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Everything posted by ilineus
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Thank you so much!!
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Hi We love this mod and it makes our lives so much easier since we no longer have to memorise 100 commands. Now we are wondering if it is possible to run multiple commands at the same time? Our idea: I would like to set up a button that hides all plugin UIs with one click, a content creator mode so to speak. so that those can take screenshots or videos without all the UIs of the different plugins. To do this, the menu would have to be able to execute several commands at the same time. Thank you so much
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If you want to fix it by yourself: Replace Line 606 - 622 { -19318653, 3 }, // Hammerhead Bolt { -1127003365, 3 }, // Piercer Bolt { -357442017, 3 }, // Pitchfork Bolt { -759279626, 1 }, // Mounted Ballista { 1714509152, 1 }, // Ballista { -1827561369, 4 }, // Propane Explosive Bomb { 1831249347, 4 }, // Scattershot { -427072335, 1 }, // Knights Armour Helmet { -507248640, 1 }, // Wellipets Hat { -945708533, 1 }, // Knights Armour Skirt Plates { 547862680, 1 }, // Knights Armour Cuirass { -424687710, 10 }, // Medieval Barricade { 814297925, 1 }, // Medieval Large Wood Box { -380502678, 1 }, // Medieval Sheet Metal Double Door { -1654401345, 1 }, // Medieval Sheet Metal Door { 472505338, 1 }, // Medieval Assault Rifle { -482348853, 1 }, // Mini Crossbow Khan has already added the items, but the minus signs ("-") in front of the numbers are missing for the following items (already listed here corrected): { -1127003365, 3 }, // Piercer Bolt { -357442017, 3 }, // Pitchfork Bolt { -1827561369, 4 }, // Propane Explosive Bomb { -427072335, 1 }, // Knights Armour Helmet { -507248640, 1 }, // Wellipets Hat { -945708533, 1 }, // Knights Armour Skirt Plates { -424687710, 10 }, // Medieval Barricade { -380502678, 1 }, // Medieval Sheet Metal Double Door { -1654401345, 1 }, // Medieval Sheet Metal Door { -482348853, 1 }, // Mini Crossbow
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Hey there we get this error message since wipe: RadialMeni - Failed to compile: 'PhoneController' does not contain a definition for 'PositionToGridCoord' | Line: 938, Pos: 59
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Hi there, just a heads up: since the last update, wolves attack the NPCs again.
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same here
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JetSki - Failed to compile: 'IFuelSystem' does not contain a definition for 'AddStartingFuel' and no accessible extension method 'AddStartingFuel' accepting a first argument of type 'IFuelSystem' could be found (are you missing a using directive or an assembly reference?) | Line: 1294, Pos: 40
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i had the same issue. Make sure the plugin unloads before server restart. Since i made sure that the mod unloads first this problem was fixed for me.
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Version 1.0.2
20 downloads
A modern house built in an old ruin. You can still see the remains of the old walls. Large windows and a lot of space make this house a special place. Right next to it flows a small stream that turns this place into an oasis of well-being. Offer your players a special building place like this. Perfect for RP/PVE servers. In one of the rooms there is a hole in the roof that fits perfectly for a staircase or an elevator, so you can still build on the roof. The trees and plants in the pictures are not included, but they are spawned by the topology layer. Prefabs count: ~220 Modifiers: Height, Topology, Biome, Splat Installation: 1. Download file 2. Unzip the file and copy the folder to RustEdit\CustomPrefabs 3. Open RustEdit and place the prefab 4. Apply the modifiers (Height/Topology/Biome/Splat) Skins: I am happy to share with you suitable skins for your skin mods (you will find the ID's in the READ ME file): Big Window (Garage Door) Large Window (Garage Door) Glass-Wood Door (Sheet Metal Double Door) If you have any questions or problems, feel free to contact me on Discord: ilineus - J.A.R.V.I.S.#5700$3.49 -
Fix: Replace FindItemUID with FindItemByUID
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MiniPlate - Failed to compile: The type or namespace name "MiniCopter" was not found (possibly a using directive or an assembly reference is missing). | Line: 97, Pos: 30
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LSkins - Failed to compile: "PlayerInventory" does not contain a definition for "FindItemUID", and no accessible FindItemUID extension method could be found that accepts a first argument of the type "PlayerInventory" (a using directive or an assembly reference is possibly missing). | Line: 717, Pos: 49
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@MrLiquidI have it too and i like the interface better than this one, it's easier in my opinion. I already wrote to the dev about some problems with it (conflicts between bought DLCs and the mod) and also suggested the /bskin build command. I hope he will work on it, so it's as good as this free one was. @Scalboxcould you also dm me when your mod is ready? i am also interested in your version.^^
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OMFG! Thank you so much! Your are the best!
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That would be awesome! Our players would love you for that ^^
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Phew i thought i made something wrong since i also couldn't find it.. I hope there will be an update:)
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I don't get the error above but it doesn't show the new brick skin am i doing something wrong?
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I get this error after todays update: Error while compiling: LSkins.cs(1295,22): error CS1061: Type `ItemCraftTask' does not contain a definition for `owner' and no extension method `owner' of type `ItemCraftTask' could be found. Are you missing an assembly reference?
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oh sorry didn't see your question: it switched the skin back to what was in the bskin settings. but now with the newest version it works! ^^
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Hi there, i have just tested the new version, and the conflict still appears.
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Oh awesome! Thanks. If you need a test person, just dm me on discord: ilineus - J.A.R.V.I.S.#5700 Happy to help
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yeah i second that, players aren't very smart sometimes I even notice that some players have trouble with the new gui and don't quite understand which skin they currently have active (i know for some it's quite logical). we have the abbreviation "DAU" in german which means "the dumbest user to be assumed"
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Hi, we have just found a conflict between the DLC owners and this mod: since by default the skins are not activated in Bskin (which is good) it always triggers a conflict as soon as someone tries via DLC to skin his buildings - so without that he first activates the skin in /bskin. This has the consequence that you see as an example for a millisecond the wall as adobe and then Bskin forces (from mod point of view logically) the wall or whatever back to stone. It is a bit complicated to explain so here is the process: - player joins for the first time and owns the adobe DLC - bskin has by default the DLC skins not activated (which is good) and so stone = stone and sheet metal = sheet metal - player does not know about bskin and wants to skin his wall to adobe with the hammer via DLC - wall changes to adobe for a very short time and then it changes back to stone because bskin has activated stone Is there maybe a way to set it to bypass for the DLC hammer function?
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Hi there, no biggie, just that you know the images on imgur has some problems with loading since the "too many requests" error. Have a great day:)