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SlayersRust

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Everything posted by SlayersRust

  1. How would players know about this plugin on the server? Are there any automated messages sent to the player saying play this many more hours on the server ton get free vip?
  2. did the text size on the /st foragers intuition get changed on purpose? and is there any chance it can go back to how it was? the large text clutters the screen when theres lots of plants **This was some input from my players
  3. The new oilrig scientists no longer give any XP, do they have a different name that I can add to the config? *Nevermind I found the name was scientist2
  4. Players so far love the terrain of the map but many reporting lack of diverse custom build zones and way to few of them. Players are starting to get accustom to 12 to 30+ build "X" zones on maps for 100x servers. The few that are on this map are taken quickly and all look similar. If I could make one recommendation to have people keep buying the maps in the future would be to spend more time adding a dozen or more X build zones and more different varieties and much larger ones. Thats all my feedback from my regulars, thanks for listening Otherwise cool map terrain to explore
  5. Error while compiling DoubleJump: 'Effect' does not contain a definition for 'reusableInstace' | Line: 179, Pos: 32
  6. 199 WarMode - Failed to compile: 'Tugboat' does not contain a definition for 'IsAuthed' and no accessible extension method 'IsAuthed' accepting a first argument of type 'Tugboat' could be found (are you missing a using directive or an assembly reference?) | Line: 3589, Pos: 31 Broken for forced wipe needs an update please
  7. 199 WarMode - Failed to compile: 'Tugboat' does not contain a definition for 'IsAuthed' and no accessible extension method 'IsAuthed' accepting a first argument of type 'Tugboat' could be found (are you missing a using directive or an assembly reference?) | Line: 3589, Pos: 31 Broken for forced wipe needs an update please
  8. Version 1.0.0

    7 downloads

    ONE GRID HEAVEN – 1500K Builders Paradise SMALL ONE GRID RUST MAP One Grid Haven is a compact, high-action 1500k fantasy Rust map brought to life with glowing blue crystals and an enchanted atmosphere. Where most one-grid maps feel cramped with barely any usable space, this handcrafted island flips the script—featuring huge, open, perfectly flat build zones that let players design bases of any size or style. The terrain is packed with unique “X” build areas, mystical clearings, arch-rock hideaways, expanded iceberg plateaus, crystal-lit forests, scattered islands, custom homes, military-inspired structures, and much more. One side of the island is rich with monuments and loot routes, while the opposite side is built for pure creativity, offering nonstop base-building potential. With its vibrant fantasy look, crystal-glow hotspots, and optimized performance, One Grid Haven blends exploration, freedom, and intense Rust gameplay into one tightly crafted map. What Sets It Apart: • Huge selection of flat “X” building zones created for maximum freedom. • Multiple biomes: forests, jungles, deserts, beaches, cliffs, valleys, and plateaus. • Built for smooth performance whether you’re solo, in a team, or running high-pop servers. Custom Build Zones: Low-prefab, FPS-friendly buildables: Several Increased size Icebergs to build Arch Rocks to build Hidden structures Unique build pockets Custom Buildings Custom Bus Stops Many Facepunch Monuments Included Military Base • Missile Silo • Large Oil Rig • Small Oil Rig • Arctic Research Base • Sphere Tank • SuperMarket • Warehouse • Gas Station • Lighthouse • HQM Quarry • Sulfur Quarry • Stone Quarry • Jungle Ruins • Fishing Village/Outpost/BanditCamp/Ranch Combined — and more. Map Info: Size: 1500K Prefabs: ~1018 Support: Discord: DarkoRust
    $24.99
  9. Okay Ill ask them to test thing thank you
  10. SlayersRust

    Error on Dismount

    Failed to call hook 'CanDismountEntity' on plugin 'Paraglider v2.4.2' (NullReferenceException: ) at (wrapper managed-to-native) UnityEngine.Object.GetName(UnityEngine.Object) at UnityEngine.Object.get_name () [0x00001] in <90c589ebc24b486c9e5903521dacec9d>:0 at Oxide.Plugins.Paraglider.CanDismountEntity (BasePlayer player, BaseMountable mount) [0x00000] in <78f8e454e99a465088386bc4136cb669>:0 at Oxide.Plugins.Paraglider.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00ae8] in <78f8e454e99a465088386bc4136cb669>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <112d89ea5d3348c8b949af0ab1a866d2>:0
  11. SlayersRust

    Best settings for these?

    I run a 100x server and I'm curious whats better performance for these? I have 5000000 for resources stack size. Whats better on performance making this max stack size per move much bigger or smaller? "Industrial Conveyor Max Stack Size Per Move Default: 128": 500000, Also should I increase or decrease move frequency for better performance? Thanks for any help I read the plugin description but didnt understand this part fully. I limit 6 conveyors per player for now "Industrial Conveyor Max Stack Size Per Move Default: 128": 500000, "Industrial Conveyor Move Frequency Default: 5, Lower = faster moving": 5,
  12. After Update players cannot place any objects with PlaceryExtended. No objects are working at all on walls or anywhere. I have the correct permissions and I even deleted my config and regenerated it fresh and tried again with the same issue. I'm on the current version PlaceryExtended 1.2.0 PlaceryExtended.json
  13. I was not online to see the exact moment when it happened. I only run the vanilla cargo ship so it gets deleted however rust does it.
  14. 4774286 (parent: 4737825) | CargoShipContainer | assets/content/props/shipping_containers/harbor_dynamic_container.prefab @ (-4.50, 18.50, -21.00) 4774277 (parent: 4737825) | CargoShipContainer | assets/content/props/shipping_containers/harbor_dynamic_container.prefab @ (10.50, 15.50, -21.00) UpdateNetworkGroup: Missing parent entity 4737825 UpdateNetworkGroup: Missing parent entity 4737825 I keep getting this spam in my console and it only started happening after I added Harbor Event. I then had to start running this plugin often to fix it: https://github.com/WheteThunger/DebugMissingParentEntity
  15. SlayersRust

    Stack Modifier

    @KhanI think this update for the naval update forced wipe for February this Thursday will need an update for the new items in stack modifier just a heads up! I'd love to update my servers early
  16. I was just curious, I have no ideas for it hah
  17. Scientists are spawning in ground killing players for the event
  18. So I am set as PVE and the player inside the base is also PVE yet I can damage their tool cupboard/doors etc with explosive rounds. Why is this? Shouldn't PVE players be blocked from damage from other PVE Players and also other PVP Players? Here is my config how can I fix this? Its weird because some bases can be attacked but others cannot. In this screenshot it shows the player is a PVE Player yet I can still damage their base as a PVE player. I also see this in my f1 console but I can still damage, but I see nothing in my server panel or logs WarMode.json
  19. Yeah no messages in logs or console during this time
  20. Looks like another plugin sends an error whenever I reload yours. Should I just ignore it? o.reload ArmedDeployment [CSharp] Started Oxide.Compiler v successfully ArmedDeployment was compiled successfully in 1531ms Failed to call hook 'OnEntityDeath' on plugin 'HeavyExcavatorEvent v1.1.2' (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.HeavyExcavatorEvent.OnEntityDeath (BaseCombatEntity entity, HitInfo info) [0x00016] in <55fa1e40c2594c789e61f190bbdb32f3>:0 at Oxide.Plugins.HeavyExcavatorEvent.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00b61] in <55fa1e40c2594c789e61f190bbdb32f3>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <112d89ea5d3348c8b949af0ab1a866d2>:0 Unloaded plugin ArmedDeployment v4.1.2 by CodeBrothers Loaded plugin ArmedDeployment v4.1.3 by CodeBrothers
  21. Version 1.0.0

    10 downloads

    ONE GRID HAVEN – 1250K CREATIVE SMALL ONE GRID RUST MAP One Grid Haven is a small, fast-paced, 1250k fantasy Rust map infused with glowing blue crystals and magical atmosphere. Unlike most one-grid maps that suffer from cramped terrain and barely any spots to build, this handcrafted island is loaded with tons of massive flat build areas, giving players endless room to create bases of all shapes and sizes. The map features tons of custom “X” build zones, from enchanted clearings to hidden arch rocks, several increased size iceberg plateaus, crystal-lit forests, islands, houses, military-style installations, and more. One half of the island focuses heavily on monuments and rich loot, while the other half is dedicated to creative freedom with endless building locations. With vibrant fantasy visuals, unique glowing-crystal hotspots, and smooth performance, One Grid Haven delivers an exciting blend of exploration, creativity, and competitive gameplay on a compact scale. What Makes It Special: Endless Custom Buildable areas that players will love! Marked with an "X". Diverse terrain: forests, jungles, deserts, coasts, cliffs, valleys & plateaus. Perfect for solos, clans, builders, and high-pop servers that want top notch performance. Custom Build Zones: Low-prefab, FPS-friendly buildables: Several Increased size Icebergs to build Arch Rocks to build Hidden structures Unique build pockets Custom Buildings Custom Bus Stops Many Facepunch Monuments Included Military Base • Missile Silo • Outpost • Large Oil Rig • Small Oil Rig • Arctic Research Base • Sphere Tank • SuperMarket • Warehouse • Gas Station • Lighthouse • HQM Quarry • Sulfur Quarry • Stone Quarry • Jungle Ziggurat • Fishing Village/Outpost/BanditCamp/Ranch Combined — and more. Map Info: Size: 1250K Prefabs: ~712 Support: Discord: DarkoRust
    $24.99
  22. Its a really cool feature forsure! But sometimes may lead to players being confused. When I announce this plugin in Discord I can tell all the regulars they may need to do an underwater search. If they know to search its still very fun
  23. It automatically uses my default loot which is AlphaLoot, works amazing for me right out of the box. I didn't have to do any loot settings. If you want more loot maybe change your config to spawn even more crates!
  24. Heli Crates landing underwater far away from the actual event dome. Extremely hard for players to find them. Using latest version you uploaded 10 minutes I go I just tested one.
2.2m

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