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Everything posted by SlayersRust
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So I was always under the impression that "Modified" section allowed you to Modify the exact Stack Size you would like for that particular item if you didn't want all categorized items up top have the same size of 500,000,000. Is there a way with your plugin to change each individual stack size to a certain number? I want to have majority of the items that exist in that category be 500,000,000 but ONLY a select few items have an EXACT STACK SIZE like say 10 or 20 or 100 etc. whatever the number might be. How can this be achieved?
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Every time I reload Stack Modifier using latest update it says it fixes a stack size problem between these items. But for some reason it is thinking the "ItemId": -1442496789, Item ID is the Stack size which it is not and saying it has fixed it. This is my config please tell me what the issue is. It doesn't make any sense. There are no invalid stack sizes for these items in the config. The Plugin things the "ItemId" section is the stack size which is incorrect for the plugin to do. Any idea how I can fix this?? My config does not have any incorrext stack sizes yet I still get RPC error because the plugins thinks the "ItemID" section is the "Modified": 1000000, modified section for some reason. o.reload StackModifier [Stack Modifier] Removed all patches related to StackModifier Unloaded plugin Stack Modifier v2.7.0 by Khan [Stack Modifier] Checking For Discrepancies With Game Items [Stack Modifier] 16% [Stack Modifier] All patches applied successfully. [Stack Modifier] Finished updating industrial conveyors. Loaded plugin Stack Modifier v2.7.0 by Khan [Stack Modifier] 66% [Stack Modifier] 100% [Stack Modifier] Modifying Stacks [Stack Modifier] Chair_1534542921_chair has an invalid stack-size '-1794967296' and has been restored to default value. [Stack Modifier] Rocking Chair_-1863063690_rockingchair has an invalid stack-size '-1794967296' and has been restored to default value. [Stack Modifier] Teal_1758333838_rockingchair.rockingchair2 has an invalid stack-size '-1794967296' and has been restored to default value. [Stack Modifier] Green_192249897_rockingchair.rockingchair3 has an invalid stack-size '-1794967296' and has been restored to default value. [Stack Modifier] Pinata_-1442496789_pinata has an invalid stack-size '-1794967296' and has been restored to default value. [Stack Modifier] Twitch Rivals Desk_-243540612_twitchrivals2023desk has an invalid stack-size '-1794967296' and has been restored to default value. [Stack Modifier] Medium Present_756517185_xmas.present.medium has an invalid stack-size '-1794967296' and has been restored to default value. [Stack Modifier] All Stack Modifications have completed! It also happens with newly crafted items etc. StackModifier.json Rust_2025-01-10_21-58-18.mp4
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I have a problem i tried to use the plugin and it did not restart my server. It just said this in console then nothing after. Also here is my config. I use Linux Pterodactyl panel with IcedHost. Also some chat thing just stuck on the screen. [AutoRestart] Initiated a custom restart in 1 seconds. [AutoRestart] Shutdown already in progress, ignoring duplicate request [AutoRestart] Shutdown already in progress, ignoring duplicate request { "Version": "2.3.0", "Restart": { "RestartTimes": [ "09:00" ], "AlertSound": "assets/prefabs/locks/keypad/effects/lock.code.lock.prefab", "UseSound": true, "UseChatAlerts": true, "UseQuitCommand": false }, "PlayerRestrictions": { "MaxPlayersBeforeCancel": 10, "RestrictPlayerCount": false }, "Alerts": { "InGameWarningTimes": [ 60, 50, 40, 30, 20, 15, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1 ], "DiscordWarningTimes": [] }, "UpdateCheck": { "CheckForUpdates": false, "CheckInterval": 600 }, "UI": { "UseCustomUI": false, "UseRustUI": true, "CustomUI": { "AnchorMin": "0 0.5", "AnchorMax": "0 0.5", "OffsetMin": "10 -45.9695", "OffsetMax": "177.325 46.7435", "CheckIcon": "✓", "CrossIcon": "✖", "CheckIconColor": "0.5568627 0.7764706 0.1843137 1", "CrossIconColor": "0.7764706 0.5137255 0.4196078 1", "BackgroundColorHex": "#5095C4", "TitleFontSize": 12, "MessageFontSize": 10 } }, "Discord": { "WebhookUrl": "", "ServerName": "Testing Server", "DiscordNotifications": true, "UseFullMinuteCountdown": false } }
- 109 comments
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- #restart
- #rustplugin
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- 109 comments
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- 1
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- #restart
- #rustplugin
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This works perfect excited to deploy it later! Why does it use the quit command? if I disable this line "UseQuitCommand": true will it then use the more favorable "Restart" command? 3. quit Purpose: Forcefully exits the server. Effect: Does not save the server state or player progress. Disconnects all players immediately. Closes the server process without preserving the current session. Use Case: Use this only in emergencies (e.g., if the server is stuck or unresponsive) to terminate it quickly.
- 109 comments
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- #restart
- #rustplugin
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Anyone have a good config to share for this or can explain to me how it works? I'd like to do my manual restart at 7am EST Eastern time daily and do a single 1 Hour Warning then 30 Minute Warning then 10 Minute Warning then do a single warning each minute down to 1 minutes then count down 60 seconds to 0. Is this possible? If so what should my config look like to do this I'm pretty bad at configs
- 109 comments
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- #restart
- #rustplugin
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- 17 comments
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- #minicopter
- #scrapheli
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- 56 comments
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- #adem
- #madmappers
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I did a live map update to a new map version mid wipe and after the server restart for this most of my buildable sites were deleted. Is this because the plugin maybe looks for new map too know if too delete the buildable sites? I ended up with many floating bases because of this. The mid wipe map version update was just for some water topology and not for any other terrain or anything so I didn't expect it to be an issue.
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Needs an update for the january forced wipe update please PlaceryExtended - Failed to compile: 'PlaceryExtended.CustomDeployable.AttributeSetup(GameObject, string, bool, bool, bool)': cannot change access modifiers when overriding 'public' inherited member 'PrefabAttribute.AttributeSetup(GameObject, string, bool, bool, bool)' | Line: 57, Pos: 37
- 32 comments
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- #placement
- #options
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- 4 comments
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- #rust custom
- #custom map
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- 56 comments
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- #adem
- #madmappers
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I had an idea. Maybe add a config option for the minimum distance a Build Site can spawn to one another? I have like 3 clumped up within 100 meters of each other almost. Would be cool to have an option to make the automatic spawning ones be more spaced out See image for example how bunched up some of them are. It would also be cool to have a config option to control how much of each can and will spawn 100% chance. Like that HUGE cave you have I'd love to make it always spawn at least 6 of them its most popular
- 56 comments
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- #adem
- #madmappers
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Will you be making any more custom build zones? I would love to see more enclosed build zones. The ruins look cool but not that functional compared to a normal map. Would love to see more enclosed buildings, interesting caves and bunkers and some more larger ones as I run a 100x server I also noticed a typo in the English config. I didn't think this small issue deserved a support ticket Д" character "Д"se a marker for free locations? [true/false]": true,
- 56 comments
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- #adem
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- 122 comments
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- #bradley
- #bradleyapc
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Getting tons of console spam from this plugin please fix Failed to call hook 'OnEntityTakeDamage' on plugin 'ItemsLostDurabilityonNPCHit v1.4.1' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Core.Libraries.Permission.UserHasPermission (System.String playerId, System.String permission) [0x0000a] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Plugins.ItemsLostDurabilityonNPCHit.OnEntityTakeDamage (BaseCombatEntity entity, HitInfo info) [0x0004f] in <700831625b8e4be09595fc4bc528053d>:0 at Oxide.Plugins.ItemsLostDurabilityonNPCHit.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0006a] in <700831625b8e4be09595fc4bc528053d>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0
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Hello I'm trying to boot my server using the NEW Map Arctic but it keeps giving me these errors in console and never booting. I included the Oxide plugin in the plugins folder. I've ran custom maps for several years and don't know why its not working ```Could not find path for prefab ID 0 Could not find path for prefab ID 0 Could not find path for prefab ID 0 Could not find path for prefab ID 0 Could not find path for prefab ID 0 Could not find path for prefab ID 0 Could not find path for prefab ID 0 [4.4s] Spawning World``` I put a different custom map on the Server Project Launch Site by Shemov and my server booted just fine so this leads me to think its a map issue or your maps plugin issue.
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- 261 comments
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- #auto plant
- #auto farm
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Getting this console spam from Heli not sure if plugin related
SlayersRust replied to SlayersRust's Support Request in Support
We always use Custom Maps usually by Gruber or other well known map makers. Different every wipe. Heli Speed is "Initial Helicopter speed until it arrives at location": 75.0, "Helicopter max speed (Default = 42)": 42.0, -
Endless Heli Signal Spam exploit bug
SlayersRust replied to SlayersRust's Support Request in Support
I don't believe players can dupe this anymore -
Getting this console spam from Heli not sure if plugin related
SlayersRust replied to SlayersRust's Support Request in Support
Only happened once. Have yet to see this bug happen again.
