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Everything posted by Kobani
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Hello what costs more Resources Floating tyres visible or not visible?
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- 101 comments
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- 1
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- #halloween
- #zombie
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(and 8 more)
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Replace in the config , "Remove Settings": { "Blocked items to remove (prefab — settings)": { "shortname 1": [ { "Skins (* — all)": [ "*" ], "Can remove?": false, "Return Item": false, "Returnable Item Percentage": 100.0 } ], Short name 1 with assets/content/vehicles/boats/tugboat/tugboat.prefab "Remove Settings": { "Blocked items to remove (prefab — settings)": { "assets/content/vehicles/boats/tugboat/tugboat.prefab": [ { "Skins (* — all)": [ "*" ], "Can remove?": false, "Return Item": false, "Returnable Item Percentage": 100.0 } ],
- 307 comments
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- 1
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- #building
- #foundation
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(and 27 more)
Tagged with:
- #building
- #foundation
- #tool
- #tools
- #ui
- #upgrading
- #remove
- #upgrade
- #blocks
- #clans
- #friends
- #noescape
- #interface
- #hud
- #build skins
- #grade
- #gredable bases
- #grade rust bases
- #build system
- #upgrade buildings
- #remove structures
- #downgrade structures
- #base customization
- #best grade plugin
- #build plugin by mevent
- #reskin
- #bgrade
- #skins
- #building skins
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I am stupid. The error was with me. Sorry I had to set the setting in the json. "Update building skins on right click upgrade?": true, I set that to false. and now everything is fine again. Thanks anyway.
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A new problem that has come to light. If a skin is selected in your tool, in this example Brutalist. Then this skin is always shown first with the Facepunch default upgrade and only with the second upgrade the selected skin from the Facepunch menu is shown. See video. http://kobani.de/rust/RUST 2023.10.18 - 00.32.14.03.mp4
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Many thanks for the quick help. Everything works again. One more question: Would it be possible for the players to decide for themselves via a command or a button whether the menu opens automatically? The button could be placed above the wrecking ball, then nothing would be missing there. Just an idea, because some players like it, others don't. Thanks again for the first-class support.
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Maybe it is significant and you have already noticed it. Gingerbread currently has the same ID as Brutalist. I don't know if Facepunch has already noticed.
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- 307 comments
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- #building
- #foundation
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(and 27 more)
Tagged with:
- #building
- #foundation
- #tool
- #tools
- #ui
- #upgrading
- #remove
- #upgrade
- #blocks
- #clans
- #friends
- #noescape
- #interface
- #hud
- #build skins
- #grade
- #gredable bases
- #grade rust bases
- #build system
- #upgrade buildings
- #remove structures
- #downgrade structures
- #base customization
- #best grade plugin
- #build plugin by mevent
- #reskin
- #bgrade
- #skins
- #building skins
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Ok, thanks for the information. Is it possible that the ingredients of the Rust standard items are automatically collected in the ingredient bag?
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If you don't have enough stone in your inventory and want to switch from Wood to Brutalist, you get a Gingerbread skin. If you want to upgrade to Adobe and Brick and don't have enough stone, he switches directly to Twig. If you don't have enough metal and you want to upgrade from Wood to Container, it switches from Wood back to Twig. http://kobani.de/rust/RUST 2023.10.16 - 21.08.44.06.mp4
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NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.Sputnik.AddToContainerItem (ItemContainer container, Oxide.Plugins.Sputnik+LootTableConfig lootTableConfig, System.Int32 typeOfLootTable) [0x000ec] in <b5f33e78b3144e6d9dca9d9c44c42ab2>:0 at Oxide.Plugins.Sputnik+SputnikClass+<>c__DisplayClass55_0.<CreateCrate>b__1 () [0x00026] in <b5f33e78b3144e6d9dca9d9c44c42ab2>:0 at InvokeHandlerBase`1[T].DoTick () [0x00109] in <fa7483e0c5c0471b8c233f9a9121b6dc>:0 at InvokeHandlerBase`1[T].LateUpdate () [0x0000c] in <fa7483e0c5c0471b8c233f9a9121b6dc>:0
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Unfortunately, the stack function does not work properly. I use Stacksizecontroller, I have set the following. "Should cooking handle the item splitting for ingredients and meals? [set to false if using a stacks plugin]": false, The ingredients are separated when I pull them out, they stay separated when I pull them back into the ingredient bag. now when I close the bag and then open it again, all the ingredients have rejoined into large stacks.
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Hello Would it be possible to add the following to the CuiData? Then you could make the button background look 1:1 like the originals. I would be grateful ."Sprite": "assets/content/ui/ui.background.tiletex.psd" And one more thing. You can hide buttons when you open boxes. Would it be possible to hide buttons when you close the inventory and show them again when you open the inventory? That would be really great, I would even be willing to pay extra. I hope for an answer.
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[JsonProperty("Custom NPC clothing ignored NPC skins")] public HashSet<ulong> ignoreNpcSkins = new HashSet<ulong> { 11162132011012 }; It seems that the ID already exists. But it does not seem to work. Unfortunately, the creator of the mod does not answer. I noticed the following in the console today, it says there quite often. Maybe this will help and you can help me. NullReferenceException: Objektverweis nicht auf eine Instanz eines Objekts bei Oxide.Plugins.NpcSpawn+CustomScientistNpc.EquipCurrentWeapon (Item weapon) [0x00152] in <33e6bd8d01044b408b0deb625f21ecd2>:0 bei Oxide.Plugins.NpcSpawn+CustomScientistNpc.EquipWeapon (System.Boolean skipDeployDelay) [0x0025c] in <33e6bd8d01044b408b0deb625f21ecd2>:0 bei NPCPlayer.EquipTest () [0x00000] in <027d87a999c1486a90d4503facfa73ae>:0 bei InvokeHandlerBase'1[T]. DoTick() [0x00109] in <fa7483e0c5c0471b8c233f9a9121b6dc>:0 bei InvokeHandlerBase'1[T]. LateUpdate () [0x0000c] in <fa7483e0c5c0471b8c233f9a9121b6dc>:0
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- 432 comments
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- #abilities
- #boss
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Thanks for the answer. The settings for the boss are default. I added the location via chat. The spawn location is in a forest near the ferry terminal. This is also in the boss configuration. I then transfer the coordinates to the custommap file for example. Yes the Id I have set up myself, that also works with DefendableBases. Actually I did everything as described. Sometimes it works and then it happens that he always spawns in the same place, about in the middle, under the map directly above the water. I just can't figure out why. I will try it later without all the other plugins. Let's see what happens.
- 432 comments
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- #abilities
- #boss
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With the player, that was a coincidence. so that is irrelevant, but the boss does not always spawn at the specified position. sometimes yes and then again under the map in a different place. That would be so right or? { "ID": "156.303", "List of bosses": [ { "Boss Name": "Jason", "List of positions": [ "(-39.51, 6.95, -157.28)", "(-121.89, 1.49, -123.87)" ] } ] }
- 432 comments
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- #abilities
- #boss
- (and 16 more)
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To avoid a plugin conflict, I have removed all plugins and only used - BossMonster, or Convoy, or ArmoredTrain - NpcSpawn - MarkerAPI And - Halloween Installed Nevertheless, all Npc skins will be replaced by your plugin. I would be grateful if you could check this.
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I have created two coordinates as described. The boss spawns there sometimes, but quite often just in a different position under the map, is there a reason for this? { "ID": "156.303", "List of bosses": [ { "Boss Name": "Jason", "List of positions": [ "(-39.51, 6.95, -157.28)", "(-121.89, 1.49, -123.87)" ] } ] }
- 432 comments
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- #abilities
- #boss
- (and 16 more)
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There is always a delay when the Grave Yards spawn and despawn, something I don't experience at other large events. I only have 3 Grave Yards activated. Probably the entities spawn too much at once? And - Ignore NPCs created with NpcSpawn. Doesn't work, all NPCs from AmoredTrain Convoy Sputnik BossMonsters and so on are changed by Halloween. Can you guys please fix this quickly?
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Hello unfortunately all Npc skins are replaced by Halloween 1.1.0, do you have any idea what I can do to prevent this. Except to remove the plugin. Because the plugin Halloween 1.1.0 from The_Kiiiing replaces all NPC's from e.g. ArmoredTrain Convoy BossMonster ....... Maybe they have an idea or can block it with NPCSpawn. You are the professionals I have no idea about it
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- 101 comments
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- #halloween
- #zombie
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(and 8 more)
Tagged with:
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- 15 comments
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- #parachute
- #vehicle
- (and 10 more)