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SlayersRust

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File Comments posted by SlayersRust

    Armored Train

       21,447    383
    2 hours ago, athlonclub said:

    Hi! Issue: When the train passes through the Train Station monument, the whole composition appears to bunch up/crush together. After that, the crates on the affected wagon(s) can no longer be looted

    I’m also having this same issue with the crates

    • Like 1

    Water Bases

       1,402    16

    Whenever a WaterBase foundation is blown up by C4 it throws this error in my server console

    Trigger DamageTrigger (TriggerBase) contained 1 null objects, cleaned up

    Simple Splitter

       3,625    182
    3 hours ago, Grumpy OldMan said:

    Hey, found a bug in Simple Splitter (v2.6.4) causing composted items to silently vanish since the recent composter changes.

    Where: MoveSplitItem(Item item, Composter composter) — the slot redistribution loop. 

    composter to small now they change it. so now we lose stuff wen place them in the composter. 
    Tested with 1000 horse dung, ~286 vanished with the plugin loaded; unloading the plugin fixed it, confirming it's in this move logic.

    if on your next update you can fix this to , that would be great. 

    thank you  
     

    I’ve been noticing this issue as well on my servers using SimpleSplitter

    • Like 1

    Sewer Branch Event

       97    10

    SewerBranchEvent - Failed to compile: 'KeyLock' does not contain a definition for 'SetFlag' and no accessible extension method 'SetFlag' accepting a first argument of type 'KeyLock' could be found (are you missing a using directive or an assembly reference?) | Line: 609, Pos: 21

    Needs an update ❤️

  1. Hello @Cahnuneeds update for september forced wipe

    Error while compiling HeavyMilitaryTunnelEvent: 'CodeLock' does not contain a definition for 'SetFlag' and no accessible extension method 'SetFlag' accepting a first argument of type 'CodeLock' could be found (are you missing a using directive or an assembly reference?) | Line: 273, Pos: 22

    AutoFarm

       4,153    268

    @Razorlooks like needs an update for September forced wipe

    AutoFarm - Failed to compile: 'Sprinkler' does not contain a definition for 'TurnOff' and no accessible extension method 'TurnOff' accepting a first argument of type 'Sprinkler' could be found (are you missing a using directive or an assembly reference?) | Line: 532, Pos: 39

  2. 3 hours ago, 0g.Ghost.7373 said:

    Not sure you can fix it or not but, I rode the whole above ground railroad tracks and at D11, R10, and H19 where they tracks meet, you get stoped from the one side. Other than that I love this map!

    I think Facepunch rust devs made a change to the traintracks because these areas worked fine before. I'll head to these areas on my test server and see if any changes can be made! So sorry about this issue ❤️

    • Like 1

    NoEscape

       947    54

    To remove the Sound Effects @Khan can I just do this to my config? or how would I remove all sound effects properly

      "Sound Effects": {
        "RaidStart": "",
        "CombatSart": "",
        "RaidEnd": "",
        "CombatEnd": "",
        "Denied": ""

    Also my Raid Message isn't directly over my hotbar. Is there a way for it to be directly above for all possible UI Interface sizes?

    Screenshot2026-08-31103547.png.59bb0ee78ee83943ddab5ab242e5a5ee.png

    Loot Manager

       7,333    82

    Where will we get an update that reverts all our NpcSpawn NPC files so we can remove the LootManager plugin? Because I keep getting console spom.

    [NpcSpawn] NPC 'LaunchSite-Guard-NPC-79346f' spawned at (-890.17, 15.86, -608.77): LootManager not found, loot preset 'BetterNpc-1ecb96' ignored
    [NpcSpawn] NPC 'LaunchSite-Guard-NPC-79346f' spawned at (-870.79, 39.96, -551.37): LootManager not found, loot preset 'BetterNpc-1ecb96' ignored

    Simple Splitter

       3,625    182

    Can we get the Industrial Electric Furnace to have splitting capabilities please? 

    industrial.electric.furnace

    Placing it in compatible ovens does not work

    {
      "Compatible Ovens": [
        "bbq.deployed",
        "bbq.static",
        "campfire",
        "campfire.static",
        "cursedcauldron.deployed",
        "fireplace.deployed",
        "furnace",
        "furnace.large",
        "industrial.furnace.large",
        "industrial.electric.furnace",
        "furnace.static",
        "furnace_static",
        "hobobarrel_static",
        "hobobarrel.deployed",
        "refinery_small_deployed",
        "small_refinery_static",
        "skull_fire_pit",
        "electricfurnace.deployed",
        "legacy_furnace"

    Quick Smelt

       562    1

    Hello @Iftebinjancan we get fuel usage speed? I'd like wood to burn very slow like Vanilla. But I want my outputs of charcoal, smelted ore etc to be high like 100x. Similar to my old Umod QuickSmelt plugin

      "Fuel Usage Multipliers": {
        "furnace": 1,
        "legacy_furnace": 1,
        "furnace.large": 1,
        "refinery_small_deployed": 1,
        "campfire": 1,
        "skull_fire_pit": 1,
        "fireplace.deployed": 1,
        "bbq.deployed": 1

    Simple Symmetry

       2,212    39

    Getting some console spam

    [SimpleSymmetry] Placement rejected (floor.triangle): not enough space
    [SimpleSymmetry] Symmetry could not place floor.triangle at (-888.01, 22.14, 95.03)
    blockDefinition is null for floor.triangle Twigs 0
    [SimpleSymmetry] Failed to replicate floor.triangle: System.NullReferenceException: Object reference not set to an instance of an object
      at BuildingBlock.MaxHealth () [0x0001a] in <0d5033a31c7347e8a6f0d7eda2dbc615>:0 
      at BaseCombatEntity.ResetState () [0x00006] in <0d5033a31c7347e8a6f0d7eda2dbc615>:0 
      at DecayEntity.ResetState () [0x00000] in <0d5033a31c7347e8a6f0d7eda2dbc615>:0 
      at StabilityEntity.ResetState () [0x00000] in <0d5033a31c7347e8a6f0d7eda2dbc615>:0 
      at BuildingBlock.ResetState () [0x00000] in <0d5033a31c7347e8a6f0d7eda2dbc615>:0 
      at BaseNetworkable.EntityDestroy () [0x0000d] in <0d5033a31c7347e8a6f0d7eda2dbc615>:0 
      at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.BaseNetworkable.Kill_Patch1(BaseNetworkable,BaseNetworkable/DestroyMode,bool)
      at Oxide.Plugins.SimpleSymmetry.SpawnReplica (BaseNetworkable newBlock, BaseEntity sourceEntity, UnityEngine.Vector3 newPos, UnityEngine.Quaternion newRotation, BasePlayer player, System.UInt64 playerId, Construction newDefinition, BuildingGrade+Enum newGrade, Planner plan, System.Collections.Generic.List`1[T] cost) [0x00103] in <f248f81e5dac4c75bb98347587923c50>:0 
    [SimpleSymmetry] Placement rejected (floor.triangle): not enough space
    [SimpleSymmetry] Symmetry could not place floor.triangle at (-888.01, 22.14, 95.03)
    blockDefinition is null for floor.triangle Twigs 0
    [SimpleSymmetry] Failed to replicate floor.triangle: System.NullReferenceException: Object reference not set to an instance of an object
      at BuildingBlock.MaxHealth () [0x0001a] in <0d5033a31c7347e8a6f0d7eda2dbc615>:0 
      at BaseCombatEntity.ResetState () [0x00006] in <0d5033a31c7347e8a6f0d7eda2dbc615>:0 
      at DecayEntity.ResetState () [0x00000] in <0d5033a31c7347e8a6f0d7eda2dbc615>:0 
      at StabilityEntity.ResetState () [0x00000] in <0d5033a31c7347e8a6f0d7eda2dbc615>:0 
      at BuildingBlock.ResetState () [0x00000] in <0d5033a31c7347e8a6f0d7eda2dbc615>:0 
      at BaseNetworkable.EntityDestroy () [0x0000d] in <0d5033a31c7347e8a6f0d7eda2dbc615>:0 
      at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.BaseNetworkable.Kill_Patch1(BaseNetworkable,BaseNetworkable/DestroyMode,bool)
      at Oxide.Plugins.SimpleSymmetry.SpawnReplica (BaseNetworkable newBlock, BaseEntity sourceEntity, UnityEngine.Vector3 newPos, UnityEngine.Quaternion newRotation, BasePlayer player, System.UInt64 playerId, Construction newDefinition, BuildingGrade+Enum newGrade, Planner plan, System.Collections.Generic.List`1[T] cost) [0x00103] in <f248f81e5dac4c75bb98347587923c50>:0 
    [SimpleSymmetry] Placement rejected (floor.triangle): not enough space
    [SimpleSymmetry] Symmetry could not place floor.triangle at (-889.33, 22.14, 94.31)
    blockDefinition is null for floor.triangle Twigs 0
    [SimpleSymmetry] Failed to replicate floor.triangle: System.NullReferenceException: Object reference not set to an instance of an object
      at BuildingBlock.MaxHealth () [0x0001a] in <0d5033a31c7347e8a6f0d7eda2dbc615>:0 
      at BaseCombatEntity.ResetState () [0x00006] in <0d5033a31c7347e8a6f0d7eda2dbc615>:0 
      at DecayEntity.ResetState () [0x00000] in <0d5033a31c7347e8a6f0d7eda2dbc615>:0 
      at StabilityEntity.ResetState () [0x00000] in <0d5033a31c7347e8a6f0d7eda2dbc615>:0 
      at BuildingBlock.ResetState () [0x00000] in <0d5033a31c7347e8a6f0d7eda2dbc615>:0 
      at BaseNetworkable.EntityDestroy () [0x0000d] in <0d5033a31c7347e8a6f0d7eda2dbc615>:0 
      at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.BaseNetworkable.Kill_Patch1(BaseNetworkable,BaseNetworkable/DestroyMode,bool)
      at Oxide.Plugins.SimpleSymmetry.SpawnReplica (BaseNetworkable newBlock, BaseEntity sourceEntity, UnityEngine.Vector3 newPos, UnityEngine.Quaternion newRotation, BasePlayer player, System.UInt64 playerId, Construction newDefinition, BuildingGrade+Enum newGrade, Planner plan, System.Collections.Generic.List`1[T] cost) [0x00103] in <f248f81e5dac4c75bb98347587923c50>:0 

    Sewer Branch Event

       97    10

    Players love this event! Looks like an update needed for forced wipe @CrazyRust❤️

    ```SewerBranchEvent - Failed to compile: 'KeyLock' does not contain a definition for 'SetFlag' and no accessible extension method 'SetFlag' accepting a first argument of type 'KeyLock' could be found (are you missing a using directive or an assembly reference?) | Line: 609, Pos: 21```

    Vehicle Fuel Manager

       360    17

    Hello @bsdinisI see you are active here. This will need an update for the September update as well. Could you please update it thank you 🙂

    VehicleFuelManager - Failed to compile: 'StorageContainer' does not contain a definition for 'SetFlag' and no accessible extension method 'SetFlag' accepting a first argument of type 'StorageContainer' could be found (are you missing a using directive or an assembly reference?) | Line: 121, Pos: 18

    Animal Farm

       1,157    111

    What is this console spam? Anyone else getting it? Version 1.4.2 most recent

    [Animal Farm] 0.7800002
    [Animal Farm] 0.7800002

    Armored Train

       21,447    383
    2 minutes ago, Adem said:

    I’ve published the update on both sites. I also gave you access here to make it more convenient for you.

    Thanks so much for your help 🙂 Yeah these days I use codefling much more

    Armored Train

       21,447    383
    5 minutes ago, Adem said:

    Fixed in the latest version. Please test it without Vanish or Noclip.

    Thanks for the swift fix! I just tested things and I can now loot all crates with no issues, I tested all the trains crates, locked crates, npcs. All are now lootable and things are fixed. Thank you kindly for all you do! This is a server favorite plugin for years now 🙂

    Armored Train

       21,447    383
    1 minute ago, Adem said:

    English:
    Fixed in the latest version. Please test it without Vanish or Noclip.

    I own the plugin on Lone Design could you please update there as well or transfer ownership to codefling ❤️

    Armored Train

       21,447    383
    2 minutes ago, Adem said:

    I have an idea. I’ll try to fix it now

    Check with my config as well and let me know the result please ❤️ It's weird because I can just revert to an older version of your plugin then have things work fine again. So the update changed something but I'm not sure what.

    Here is me reverting to V2.0.2 Unloaded plugin ArmoredTrain v2.0.4 by Adem
    Loaded plugin ArmoredTrain v2.0.2 by Adem

    I can confirm I can loot the crates by reverting to the older plugin version. You can see in my screenshot looting of the elite crates works fine in Version 2.0.2 in my screenshot but not your new version 2.0.4 for some reason.

    Screenshot 2026-08-25 092744.png

    Armored Train

       21,447    383

    After the last update players can no longer loot the  Elite Crates on the train at all. They can loot the locked timed crates but not any other crates. This only started happening after I did the last update. 

    IT says "Open" when I hover over the box but nothing happens, no chat message, no other ownership messages nothing. I've tested on a few servers now and I cannot loot any of the crates. If I switch back to an old version of ArmoredTrain everything works fine so it seems like this recent update broke looting of the crates. 

    I have also included my config for testing

    image.png

    ArmoredTrain.json

    Bradley City

       22    3
    On 4/18/2026 at 12:21 AM, Answer said:

    Hi, yes it works, but I will soon upload the updated version of the monument (the one from Unknown Peaks, which looks much better)

    Would love to use the updated version once updated ❤️

    Chernobyl: Exclusion Zone

       1,104    8

    A few of the NpcSpawn Data files have the incorrect weapon names smg.smg.thompson should be smg.thompson

      "BeltItems": [
        {
          "ShortName": "smg.smg.thompson",
          "Amount": 1,
          "SkinID": 2943238971,
          "Mods": [],
          "Ammo": ""

    Simple Status

       10,336    40

    Sometimes several players are reporting the simple status gets stuck on their screen and doesn’t clear even after they clear their infection using rad pills, medical syringe For zombie animals 

    I haven’t seen any console errors and not sure why it happens. Any ideas on a fix? 
     

    I use simple status along with ZombieAnimals plugin 

    Screenshot_2026-08-19_143540.png

     

     

    Weather

       2,978    114
    On 1/29/2026 at 6:02 PM, Benjamin Tuttle said:

    Any chance this plugin can have a private weather setting?  Players on my server want to be able to control the weather just for themselves, similar to time of day plugins.  I can't find a plugin anywhere that does this (I know it's possible because I've seen it on another server).

    This would be awesome! Have you found a way to do this yet?

    Quandary Tower

       48    4

    Hello @CigI think the electrical needs an update as now the Computer Station requires power to it because of a recent rust game update. So maybe you can wire it up in an update to the prefab. I purchased on Lone Design and enjoy and use several of your monuments you have created. My players also really love them! I figured it would be easiest to contact you here. I don't think the puzzle can be completed in its current state and may need updating thank you 🙂

    Screenshot_2.png

    RWSpectorisle map 5k *HDRP*

       180    18

    This is such a cool map will it ever get the latest game updates like Jungle Zigurrat, apartments, monument fixes, powerline pole fixes and maybe add some of the other overall missing monuments if any?

  3. 24 minutes ago, Wonder_Fox said:

    This looks like a RustEdit plugin glitch, but it’s very strange—I’ve never seen doors disappear like that before. We also run several servers using my monuments, and we haven’t had any issues lately. I’m not even sure how I could fix this on my end. That said, I’d suggest running the map on a clean test server—both with and without the RustEdit plugin—to see if the doors still disappear.

    Yeah seems like an unusual glitch with the RustEdit dll maybe. Do you know if breaking your prefab in rustedit causes any issues? The prefab worked great for the entire wipe so far until now though. Here is my rustedit config as well

    Okay Ill try that out and see what happens. The weird thing is sometimes it takes like 1-2 weeks to see any doors dissapearing etc,

    RustEdit.json

  4. 1 hour ago, Wonder_Fox said:

    Does the electricity break too when the doors disappear?

    The fuse and keycard don't appear to work at the beginning but I see some lights on inside of the prefab and not all doors have disappeared only some. I'll include a video to show the prefab.

    You can check it at O16 on my server if you need just fly there with the free /mini

    Here is the video to watch: https://youtu.be/ca29PGRfrTM

    connect 168.100.161.149:28015

    Server Hud

       14,957    623
    21 minutes ago, SODVenom said:

    I dont buy from lonedesign or Chaos  for that reason...   Seems modders forget to upload to those sites..   and cant even respond to PMs or  support pages

     

    I purchased from there before Codefling started becoming very popular. But now I only buy from Codefling. I wish these devs were more active here in the discussion to help us transfer our purchases 

  5. I have 12 rust servers and for some reasons every once in a while maybe a week or two into wipe the doors will just all of a sudden be missing from the challenge house monument. This has been happening for several wipes now on several different servers. I have no idea how or why it happens or how to fix it. I’ve never noticed any crashes or any issues with server saves. Everything else on the server runs fine and I’ve never had any issues with vanilla Monument doors. That’s why I’m confused it seems to only be happening with custom built monuments like yours, I’ve also seen it happen with an aim train arena of mine by Wizla. 
     

    this is a really fun monument that players really love so it’s sad to see this issue happen as for our monthly wipe servers they can no longer do the challenge house because of all the missing doors. Is there any way to fix this issue?? 

    Screenshot_2026-08-12_135716.png

    Screenshot_2026-08-12_135723.png

    Server Hud

       14,957    623
    59 minutes ago, 呆丸安口 said:

    Does the lone.design website get updated? Or you can let me download it from this website.image.png.e4236e3e09c9e7467cb51ca07af0b854.png

    I also need access to this plugin on Codefling, I own on Lone Design

    Satellite Crash Event

       40    3

    Can this event damage or destroy players bases, sleeping bags or any player placed entities? Or even so damage players on impact whether alive or sleeping players?

  6. 6 minutes ago, Wrecks said:

    If it’s scaled yes one of the downfalls of scaling 

    My Boar and Bear never glitch through normal grassy terrain when scaled. Only my chicken does. I guess I won't add chicken if I cannot scale him. So far only the Polar bear and Bore work well scaled to 4-5x max size.

  7. Getting this console error

    Failed to call hook 'OnEntityDeath' on plugin 'HeavyMilitaryTunnelEvent v1.1.3' (NullReferenceException: Object reference not set to an instance of an object.)
      at Oxide.Plugins.HeavyMilitaryTunnelEvent.OnEntityDeath (BaseCombatEntity entity, HitInfo info) [0x00016] in <d3f5741c003c4a0b891d1791dbb7e645>:0 
      at Oxide.Plugins.HeavyMilitaryTunnelEvent.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00770] in <d3f5741c003c4a0b891d1791dbb7e645>: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 <15f61ddda771464d8246ebdce8ff4811>:0 
      at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0 
    NullReferenceException: Object reference not set to an instance of an object

    Building Stability

       84    17
    2 hours ago, Lincoln said:

    Gotcha, yeah it seems rare. I tested several more times this evening, to no avail. 

    If you do find ANY information that could possibility be the culprit, let me know at your earliest convenience and we can get to the bottom of it!

    Appreciate the provided information and all your testing.

    Cheers mate~

    Yeah I’ve been trying to work with this player as well because he is huge into electrical to try and understand the cause 

    Building Stability

       84    17
    8 hours ago, Lincoln said:

    Hi SlayersRust,

    First and foremost, my apologies for your experience, that must be frustrating. I tested the industrial piping with stability OFF on two separate Oxide servers as well as a carbon server. After multiple builds, pipes, and a multitude of various configurations of the piping; I witness no disappearing of these prefabs after server restart.

    Unfortunately, at this time I am unable to replicate the issue you are experiencing. 

    This very well could be an intermittent issue that only occurs under certain conditions. Or it could be a RACE condition between my plugin and the server startup prior to initializing entity links. 

    I can't say for sure at this point in time. If you have time to isolate the plugin on its own test server and do your troubleshooting there, id be interested in seeing if you can replicate the issue consistently without any other plugins loaded.

    I have a few minor changes that I will push with the next plugin update that attempts to address race conditions and such. I cannot guarantee that's the fix for YOUR situation, but it's a start. 

    Thanks for being a loyal customer and tester, always appreciated 🙂

    Cheers mate

    From what I’ve heard this issue is quite rare. I’m guessing maybe it happens if there is a server crash 💥 or an issue during startup maybe. He said it’s happened 3 times twice last monthly wipe and once this wipe so far. He’s a big vip with 1000s of hours on my servers. I’ll have to try and replicate on my test server but I still haven’t been able to I’ll keep trying like you said 

    • Like 1

    Building Stability

       84    17
    21 minutes ago, Lincoln said:

    I haven't see any issues with industrial piping yet. Allow me to do some testing on my end to see. 

    Are you using Oxide or Carbon modding framework?

    I am using Oxide

    Building Stability

       84    17

    @LincolnThis wipe some players are reporting their industrial piping is dissapearing. I think its happening during server restarts and it has only happened to two players that have my No Stability VIP I created with your plugin. So my  guess is that industrial piping is dying because of no stability during startup?

    Building Health Manager

       1,046    41

    One more thing for the new changes, hopefully there is a way for the raiders to see that the base they are raiding is taking 50% Less damage so they aren't hella confused lol. Something like 50% reduced Damage [DEFENDOR] VIP Base Owner. @Miho

    It would also have to have a cooldown on the message so players shooting explo ammo or breaking walls alot wouldn't get spammed by a msg or ui element

    Item Perks

       3,470    220

    Getting a console error but dunno why

    Failed to call hook 'OnEntityTakeDamage' on plugin 'ItemPerks v1.0.34' (NullReferenceException: Object reference not set to an instance of an object.)
      at Oxide.Plugins.ItemPerks.OnEntityTakeDamage (BasePlayer victim, HitInfo info) [0x00184] in <f4ecb173c4e948de9c592efa4debf072>:0 
      at Oxide.Plugins.ItemPerks.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x028b7] in <f4ecb173c4e948de9c592efa4debf072>: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 <15f61ddda771464d8246ebdce8ff4811>:0 
      at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0 

    Building Health Manager

       1,046    41
    5 hours ago, Miho said:

    The issue you mentioned is something I've also kept in mind since I started developing this plugin. Unfortunately, when it comes to structures, it is impossible to implement different health for each player. This is because there is no player-specific Maxhealth value—it's retrieved at a single Grade level.

    Therefore, the only viable workaround is applying different amounts of damage to structures based on permissions. I can release a patch for this if you'd still like to go with this approach. Would you like me to proceed?

    Whoah this is actually a really insane good idea!!! So basically instead of a player say having a 4000/2000 HP Foundation, a player with a certain VIP permission could have 2x protection against explosives? So basically an enemy would have to do 50% more damage with rockets/c4 to break the players foundations? That is actually an incredible idea and if its possible to set it as a true/false config option and permission based I think it could be a really powerful addition to your plugin! ❤️

  8. 1 hour ago, illknown said:

    does need an update for the power grid , if so will it be ready b4 force

    It is all updated in the latest version. I added all the new climbable powerline poles to all roads. Please only use this map on staging or after the forced wipe game updates to have it work ❤️

    • Love 1

    Scraplings

       43    16
    1 hour ago, imthenewguy said:

    You can add colour tags directly into the lang file.

    LIke this: <color=#ff0000>My text</color>

    Weird in the language file I cannot find the [Scraplings] part. I am only able to change the message colors. But I'd only like to change the prefix color.

     

    Screenshot 2026-08-05 160441.png

    Scraplings

       43    16

    I'm guessing if we are using StackModifier it is best to set these to false?

      "Handle item stacking (false = let a stack plugin like StackModifier manage Scraplings items)": false,
      "Handle item splitting (false = let a stack plugin like StackModifier manage Scraplings items)": false

    Scraplings

       43    16

    Would there be any performance server fps drops if 50-100 players were all using this at the same time or has it been tested and monitored for any server fps changes during use? The plugin looks super cool I’m excited to add it but just curious how server load might be for it if any 

    Wonder Island

       364    22

    I have a very custom version of your map to suit my server what were the changes needed for the August forced wipe update? Maybe I can add the changes needed myself in rustedit ?

    Building Health Manager

       1,046    41

    Hello @MihoI wonder if it would ever be possible to have permission based Building Block health changes for only certain players with a certain permission?

    I would love to allow a VIP Group to have 2x Health Foundations but my Default group would still have 1x default Health foundations. Would this be possible?

    Players with buildinghealthmanager.default to build foundations with normal 100% vanilla health.

    Players with buildinghealthmanager.vip to build foundations with 200% health.

    Wallpaper Planner

       2,468    78
    3 minutes ago, Sulfur said:

    ive already done that but thanks for the suggestion

    Yeah I agree it would be nice to have a config option as editing the .cs and always having to do it and remember it gets annoying

    • Love 1

    Double Jump

       2,893    25

    Hello @Raul-Sorin Sorbancould you let me know if you are able to update this before the August forced wipe? Thank you kindly ❤️

    DoubleJump - Failed to compile: 'BasePlayer' does not contain a definition for 'isInAir' and no accessible extension method 'isInAir' accepting a first argument of type 'BasePlayer' could be found (are you missing a using directive or an assembly reference?) | Line: 118, Pos: 34

    Epic Loot

       4,992    297

    Needs an update for forced wipe ❤️

    EpicLoot - Failed to compile: 'IMissionProvider' does not contain a definition for 'Entity' and the best extension method overload 'NetworkReadEx.Entity(NetRead)' requires a receiver of type 'Network.NetRead' | Line: 7444, Pos: 37

    • Like 1
    • Love 1

    Event Helper

       4,057    22

    Needs an update for forced wipe ❤️

    EventHelper - Failed to compile: There is no argument given that corresponds to the required parameter 'speedhackStates' of 'BasePlayer.ResetAntiHack(BasePlayer, NativeArray<AntiHack.PlayerState>, NativeArray<AntiHack.PlayerNoclipState>, NativeArray<AntiHack.PlayerSpeedhackState>, NativeArray<AntiHack.PlayerFlyhackState>)' | Line: 718, Pos: 20

    • Love 1

    F15 Crash Event

       583    28

    Needs an update for August forced wipe ❤️

    F15CrashEvent - Failed to compile: 'BasePlayer' does not contain a definition for 'isInAir' and no accessible extension method 'isInAir' accepting a first argument of type 'BasePlayer' could be found (are you missing a using directive or an assembly reference?) | Line: 778, Pos: 17

     

    Gun Game

       1,254    69

    Needs an update for August forced wipe ❤️

    GunGame - Failed to compile: There is no argument given that corresponds to the required parameter 'speedhackStates' of 'BasePlayer.ResetAntiHack(BasePlayer, NativeArray<AntiHack.PlayerState>, NativeArray<AntiHack.PlayerNoclipState>, NativeArray<AntiHack.PlayerSpeedhackState>, NativeArray<AntiHack.PlayerFlyhackState>)' | Line: 2732, Pos: 20

    • Love 1

    King of the Hill

       219    22

    Just a heads up needs an update for August forced wipe ❤️

    KingOfTheHill - Failed to compile: There is no argument given that corresponds to the required parameter 'speedhackStates' of 'BasePlayer.ResetAntiHack(BasePlayer, NativeArray<AntiHack.PlayerState>, NativeArray<AntiHack.PlayerNoclipState>, NativeArray<AntiHack.PlayerSpeedhackState>, NativeArray<AntiHack.PlayerFlyhackState>)' | Line: 2303, Pos: 20

    • Love 1

    Movement Speed

       1,174    26

    This will need an update for Staging @imthenewguythank you kindly ❤️

    MovementSpeed - Failed to compile: There is no argument given that corresponds to the required parameter 'speedhackStates' of 'BasePlayer.ResetAntiHack(BasePlayer, NativeArray<AntiHack.PlayerState>, NativeArray<AntiHack.PlayerNoclipState>, NativeArray<AntiHack.PlayerSpeedhackState>, NativeArray<AntiHack.PlayerFlyhackState>)' | Line: 658, Pos: 24

    • Love 1

    Simple Symmetry

       2,212    39

    Just a heads up @shady14uwill need an update for august forced wipe ❤️

    SimpleSymmetry - Failed to compile: Type of conditional expression cannot be determined because there is no implicit conversion between 'BaseCombatEntity.EntityBuildCost' and 'System.Collections.Generic.List<ItemAmount>' | Line: 705, Pos: 20

    Skill Tree

       34,188    1653

    Just a heads up will need an update for August forced wipe ❤️ @imthenewguy

    SkillTree - Failed to compile: 'Recycler' does not contain a definition for 'radtownRecycleEfficiency' and no accessible extension method 'radtownRecycleEfficiency' accepting a first argument of type 'Recycler' could be found (are you missing a using directive or an assembly reference?) | Line: 7672, Pos: 31

    • Love 1

    Vehicle Fuel Manager

       360    17

    Hello @bsdinisthis will need an update for forced wipe, can you confirm you can update it in advance? Thank you kindly for your time many server owners love your plugin 🙂

    VehicleFuelManager - Failed to compile: Argument 1: cannot convert from 'IFuelSystem' to 'EntityFuelSystem' | Line: 100, Pos: 17

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