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Everything posted by Kobani
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@David I just wanted to ask when the issue will be fixed, since I’d really like to use that feature.
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Would it be possible to add a setting that prevents drones from flying into the zone?
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@The_Kiiiing?
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Can you say if this will still come out before Halloween?
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Hello, the ghosts always face the same direction when they spawn (in my case, north). It would be nicer if they looked at the player. Could you adjust this?
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I’ve been using Z-Billboards on my server for a while now and I’m really impressed. It’s easy to set up, runs smoothly, and looks great in-game. Being able to use custom images or designs as large advertising boards adds a lot of personality to the server. Performance has been solid even with multiple billboards active at the same time. Overall, a great addition for any server that wants a bit more atmosphere and creativity.
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Hello, would it be possible to add a blacklist feature for specific skin IDs? The reason is that certain items using unique skin IDs for special placement behavior can cause errors when processed by the current system. Having the option to exclude specific skin IDs would help prevent these issues. Thank you in advance!
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The change that you made in 0.1.5 is missing in 0.1.6
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No error message appeared. It happens sporadically, likely because I may have reloaded too frequently while configuring the plugin. After a server restart, the issue disappeared. I’ll report back if it occurs again.
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Yes, so far no message has appeared anymore.
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Exception while calling NextTick callback (NullReferenceException: ) at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component) at Oxide.Plugins.TwigsDecay.TryInitBlockDecay (BuildingBlock block) [0x00000] in <cdfa38619e584ddcb7b560a1dce26310>:0 at Oxide.Plugins.TwigsDecay+<>c__DisplayClass17_0.<OnEntitySpawned>b__0 () [0x00000] in <cdfa38619e584ddcb7b560a1dce26310>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <112d89ea5d3348c8b949af0ab1a866d2>:0
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- 36 comments
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- #seaskull
- #sea skull
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(and 55 more)
Tagged with:
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- #map
- #custom
- #custommap
- #custom map
- #rust
- #rust map
- #rust edit
- #rustedit
- #pirate
- #pirates
- #piratemap
- #isle
- #island
- #raid
- #oasis
- #kraken
- #animals
- #legend
- #monster
- #cave
- #custom monument
- #custom prefab
- #jungle
- #jungle biome
- #ship
- #ships
- #rugboat
- #boat
- #tugboat
- #train
- #locomotive
- #helitower
- #bradley
- #arena
- #dome
- #zipline
- #pve
- #pvp
- #roleplay
- #oxide
- #carbon
- #facepunch
- #steam
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- #world 2.0
- #buildarea
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- #puzzle
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- #seaofthieves
- #sea of thieves
- #pirates of the caribbean
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- 95 comments
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Error while compiling Convoy: 'HumanNPC' does not contain a definition for 'LootSpawnSlots' and no accessible extension method 'LootSpawnSlots' accepting a first argument of type 'HumanNPC' could be found (are you missing a using directive or an assembly reference?) | Line: 5236, Pos: 54
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It’s not about the UI being smaller or bigger. Example OffsetMin: "-200 100" OffsetMax: "200 500" AnchorMin: "0.5 0" AnchorMax: "0.5 0" With this setup, the button always stays in the same position, regardless of the screen size. It scales together with the player’s inventory, so it remains proportional and never gets distorted. In your UI, however, something is different. As a result, the UI stretches on different monitor sizes or when the interface changes, and the text becomes blurry. The goal should be for the UI to stay stable, not blurry or distorted. I hope this makes it clearer and helps you understand what I mean.
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thanks
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@Scalbox I wanted to ask if there have been any recent developments and whether an update is planned in the near future – especially regarding my request from August 17. I would greatly appreciate it if the reported issue and the UI display could be updated soon. As I mentioned last month, I am happy to provide a small token of appreciation for the UI adjustment and for your excellent work once it has been completed. I have always found your support and plugins to be extremely helpful and valuable.
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So, we’ve now searched intensively for the problem, and it’s not a plugin conflict. On the test server, we only have the plugin Ultimate Locker running. Here’s the problem again: The lock owner invites a player to the team and has SHARE LOCKS WITH CLAN/TEAM set to YES. The invited player has SHARE LOCKS WITH CLAN/TEAM set to NO. When the invited player accepts the request, the lock owner has to re-enter their codes.
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The problem occurs when it is set to null. "FORCE SHARE LOCKS WITH CLAN/TEAM MEMBERS. [true] to force all players to share locks with clan/team members. [false] to force all players to NOT share locks with clan/team members. [null] to use the player's default settings by UI. (Default: null)": null, here my config UltimateLocker.json
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We don’t use any other plugins to manage clans or teams. We only use Rust’s standard team feature.
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When the feature to share locks with clan/team is enabled, I have to re-enter all my codes whenever I add a player to the team. The same happens when I remove a player from the team – I again have to re-enter all my codes on every entity that I’ve placed a lock on. Could you check this?
