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Everything posted by Evox
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Hi Mals! I've been using your Lights On plugin on my Rust PvE server, and I really like the concept. I was wondering if you might consider expanding it with a few additional features in a future update. One idea would be to add support for Auto Turrets and improve the way electrical devices are controlled through permissions. For example, players with a specific permission could have automatic power supplied to their Auto Turrets, SAM Sites, refrigerators, and other supported devices without needing electrical wiring. However, it would be great if players could still use the normal Rust interactions, such as authorizing themselves on turrets and manually turning devices on or off, without the plugin automatically switching them back on. Another interesting feature could be a simple in-game UI where players could manage their electrical devices. For example: Turn all owned Auto Turrets on or off. Turn all owned SAM Sites on or off. Control other supported electrical devices. Enable or disable automatic power for different device categories. Ideally, these options would only affect devices owned by the player and would be available through permissions. I think something like this could be especially useful for PvE servers, where players often build large bases with many electrical devices. Would features like these be possible to implement in Lights On? I'd be interested to hear your thoughts. Thanks for your work on the plugin!
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Hello, I would like to request a small improvement to the HUD plugin. Currently, I can move the entire HUD using the Position settings, but I cannot adjust the position of the event icons separately. Would it be possible to add a separate horizontal offset setting for the event icons? For example: Negative values (-10, -20, -30) move the event icons to the left. Positive values (+10, +20, +30) move them to the right. Default value (0) keeps their current position. I only want to move the event icons without affecting the rest of the HUD, including the main HUD elements and close button. It would be great if this could be adjusted directly through the JSON configuration rather than modifying the plugin's source code. Thank you!
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Hello! I have one more feature request for your HUD plugin. Currently, the HUD clock uses Rust in-game time (TOD_Sky.Instance.Cycle.DateTime), instead of real-world time. Would it be possible to add the following options to Hud.json? Time Source: Rust Time / Real-World Time Time Zone: Europe/Oslo, Europe/Helsinki, UTC, etc. 24-Hour Format: Enable / Disable Automatic Daylight Saving Time: Support summer and winter time changes My Rust server is hosted in Finland, but I would like the HUD to display Norwegian local time (Europe/Oslo) in 24-hour format. For example, if it's 14:30 in Norway, the HUD should display 14:30, regardless of the Rust in-game time or the server's location. Ideally, these settings could be configured directly through JSON without modifying the original .cs file. Thank you!
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Excellent Plugin and Great Developer! Dungeon Events is an amazing plugin that adds a lot of excitement and new challenges to a Rust server. The events are fun, highly customizable, and offer a great experience for players. The developer is very helpful, listens to feedback, and is always open to suggestions. Really appreciate the support! Highly recommended for anyone looking to bring more unique and exciting PvE content to their Rust server!
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Hi! I have a suggestion regarding both Convoy and Armored Train. Your plugins have a configuration option that prevents players from looting crates until all NPCs and other enemies have been killed. However, there's a problem with helicopter loot crates. For example, if players shoot down the helicopter first, they still have to destroy the entire convoy and kill all remaining NPCs before they can access the loot. By the time they finish, the helicopter crates may have already despawned. I think it would make sense for all event loot crates to remain until the event is completed or ends, especially when the configuration requires players to eliminate all enemies before looting. Otherwise, players can lose rewards they were never allowed to collect. Could you please check whether this can already be configured, or consider adding an option to both plugins that prevents event loot crates from despawning while the event is still active? Thank you!
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- 14 comments
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- 1
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- #admin
- #adminpanel
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- 327 comments
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- 1
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- #industrial storage adaptor
- #expand storage adaptor
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(and 52 more)
Tagged with:
- #industrial storage adaptor
- #expand storage adaptor
- #farming automation
- #dung composer
- #horse dung collector
- #splitter
- #composter split
- #auto split
- #chicken coop
- #hitch & trough
- #beehive
- #furnace
- #drop box
- #planter box
- #small generator
- #composter
- #mixing table
- #cooking workbench
- #recycler
- #auto turret
- #sam site
- #flame turret
- #shotgun trap
- #snow machine
- #chicken coop auto pet
- #chicken coop sunlight
- #beehive customization
- #beehive growth rate
- #beehive production speed
- #beehive production multiplier
- #beehive xp increase
- #eggs production speed
- #industrial conveyor customization
- #industrial customization
- #planter box automatic seeding
- #planter box automatic harvest
- #special seeds
- #seeds
- #eggs auto hatching
- #instant grow
- #custom genetics
- #fertilize plant
- #gene
- #genetic
- #mining quarry
- #pump jack
- #halloween
- #livestock
- #cow
- #bull
- #calf
- #sheep
- #ram
- #lamb
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ExType: HarmonyException Failed to initialize plugin 'AdminMap v2.2.4' (TypeLoadException: Could not resolve type with token 010001d3 from typeref (expected class 'ProtoBuf.PerformanceReport' in assembly 'Rust.Data, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null')) at (wrapper managed-to-native) System.Reflection.MonoMethodInfo.get_method_info(intptr,System.Reflection.MonoMethodInfo&) at System.Reflection.MonoMethodInfo.GetMethodInfo (System.IntPtr handle) [0x00000] in <f98723dd4586469db5213ec59da723ca>:0 at System.Reflection.MonoMethodInfo.GetDeclaringType (System.IntPtr handle) [0x00000] in <f98723dd4586469db5213ec59da723ca>:0 at System.Reflection.RuntimeMethodInfo.get_DeclaringType () [0x00000] in <f98723dd4586469db5213ec59da723ca>:0 at MonoMod.Utils.Extensions.Is (Mono.Cecil.MemberReference mref, System.Reflection.MemberInfo minfo) [0x0008f] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at MonoMod.Utils.ReflectionHelper+<>c__DisplayClass20_0.<_ResolveReflection>b__23 (System.Reflection.MethodBase m) [0x00000] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at System.Linq.Enumerable.TryGetFirst[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate, System.Boolean& found) [0x0003f] in <8b0c76c7efa244bc95eeee75bf1314cd>:0 at System.Linq.Enumerable.FirstOrDefault[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x00000] in <8b0c76c7efa244bc95eeee75bf1314cd>:0 at MonoMod.Utils.ReflectionHelper._ResolveReflection (Mono.Cecil.MemberReference mref, System.Reflection.Module[] modules) [0x008fc] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at MonoMod.Utils.ReflectionHelper.ResolveReflection (Mono.Cecil.MemberReference mref) [0x00000] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at MonoMod.Utils._DMDEmit.Generate (MonoMod.Utils.DynamicMethodDefinition dmd, System.Reflection.MethodBase _mb, System.Reflection.Emit.ILGenerator il) [0x005f2] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at MonoMod.Utils.DMDEmitDynamicMethodGenerator.GenerateCore (MonoMod.Utils.DynamicMethodDefinition dmd, System.Object context) [0x00342] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at MonoMod.Utils.DMDGenerator`1[TSelf].Generate (MonoMod.Utils.DynamicMethodDefinition dmd, System.Object context) [0x00013] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at MonoMod.Utils.DynamicMethodDefinition.Generate (System.Object context) [0x00149] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at MonoMod.Utils.DynamicMethodDefinition.Generate () [0x00000] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.MethodPatcher.CreateReplacement (System.Collections.Generic.Dictionary`2[System.Int32,HarmonyLib.CodeInstruction]& finalInstructions) [0x006a4] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, HarmonyLib.PatchInfo patchInfo) [0x00059] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.PatchClassProcessor.ProcessPatchJob (HarmonyLib.PatchJobs`1+Job[T] job) [0x000be] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 Unloaded plugin AdminMap v2.2.4 by 0xF // dsc.gg/0xf-plugins could you pls check this, for now not working for me after update
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- 1,164 comments
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- 1
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- #loot
- #customloot
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Raidable Bases Pack & Loot Tables 1x, 2x, 5x, 10x - (Easy-Expert)
Evox reviewed StrongWolves's file in Bases
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- 1,164 comments
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- #loot
- #customloot
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If you want more nice txt in English, I can translate, so you can understand.. but you explain in good way. Thank you
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, Respect when you find time to answer. So . Everything is good, think i understand now. So like event start i use hook OnFishingHotspotsStarted, and when end I use OnFishingHotspotsEnded.
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Thank you Like ohotpoststart something like that
