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Everything posted by Kobani
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Hi, I noticed an issue when adding skins for the small wooden box. When I use: lskins add 3323662488 the console shows: 07/28 22:08:34 | >>> lskins add 3323662488 07/28 22:08:33 | [LSkins] Try add 3323662488 07/28 22:08:33 | [LSkins] Add skin(LSystem/LSkins/Skins/component.box.wood.large.json): 3323662488 The problem is that the skin is being added to component.box.wood.large.json, so it is recognized as a large wooden box skin instead of a small wooden box skin. It looks like the plugin is detecting the wrong prefab/item when registering the skin. Could you please check the detection logic for small wooden box skins?
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Thank you for the clarification. Yes, saving the files in /data/copypaste is exactly what I was looking for. I don't need the plugin to create URLs or upload the files to another website. The file management is handled through our own Discord server using a custom plugin. The workflow would be: The player creates an export using your plugin. The CopyPaste-compatible .json file is saved in /data/copypaste. My system handles the download/upload process through Discord. Before uploading, the file is checked by our system and only approved files are automatically uploaded. For importing, my plugin transfers the file back to the server, and then the normal import process can be used. The Import/Export functionality itself is still very useful. It would be great if players could save and load their builds with custom names, so they can easily find the correct base later. One additional suggestion: It would be great if players could choose the filename when creating an export. This would make it much easier to organize and manage saved builds, especially when there are many files.
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Thank you for the clarification. I understand the part about the website exports being temporary. My main question was actually about the file handling on the server side: Is the CopyPaste-compatible .json file first created and saved somewhere inside Rust's data directory (for example, in a subfolder) before it is uploaded to the website? The reason I'm asking is that I already use my own upload/download system and would like to continue using it. If the file exists locally in the data directory first, I could test compatibility with my setup. If it helps, you can also send me one or two example files via private message. I would be happy to test them with my system and let you know if everything works correctly. Of course, only if that is convenient for you.
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Hi, Sorry for asking so many questions lately, and thank you for taking the time to answer them. I really appreciate it. I have one more question regarding the new save format. Many of my players use Fortify to design or refine their Rust bases before building them in-game. They also use CopyPaste to save and restore those builds. Since Fortify can read the CopyPaste JSON format, this has become the standard workflow for many players. Unless I'm overlooking something, BuildSystem only saves builds in its native format. Is there already a way to export a build as a CopyPaste JSON file? If not, would it be possible to add an optional CopyPaste-compatible export? It wouldn't replace your native save format, but it would allow players to continue using Fortify alongside BuildSystem. This is something my players ask me about quite often, as they like to plan and modify their builds in Fortify before using them in-game. I think adding an optional CopyPaste export would be a great quality-of-life feature and would also make it easier for communities to adopt BuildSystem without changing their existing workflow. Thanks again for your time and for creating such a great plugin!
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@PromeusI contacted the BattleMetrics support regarding the API issue, and they confirmed that they recently changed their API access requirements. API access now requires an active subscription. In addition, all API requests must be authenticated using a valid API token from a regular subscription. Their response was: “We made a change that requires a subscription in order to access the API. If you haven’t already, you’ll want to start a subscription. I see you already have an RCON trial subscription, so it should work fine once you upgrade to the regular RCON subscription.” It looks like the template needs to be updated to support API tokens (or provide a way to enter one). Otherwise, API requests will no longer work for users unless the template can authenticate with a valid API token from a subscribed BattleMetrics account.
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Hello, I contacted the BattleMetrics support regarding the API issue, and they confirmed that they recently changed their API access requirements. API access now requires an active subscription. In addition, all API requests must be authenticated using a valid API token from a regular subscription. Their response was: "We made a change that requires a subscription in order to access the API. If you haven't already, you'll want to start a subscription. I see you already have an RCON trial subscription, so it should work fine once you upgrade to the regular RCON subscription." It looks like the plugin needs to be updated to support API tokens (or provide a way to enter one). Otherwise, API requests will no longer work for users unless the plugin can authenticate with a valid API token from a subscribed BattleMetrics account.
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[Servers] Battlemetrics: faild api request | Server ... | CODE: 403 | Try get info from cache Am I doing something wrong, or is it Battlemetrics?
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I have tried several times to get it working and tested it with different servers. Unfortunately, even restoring backups did not solve the issue. Just out of curiosity: Is anyone else experiencing problems with the template, especially with the server display? Is this template still actively maintained and kept up to date? The developer's support Discord and the demo page are both no longer accessible. I would really appreciate any help or advice with this issue.
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Unfortunately, there are no messages—neither for the player nor in the console.
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Bugs: - The UI remains visible after a guest accepts the request instead of closing automatically. - Players are occasionally kicked from the guest lobby for no apparent reason. Feature request: Would it be possible to support placing building pieces directly with DLC skins selected, just like the standard building skins work? My players ask for this feature on a regular basis. An optional integration with Player DLC API by k1lly0u would be ideal to verify ownership, so only players who actually own the DLC can use those skins. This would prevent any potential abuse.
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Everything works fine while I'm in noclip. However, if I save while in noclip and I'm inside a building block, then disable noclip or load back in without noclip, I can end up stuck inside the building block.
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Players get stuck inside the building when switching from the lobby to a plot. RUST 2026.07.18 - 15.49.34.02.mp4
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1. Code Reset for Non-Owners After Plugin Reload Issue: After reloading certain plugins, players lose their authorization on code-locked entities. As a result, they are required to re-enter the code on their entities as if they had never been authorized. 2. Code Lockout on Vehicles & Admin Restrictions Issue: When other players enter the correct code on a vehicle, access is denied. After this first attempt, the vehicle immediately becomes completely locked, preventing any further code entry or interaction. Admin Issue: Due to this lockout, administrators are also unable to view/read the vehicle's code or move the vehicle when necessary (for example, when it is blocking a road or another player's base). Suggested Solution / Request: Could an administrative bypass be added? Ideally, administrators—especially while in Vanish mode—should always have full access to the vehicle and/or be able to view the code directly, allowing them to move blocked vehicles immediately when required.
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Since the wipe, the editor UI no longer disappears when it is closed. As with some other plugins, this appears to be related to FadeOut. It may need to be removed so the UI closes properly again. Could you please take a look at it?
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Failed to call hook 'OnServerInitialized' on plugin 'UltimateLocker v2.0.8' (AmbiguousMatchException: Ambiguous match found.) at System.RuntimeType.GetMethodImplCommon (System.String name, System.Int32 genericParameterCount, System.Reflection.BindingFlags bindingAttr, System.Reflection.Binder binder, System.Reflection.CallingConventions callConv, System.Type[] types, System.Reflection.ParameterModifier[] modifiers) [0x00050] in <41d29b352f6a475ab1bf7c6628b82790>:0 at System.RuntimeType.GetMethodImpl (System.String name, System.Reflection.BindingFlags bindingAttr, System.Reflection.Binder binder, System.Reflection.CallingConventions callConv, System.Type[] types, System.Reflection.ParameterModifier[] modifiers) [0x00000] in <41d29b352f6a475ab1bf7c6628b82790>:0 at System.Type.GetMethod (System.String name, System.Reflection.BindingFlags bindingAttr) [0x0000e] in <41d29b352f6a475ab1bf7c6628b82790>:0 at HarmonyLib.AccessTools+<>c__DisplayClass34_0.<Method>b__0 (System.Type t) [0x00000] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.AccessTools.FindIncludingBaseTypes[T] (System.Type type, System.Func`2[T,TResult] func) [0x00000] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.AccessTools.Method (System.Type type, System.String name, System.Type[] parameters, System.Type[] generics) [0x0004b] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0
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There appears to be an issue with locks when reskinning a Small Furnace using a spray can. If a furnace is using the Legacy Furnace skin and is then reskinned to a different furnace skin, any attached locks disappear. The same issue also occurs when reskinning from another furnace skin back to the Legacy Furnace skin. The problem seems to occur specifically when switching between the Legacy Furnace skin and any of the other furnace skins. Existing locks are removed or lost during the skin change, even though they were present before reskinning. This was tested by reskinning directly with a spray can. It may be worth checking whether the lock entity is being removed or not properly reattached when the furnace model changes during the skin switch.
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The new industrial doors do not appear to be supported by the automatic closing feature yet. Could you please add these doors so they can also close automatically? Additionally, the doors are also not closing again when they are opened using the HornDoors 1.0.2 plugin. This plugin is available on Codefling and is free. Could you please also check this case and adjust the automatic closing functionality accordingly?
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Hello, I wanted to kindly follow up regarding this issue, as my original report is now about 6 months old. The problem with upgrading building parts still occurs whenever the CreativeMode player flag is enabled. As described before, the upgrade sound plays, but the building piece remains Twig and is not actually upgraded. At the time, you mentioned that you would look into it, so I wanted to ask if there has been any progress or if there is currently any workaround planned for plugins using: player.SetPlayerFlag(BasePlayer.PlayerFlags.CreativeMode, true); I would appreciate a short update, as this issue is still affecting my server and I would really like to use the plugin on our server. Thank you.
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The industrial door is currently not functioning with the automatic closing feature.
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Could you add the new Industrial Decor Pack Items?
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It seems to happen only sporadically and not for every player. Unfortunately, there are currently no related error messages in the console. We will definitely keep monitoring it and try to narrow down the cause more precisely.