hours
One player builds the foundation, second player continues the rest of the whole building and continues to play - The first player isnt online for 24hours - The whole building will break due stability since the entities are purged from the player who build the foundation.
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51 minutes ago, illknown said:
ok so i have to make the prefix's ?
Sure you have to - Players can sell prefixes if they own it, they cant sell a prefix if they dont have it.
Just enable it and test it out
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1 hour ago, illknown said:
Hi , so just wondering how the trade system works with it
Hi, when enabling it (requires Economics Plugin), players can sell there Prefixes and others can buy it.
PlayerCanSellPermissionBasedPrefix will additional allow to sell permission based prefixes, so permission is revoked from seller and granted to buyer.
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14 hours ago, Beardedmoose said:
Sorry, for some reason I didn't get an email that you had responded. I see the fix and will apply it at server restart tonight. Thank you!
Not a huge deal and honestly not sure if it's worth patching but the industrial items don't use the stack modifier either like the autocrafter and conveyors. We have a 2x server and only 1000 wood would pass into furnaces and refineries as an example.Hi, the conveyors works i've tested them - Im unsure about autocrafter, anyways can you please hop on our discord or write me on discord to stop in the discussion page here? Alternatively theres also a support section for each plugin page, so we dont spam the discussion page here with a support inquiry.
Thanks
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On 6/6/2026 at 4:05 AM, Beardedmoose said:
First, Thank you for the plugin.
When adding items to the cooking benches the stack sizes are vanilla and not using the modified values, Is this intentional or can you add this feature please? This specifically happens when you shift click on a recipe to do a max cook, you can however manually drag in the extended stack sizes.Shift-clicking recipes at cooking workbenches now respects modified stack sizes.
Fixed in: v1.1.6
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18 hours ago, Beardedmoose said:
First, Thank you for the plugin.
When adding items to the cooking benches the stack sizes are vanilla and not using the modified values, Is this intentional or can you add this feature please? This specifically happens when you shift click on a recipe to do a max cook, you can however manually drag in the extended stack sizes.Hey,
thank you - I'll check that when im home again (Evening)
Please send me your config via PM or Discord
Thanks
Edit: Came home late, will check tomorrow and fix if needed.
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8 hours ago, Blocks9250 said:
how do i add extra groups?
To create a group use default oxide/carbon command.
Oxide: o.group add <GroupName> - Example: o.group add vip
Carbon: c.group add <Groupname> - Example. c.group add vip
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7 hours ago, z0z1ch said:
Hi!
Thanks for adding the metal detector and multiple console commands!
Are there any plans to add any other features from the options suggested above?I didnt forget 'em - Will need to check what makes sense and what all wants

For now i've added this atleast
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On 5/18/2026 at 1:21 AM, z0z1ch said:
Hey! Love the plugin — a few ideas for more flexibility:
Split Slayer into Hunter (animals) and Fighter (NPCs/PvP).
Per-NPC XP by prefab and/or display name — important for Better NPC, where many NPCs share one prefab but have different names.
Metal detector skill — XP on successful digs.
Fishing skill — XP per caught fish type (by shortname), if different catches can be detected separately.
Multiple console commands per level reward (not just one).
Raider skill with Raidable Bases support — configurable XP per base level/difficulty.
Thanks for your work!
Multiple console commands per level reward and Metal detector skill added in v.1.8.0
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6 hours ago, z0z1ch said:
Hey! Love the plugin — a few ideas for more flexibility:
Split Slayer into Hunter (animals) and Fighter (NPCs/PvP).
Per-NPC XP by prefab and/or display name — important for Better NPC, where many NPCs share one prefab but have different names.
Metal detector skill — XP on successful digs.
Fishing skill — XP per caught fish type (by shortname), if different catches can be detected separately.
Multiple console commands per level reward (not just one).
Raider skill with Raidable Bases support — configurable XP per base level/difficulty.
Thanks for your work!
Hi, thanks for ur feedback and suggestions.
Will see what i will do
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14 hours ago, eov-dev said:
Hey, I think last update broke the plugin;
Error while compiling xNoBleeding: 'PlayerMetabolism' does not contain a definition for 'SendChangesToClient' and no accessible extension method 'SendChangesToClient' accepting a first argument of type 'PlayerMetabolism' could be found (are you missing a using directive or an assembly reference?) | Line: 127, Pos: 35
I forgot to write it here, but its fixed now
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47 minutes ago, eov-dev said:
Hey, I think last update broke the plugin;
Error while compiling xNoBleeding: 'PlayerMetabolism' does not contain a definition for 'SendChangesToClient' and no accessible extension method 'SendChangesToClient' accepting a first argument of type 'PlayerMetabolism' could be found (are you missing a using directive or an assembly reference?) | Line: 127, Pos: 35
Thank you for letting me know, your completely right! Ill update when im at home today
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2 hours ago, Airpex said:
it seems it got no persmissions so its used for all on server, right?
Yes - But will update today since it makes sense to add a permission.
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7 minutes ago, Infidel said:
Does this support Levels from the Skill Tree plug in?.. If so, i'd be more interested in this.
Hop on our discord https://discord.gg/rGm7VS5ERc - I dont own SkillTree Plugin, but i do have customers which uses SkillTree didn't hear anything yet about any issue with it.
Join the discord so we can continue talking what exactly you mean.
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1 hour ago, Airpex said:
how is it when the banned person build a base but the team is still there, does it remain?
No, it doesnt keep the banned players part just because teammates are still in the team.
So in a shared base:
- Anything owned/placed by the banned player gets removed.
- Anything owned/placed by other teammates stays.
It does not check team/clan/TC authorization before deleting.
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2 hours ago, MiMiLand said:
Does this product also work with other plugins like Sentry Turrets?
Aslong as the component is "AutoTurret" it will work, but i cant guarantee/confirm it, since i dont have the Sentry Turrets Plugin to test.
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27 minutes ago, LoneWolf71 said:
seems a little high as there is another umod plugin that does basically the same thing free. What are the differences here?
If we mean the same one, i can clearly see a difference by my images and description if you've read it.
- Chat Styles UI
- Chat Styles Web Editor
- Permission-Based Styles (Add as much permission as you want, each permission can have different styles)
- Non-permission Styles
- No overlaoded configuration file
- Trade Prefix System (Optional)
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4 minutes ago, MAIN said:
Hi there,
I'm considering purchasing your "Chat Styles" plugin, but I have a few questions about its capabilities before I buy.
I'm looking to integrate it with a clan system on my server. I need to know if the plugin allows managing prefixes through console (F1) commands — specifically:
Adding/removing prefixes to players via console. For example, when a player is added to a clan in-game, I want the server to automatically send a command that adds the corresponding prefix to that player.
Creating new prefixes via console. When a clan is created, I need to automatically create a new prefix for that clan (setting the prefix text and color) through a console command.
Are these features supported? If not, does the plugin provide any API or alternative way to achieve this kind of automation?
Thanks in advance for your help!
Hey,
yes there are console commands to add/remove - Remove is a bit tricky with providing index - It will work with removing prefix by name on todays update.
Since you want an automation for adding/removing prefix it would be best to use permission based style.
As of your text it looks like u can shoot console commands when someone entered/left a clan.
- For instance you could use permission "xchatstyles.clan" when someone enters the clan and revoke it on leave - so it will automatically added/removed.
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31 minutes ago, NINJA WORKS said:
We haven't tested it yet, but we'll consider it based on load time and performance.
It can be done in a performance optimized way without ImageLibrary - I did it myself for the skill system.
Im just asking because i'd like to buy it but not with ImageLibrary Requirement
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Hey, can you do a custom imagecache so we arent forced to use IMAGELIBRARY?
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That looks sexy as hell, well done

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Just now, V1P3RF1GHT3R said:
is there an option to have it default off ?
No
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Just now, V1P3RF1GHT3R said:
Can we have an option to move minihud please if its auto default for new players its gona be overlapping for me lol
Hi, each player can move the mini HUD already.
-> Click the HUD Button on the mini HUD, arrows will appear to move it - Position is per player then.
As serveradmin you can define if mini HUD is "left" or "right" by default.
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On 3/7/2026 at 5:50 PM, V1P3RF1GHT3R said:
the xp that pops up in middle is there a way to move it out of center of screen ?
Added in v.1.6.0 (newest version)
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Just now, V1P3RF1GHT3R said:
the xp that pops up in middle is there a way to move it out of center of screen ?
No - I will give an option on the next update to select between some areas.
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Looks awesome!
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3 hours ago, Notz said:
Thanks for the info!
I bought the plugin and I love it. Don't worry about the limit, I think it's fine for now.
After testing it, I think it could be improved quite a bit if you added an IO entity - permission relationship. That way we could offer automation of some items with VIPs. For example, in my case, I would be interested in offering VIPs the option of not needing power for sprinklers. I'm sure they would appreciate it as a VIP perk.
Hey, thank you for your purchase and your feedback.
I will think of that, doesnt sound that bad
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5 hours ago, Notz said:
Would it be possible to add a limit for each type of IO entity? If that limit could be extended with permissions, it would be great to offer it as a VIP benefit.
On the other hand, what happens if the plugin is unloaded? Do the entities continue to function or do they all shut down? I am thinking about how to manage this in the purge of a PVE server, as I would like players to be unable to place additional automatic power turrets during a raid.
Thank you.
Dont laugh, i just woke up and opened my eyes before, just answered fast so you dont feel im ignoring you
On unload only new entities gets vanilla behavior. The already placed entities will continue working with wireless power. (Commands will not work anymore since they are getting unregistered automativally when plugin unloads) - So after unload new placed IO Entities has vanilla behavior. This brought me now to the idea to have a new config to decide if wireless power behavior stays patched or not.
Regarding the limit: You mean a placement limit right? So example if you have configured "ceilinglight" -> "5" you can only place 5 ceilinglights after placing a 6th it would say like "Limit reached 5/5" or so, right? Is it really needed or is it specifically ment for auto turret?
Question: Do you use any plugin to detected a raid?
Thank you
Btw. you can join our discord to communicate faster https://discord.gg/rGm7VS5ERc
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41 minutes ago, EMSO said:
Will check it out
Glad to hear
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13 minutes ago, Dead Nasty said:
ok thanks, was just curious what extra features they have.
Youre welcome
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32 minutes ago, Dead Nasty said:
Whats the difference? https://umod.org/plugins/auto-doors
The initial reason for it was that AutoDoors from uMod didn't work anymore when i made this and last update was 2 years ago before.
I used it on my own server before, and made this so i had my own working AutoDoors again.
Anyways - Imo its to much config (also each door has to be configured) - Some people might prefer this or this, i just offer it, nobody is forced to buy it.
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30 minutes ago, Perfectangel01 said:
Does this have different permissions for the amount of uses per day.
Like default can have 3 and vips could have 6.
I guess we didn't get a full config preview..No, the plugin is as described on the plugin page...
If "RequirePermission" is true and you grant a user Permission "xmarktoteleport.use" he can use it and the config gets considered.
If "RequirePermission" is false all can you use the plugin by default.
If you wish that there are more features you can suggest it. Im always open for it
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1 minute ago, maxalt said:
Thank you for the quick reply!
Really? That’s great to hear!
At the moment, turrets that are mounted on ceilings or walls will only detect players after they are attacked.
If the player doesn’t shoot first, they can simply walk past the turret without being targeted, which defeats the purpose of having a turret at all.
You are welcome.
Oh thats not cool - Just use Rust defaults then
This plugin doesnt touch attack styles or whatever, its only about the firing arc. to grant a 360° detection
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3 minutes ago, maxalt said:
Nice to meet you!
I have a question.
Does this plugin also apply to auto turrets that are generated inside Raidable Bases?
Currently, I’m using Raidable Bases built with Fortify.
I have turrets placed on walls and ceilings, but in that state they don’t seem to correctly detect players.
If this plugin can apply to those turrets as well—so that any turret, no matter how it’s placed, can correctly detect and attack players—then I would buy it immediately.
Hi, tbh i didn't try it, but it patches its firing arc, so im pretty sure it will work, since the core behavior of AutoTurret (which is shared by all auto turrets) will be patched with a HarmonyPatch
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3 hours ago, Lumin said:
I was thinking about purchasing it, could you make it work with Economics and when the last few people win they receive random abouts of RP CASH as a reward
Economics Support added in newest version. (v1.0.2)
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Hey, @Lumin,
i can indeed do that.
You can join our Discord to make communication faster if you want
https://discord.com/invite/rGm7VS5ERc
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3 hours ago, Bermuda said:
Cool Plugin Bro, but can you add a reason to leveling up. Can you add a progressing system like, when we chop wood Level 1 = 1.0 Rate, Level 2 = 1.1 Rate until Level 100 for x10 Rate. I would buy your plugin instantly then!
Hi, thanks for your feedback - So you mean to increase the gathering rate depending on its level -> Sounds interesting.
I will check it and it might get added with a configuration if gather rate should increase on the level
Edit: Added Gather Rate depending on its level and more in UPDATE 1.0.7
Auto Purge
in Plugins
Posted · Edited by xNullPointer95
I understand - You can still join Discord if you want to make communication easier so we dont spam the discussion thread since its a support inquiry and if i have questions its simpler and faster
#
I added it to my todo now:
BR