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File Comments posted by Mr01sam
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On 1/9/2026 at 8:33 PM, Benjamin Tuttle said:
Does this plugin work with CopyPaste? When pasting the build, it loads in fine but the ladder hatch entrance is disconnected (back to a hatch instead of a portal). Adding an entrance back with the hammer doesn't work either.
it does not work with CopyPaste unfortunately
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8 hours ago, ST3V3O said:
im sure this has been done already..i feel like its not working right..all i want todo is when a player is offline base is fully protected and cost 150 scrap per hour and stop when there online.i would be forever greatful if someone could help me with that ive attach my config..sorry i guess im a noob
If you want it to stop when they are online you just need to set Online Protection percentage (0-100) to 0.0.
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Excellent! Thank you for sharing this with the community! I will link to it on the WarMode page
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On 12/27/2025 at 4:04 AM, fullwiped said:
Hello @Mr01sam I’d like to share a constructive suggestion regarding the raid protection system.
In practice, this system is frequently abused for griefing. We have observed players deliberately placing structures and turrets directly in front of other players’ bases to block or harass them under protection. To mitigate this, we have already disabled traps in the configuration. However, this alone has not fully resolved player dissatisfaction.
From our experience, the plugin would greatly benefit from a limitation mechanism. Specifically, introducing a configurable TC limit per player or clan would significantly reduce abuse while still preserving the core purpose of offline protection.
For example:
"Max protected cupboards per player/clan": "1", "Max protected Tugboats per player/clan": "2"This feature would encourage players to prioritize protecting their main base while preventing them from placing protected cupboards in front of other players’ bases to block or disrupt gameplay.
There may also be alternative approaches on your side that could help address this issue; I hope you will consider evaluating possible solutions. A feature like this would add meaningful control for server owners and help prevent systematic griefing without weakening legitimate base protection.
Best regards
Hey - just so you know, there already exists a setting that allows you to limit the number of tool cupboards a player can be the "founder" of. Its in the protection level configuration.

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20 hours ago, Galemystic said:
I think the plugin has stopped working . It appears as if you're protected, it seems to work but it's ineffective; people can still raid. At least for me, it stopped working overnight; there's no warning when you shoot anymore.
Perhaps its conflicting with another plugin?
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On 12/4/2025 at 2:53 PM, beetle said:
Does this plugin support Basements?
Yes, but it depends. Combined storage itself should work fine with basements, however, if you have the setting that requires chests to be linked with a storage adaptor, then you will not be able to link chests that are on the surface with chests that are in the basement since pipes can't travel through floors. But if you don't have that setting enabled, then it doesn't matter.
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On 11/28/2025 at 5:28 AM, erdemkrdgn said:
Good day and good luck. This might be too much to ask, but I'm curious. I want to start a PVE server, and I already have one. My PVE-related questions are: Is this addon compatible with raidable bases? Will there be any issues? Can someone create their own raid base and raid it with raidbuy? Or did I see a tank addon somewhere that summons tanks with supplies? Would that work?
Yes this addon is compatible with raidable bases, and it does feature some extra configuration options if you have raidable bases installed. I'm not 100% sure how the raidbuy works with it. I'm not familiar with that tank addon you're referring to.
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39 minutes ago, forlandoo said:
Hi, is it possible to change the plugin so that if the TC only has one authorized player, the hourly “cost per player” doesn’t apply, and it only starts counting from the second player onwards? That means, for example, if I set the upkeep cost per floor to 20, this applies when only one player is authorized, and as soon as a second player is added, an additional “cost per player per TC” value is applied.
Messaged you
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2 minutes ago, 林鳳珠 said:
I mean, it doesn’t require TC authorization.
I also haven’t enabled the permission that allows viewing all items without TC authorization.
When I separated the items and placed them into different boxes.
I didn’t lock the boxes.
When the enemy looks into the first box without TC authorization, they can see the contents of the other boxes (as long as the boxes aren’t full).
This default setting isn’t good. Even if the enemy has TC authorization, they still shouldn’t be able to see it.
The enemy should only be able to see the contents of one box.
But your plugin’s mechanism is very similar to the industrial system’s principle.
It pulls all the items into the first box.I think I get what you're saying, but I want to make sure. Can you provide a screenshot of what the unauthorized person sees when they open the box, just to be clear? You can message it to me if you would prefer.
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5 minutes ago, 林鳳珠 said:
I separated the items, but the enemy can open the first box without TC authorization and see all the contents.
Of course, you’re right that the second box only shows items when the first is full, but it’s unreasonable for an enemy without TC authorization to see all box contents just by opening the first one.
Also, in your configuration, once the enemy gains TC access, they can see all boxes within the territory just by using one box — that’s too convenient.I'm confused, by "see all items" do you mean that they can see the combined storage UI? Because if that's the case - you're correct that's not intended UNLESS you have the config option that allows that for unauthorized players.
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4 hours ago, 林鳳珠 said:
This is very unreasonable. Enemies without your TC authorization can still take all the items; everything is in the first chest.
If you have multiple chests linked, it is not physically possible to have everything in the first chest. Things might be placed in the first chest initially, but once that is full, items will start being placed in the second chest, ect.
This plugin is not meant as a way to distribute items across multiple chests, it simply provides a way to view all items as if they were in one chest.
Perhaps I'm misunderstanding the issue, could you provide a screenshot?
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8 hours ago, N7ws2aseRtohbXXKkG said:
I would like to change the icons for WarMode Badges and also customize the text on the SpawnUI but I cant seem to do this from the configuration files? I can change the badge config to pull from a URL but its slow.
It currently only supports icons that are in the game. Here is a list of them:
https://github.com/OrangeWulf/Rust-Docs/blob/master/Extended/UI.md -
4 hours ago, Evox said:
i cant build basement , i come down but cant detroy walls i use jackhammer, and cant remove basmenet doors, before works fine
use it remove tool, get mesagge another plugins who is stoping,
i cant delete all plugins
think is problem in file
Do you have any plugins that block damage, like TruePVE?
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1 hour ago, CupsOhJoe said:
I think you misunderstood, I meant this for Raidable Bases, if the Raidable Baes is a PVP one to change the player to PVP mode just liek when doing so for some event plugins.
RaidableBases doesn't use ZoneManager unfortunately (it creates its own zones) so WarMode's normal "Force Mode in Zone" option doesn't work. Instead, you can have WarMode respect RaidableBases PVP/PVE setting by "kicking" the player outside the bounds if they're not supposed to be there, but by default WarMode cannot change their mode dynamically since its not a zone manager zone.
That's why I said there are some people that put together an extension to do this. But its not built into the plugin. If you had a zone manager zone where the RB are, then it would be achievable already. -
On 9/27/2025 at 8:05 PM, Je_Re_My said:
Hello,
how come that if im in PVP mode. and i aim at a sleeping player. THere is noi peace logo visible?
Don't know for sure if this is the case - but the aim hitbox for a sleeping player is sometimes wonky. You may need to aim slightly "near" the player. Or its also possible there is some kind of bug going on.
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On 9/27/2025 at 6:00 PM, CupsOhJoe said:
@Mr01sam
Is there a way to have players switch from PVE to PVP if they enter a PVP Raid base. Instead of bouncing them out? I ve had so many players complain that they will be driving, boating and hit the are of a base and get flung and killed or vehicle /horse destroyed..This will also give encentive for PVE players to risk everything to do a PVP raid and get countered, just like when doing a Event that switches them as well.
WarMode doesn't have this by default - though IIRC there are some other developers that have created an unofficial extension to do this. If you message me I can try and connect you with them. I can't really endorse these extensions, since I don't maintain them, and many don't follow Codeflings standards. But you're welcome to try them out and maybe they work for your use case.
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On 9/25/2025 at 2:10 PM, mufasa said:
Hi, im not sure if ive done something wrong but as an admin it wont allow us to be able to look in other players boxes? is there a mode for admins that over rides the settings? thanks
There is a permission you can give yourself as admin.
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41 minutes ago, Grif said:
I like the idea of this plugin, but my concerns are that people teaming together will forget they are in pvp mode, log off and have their base offline raided. I think a really cool option would be if you could have a toggle button on your Tool Cupboard or something that would let you toggle between if your base can be raided or not. That way people can have their PVE base where they keep their goodies and they can still build seperate bases they want to be raided. If you can make this happen I will buy this plugin. Also curious if the plugin supports Raidable Bases and TruePVE.
Yes, you can configure it to be compatible with Raidable Bases and TruePVE.
I'm not sure if this answers your question, but by default you are correct that if a PVE player joins a team with a PVP player it does indeed force that PVE player to be a PVP player (which makes their base open to raiding). This is because most servers frown upon mixing PVE and PvP since players could just store their stuff in a PVE base without risk of losing it.
However, if you disable team sync in the config then it will no longer force the PVE player to be PVP when they join a team with a PVP player. Additionally, there are options to allow players to switch between PVP and PVE on the fly with the /flag command. There are also some optional restrictions you can apply around this command if you want for balance.
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1 hour ago, OneCubixMeterofAltosd said:
Today, my players found out the expensive way that you cannot build basements under ice lakes - is this normal behavior or a patch thing? Thanks again!
Hey - so yes unfortunately that is intended. There are certain areas where there will be issues with clipping if a basement is built under them. Ice lakes is one, cliffs and rocks are another.
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1 hour ago, Hawkhill said:
Got no coding experience, so i have no clue whats possible or not.
I have some ideas for the electricity and pipes.... But if its doable / functional i dont know....
- Add a storage adaptor and a cable tunnel to the hatch on both upper level and basement that are connected to eachother.
- Maybe a modified box connected to the hatch where you can drop items into and they dissapears down into another box in your basement where you can connect to a pipe system there.On my server, the players have acces to the testgenerator, so power wont be an issue.
Water might not be as useful as i thought it would be down in the basement.
I first had an idea of making an underground farm with the basement, but that might be tricky cause of the waterpressure.
If you add one output that provides water, you cannot connect all sprinklers in a big farm into that cause of the water pressure.
Then maybe i need a plugin that modities the sprinklers to require no water to work.Electricity should already work, because it lets you place wires through the ground. Pipes and hoses however cannot go through walls/ground so thats why its tricky. Yeah your idea of a storage adaptor is the best idea I could come up with as well.. not sure if I can simulate it working correctly though.
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On 8/19/2025 at 5:36 PM, BenDer said:
My players have learned to bypass the ban on changing the mode. They simply agree with a pve player and after the raid he invites them to the team and they all become pve. Then they gather resources, go to the second pvp player, ask him to accept their team and everyone becomes pvp players, raid and then pve..... And so without stopping, this needs to be banned somehow.
The pvp mode has higher priority (by default) than the pve mode. So if a pvp player joins a group of pve players, it should sync everyone to pvp (not to pve). If that isn't the case, it sounds like a bug?
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On 8/17/2025 at 11:14 PM, cachalote said:
Hello, will the plugin be configurable for multiple player groups with different settings? I’m asking because I would like to have a different configuration for VIPs. Thanks.
Currently, there is just a "basements.build" and "basements.free" permission. So you could make it so your VIP group either is the only group that can build basements, or you can make it so that basements they build are free (really OP), but there are no options currently to change the pricing for one group over another.
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On 8/10/2025 at 2:30 PM, Rust Admin said:
Does this work with LimitEntities plugin? I don't want players to have unlimited basement entities and would like their basements to count against their entities. Thanks!
I haven't tested it myself - but I have heard it does work with Limit Entities.
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11 hours ago, Olympiad said:
Hello,
How can I make this plugin compatible with Dynamic PVP (On Umod)
The dynamic PVP plugin creates zones via Zone Manager with random ID's so I'm unsure how to list them to force pvp
},
"ZoneManager": {
"ForceModeInZone": {
"oilrig_2": "pvp",
"oilrig_1": "pvp",
"military_tunnel_1": "pvp",
"launch_site": "pvp"
}
},
I've got it working with Zone Manager Auto Zones as the zone ID remains the same
Thanks in advanceI'm not sure exactly sure how you'd get it to work with DynamicPvP, perhaps someone else has figured it out? WarMode lets you match zones by zone id, but it also lets you match it by zone name. You can also do partial matches as well. So if there is a way to get dynamicpvp to name the zones something consistent, then perhaps you can match by name. Otherwise, if its truly random, then I'm not sure what can be done.
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On 7/30/2025 at 7:23 AM, Pepuni. said:
With this plugin, would it be possible, for example, if the player chooses PVE, their stats would be vanilla, and if they choose PVP, they would be x2-x3?
Similarly, does the plugin allow event zones (oilrig, silo, etc.) to always be PVP?
Thanks, I look forward to a response."With this plugin, would it be possible, for example, if the player chooses PVE, their stats would be vanilla, and if they choose PVP, they would be x2-x3?
-This plugin creates oxide groups for all the modes it manages, so yes if you had a plugin that could change the resource amount assigned to an oxide permission group, then you could have it so PVP had x3 the resources!
"Similarly, does the plugin allow event zones (oilrig, silo, etc.) to always be PVP?"
-Yes it does. If the events use zone manager, you can assign certain zones to have forced PVP. You can check the config documentation about how to do this.
Hope that helps! -
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46 minutes ago, RustMaker said:
What happens if I build my foundation on the edge of a hill or a cliff, then create my "basement", and then I dig toward the hill's/cliff's edge? Do I pop out of the side of the hill/cliff and continue to build my "basement" through the side of the hill/cliff? If so, Is the "basement" suspended in mid-air as I continue to dig?
Basements can only be build underneath foundations that exist on the surface - so it is possible to have a small portion of the basement visible if the surface foundation was placed on a very steep slope, but you can't continue to extend past the where your surface foundations end.
Also, it may not allow you to build a basement near certain cliffs if the cliff geometry would clip through the basement. It will notify you of this reason if you were attempt to build it there. -
1 hour ago, AllyEdM said:
I don't want players playing in PvP on the server to be able to register or teleport to their homes. I want to give this privilege only to PvE players. What should I do?
You should be able to accomplish this using the oxide permission groups. WarMode automatically creates permission groups for each mode, for example warmodepvp and warmodepve. For whatever plugin you are using to do home teleports, you can assign the permission to use those commands to just the warmodepve group if you want.
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On 7/1/2025 at 10:20 PM, WerWolf said:
with truepve and no decay you can make a 2x1 with tc (hatch on the other foundation) remove the foundation the tc is on and still use the hatched foundation as a bunker build walls on the foundation /door/roof ..very cool way to have a basement 1x1 with no tc .(.NOT A ISSUE LOL) but maybe a option inthe config so this is a thing for vip/admins in future?
Yeah I think the key there is the "no decay", if decay was on, and the basement was detached from a TC, then the hatch would decay as normal and eventually destroy the basement.
So I agree it's not really an unintended issue - kinda neat use case though.
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On 7/1/2025 at 1:28 PM, cachalote said:
Hi, Does this plugin also work to limit offline raids independently? I'd like to limit offline raids on one server and both on the other. Thanks.
I'm not sure if they work together or not, maybe someone else here can confirm?
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48 minutes ago, 林鳳珠 said:
Have you considered adding a setting for how many entrances a person can build? If the cost of building the entrance is increased, it will be very difficult for players to complete it at the beginning. I only have one week to clean up. Extending the time is not a good option for players. Please help add settings
Just to be clear, there already is a setting to limit how many entrances can be built per base.
However, I think you're suggesting a max entrance limit per player. I'm not going to add that to the base version of the plugin because currently nothing about the basement is tied to a specific player - just like anything in vanilla rust, the basements are tied to the buildings they are built into. It also could open up a lot more issues that would need to be handled, making the code much more complex..
For example, lets say the max entrances per player is 3. A player builds a base, puts 3 basement entrances, so they are at their max. Another player, decides to raid that base and take it over as their own. Now the original player cannot build any more entrances, but they also cannot destroy their old entrances because another player is in control of that base. In addition, that second player might be in control of 6 entrances, because they might have a second base of their own. This is just one scenario, but there's more that could be problematic as well.
That being said, if this is really important for your server, I could look into creating a separate (extension plugin) that will put entrance limits per player, but you'd have to accept it as is - I cannot commit the time to handle all the scenarios that might come up from putting in this setting.
I hope that makes a little more sense why I am hesitant to do this.-
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3 hours ago, TheGhostOfChaos said:
Been a while since i last did a bug report.
not this time keep up the amazing work havent been able to find a single bug
Altough i cant really figure out what i need to name the building on a basement to change it skins Example Jungle or Brick or Metal etc.Had me going there for a sec lol!
Not sure what you mean by "name the building" is that a thing from a plugin? -
23 hours ago, ChardaZAR said:
Hey @Mr01samSame boat here
I have the Building Sites plugin, and that's one of my worries
Some of the building sites are in the air, and the basements are going to glitch through the bottom
I don't think it's too much of an issue, to be honest, but I know this will bother some players
I do have another question before purchase:
What is the max size the basement can be?
I looked around in the documentation, but I didn't see anything defining size. So I'm guessing 3x3?Currently, the basement size is limited by the size of the surface building - basements can only be built underneath a surface foundation.
In addition, I do have plans to add an option to set a max basement size as well.
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1 hour ago, VoodooLights said:
Thanks for letting me know. If it's something a lot of people need, I can certainly prioritize it.
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19 hours ago, kin8642 said:
This will not look good. Can the height of the basement be set? For example, if it is higher than 20 or 30, the basement cannot be built. My server has a lot of aerial buildings (building feature server)
There isn't anything for that right now, it's perhaps something I could add as a setting in the future.
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57 minutes ago, kin8642 said:
Custom maps can be placed base in the air
It will probably work with those and allow those people to make Basements in their air bases. The only downside I can think of is it might look a little funny because the basements will probably be floating in the air a short distance below the air base. But there shouldn't be a functional issue with this - because the basements will still be sealed and indestructible.
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2 hours ago, 林鳳珠 said:
Hi there, I was wondering if this plugin supports limiting how many basement entrances a player can build in total,
or possibly restricting how many different foundations a player is allowed to place basements on?Right now, players seem able to keep placing basements on many different foundations, which feels a bit too powerful for our PVP server.
Just wondering if there's any way to implement a restriction like this. Thanks!Currently, there is not a restriction for basements total, quite similar to how there is not a restriction to how many tool cupboards you can place.
I can add this as a suggestion for the future - in the mean time, if you think Basements are a bit too powerful/frequent, you can perhaps increase the cost to build an entrance?-
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17 minutes ago, TheGhostOfChaos said:
I cant wait that update is going to be sick.
As of right now i havent enabled acces to players since im fine tuning and finding out how balanced it can or cant be (pvp server)
Sure adding s basement garage will be OP but also more obvious that there is a basement
It would be something along the lines of "pressing a button to teleport the vehicle to the basement". If you have any ideas for the specifics, I'd love to hear them.
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2 hours ago, Hawkhill said:
Is there any way to get freshwater to the basement?
I was thinking of using the basement for plant farming for example....
Then i would need to get a good flow of water down there for the planterboxes.Edit:
Just figured out that you cannot expand the basement outside the foundations of your base. Then most of my ideas wont work.
Small cozy RP Base above ground with big basement with farm, storage and stuffThere is an optional setting in the config that will allow you to build a basement bigger than the surface foundation, but it takes a little work to build. The setting is called "Destroy Basement Cell when Surface Foundation is Destroyed" by default this is set to true, but if you set it to false then it won't destroy the basement below if the surface foundation is destroyed. This means you can build a large foundation area on the surface, then build a very large basement, and then remove a lot of the surface and the basement will remain. You just need to leave at least one space for an entrance.
But this little trick will allow you to have a basement bigger than the surface. You can even do cool things like link two separate bases together via an underground tunnel.
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2 hours ago, TheGhostOfChaos said:
Can there be an option to install an underground garage for vehicle's?
Example you build some foundations out and put a garage door on the entrance you drive in there and enter trough ramps to park within the basement.
This could be an epic way to store vehicle's i dont know if it can work or not
It definitely sounds possible, I'll have to think of the best way to do it.
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7 hours ago, BB1984 said:
Is it possible to have some combination of settings where a team leader is able to change the mode of all players on a team, whether online or offline, while SyncModeWithTeamMembers, RequiresSafeZone, RequiresNoHostile, and RequiresTeamLeader are all true? Looking to at least have the team leader be in a safe zone and able to change the entire team, but if all online members also have to be in the safe zone, that's fine too. It's the offline members that currently seem to throw a wrench into things.
To my knowledge, it should change the mode of the offline players too when the team sync occurs - are you saying that doesnt seem to be working?
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3 hours ago, Kobani said:
Hey, my players keep asking if it would be possible to run industrial pipes down into a basement and then back up again — is there any way this functionality could potentially be added?
Right now, that's the one utility that's not possible between surface and basement. Though I am trying to come up with a good solution for it.
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1 minute ago, rex said:
bonjour le plugins fait bauge le serveur quant il redémarre tout lees plugins son beuge quant je l enlève tout remâche il y a un problème
avec votre plugins merci
Yes, I have a fix for this ready, I am just verifying everything before I upload - its coming soon!
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11 hours ago, hid333 said:
I'm having trouble with the issue where when I install this plugin and restart the server (with the normal restart command), ImageLibrary doesn't load for some reason.
Does anyone have any idea what the cause might be?
If I remove Basements.cs, it loads normally.
I checked about 10 times whether Basements.cs is present or not, and confirmed that the problem always occurs.
Please let me know if there is any advice.Found the issue, patch coming very soon.
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2 hours ago, hid333 said:
I'm having trouble with the issue where when I install this plugin and restart the server (with the normal restart command), ImageLibrary doesn't load for some reason.
Does anyone have any idea what the cause might be?
If I remove Basements.cs, it loads normally.
I checked about 10 times whether Basements.cs is present or not, and confirmed that the problem always occurs.
Please let me know if there is any advice.I'll try to reproduce this
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IMPORTANT NOTE
This discussion section is great for if you have questions about the plugin or want to inquire about compatibility (or if you want to express that you like the plugin!). But if you have a bug I strongly encourage that you open a support ticket rather than posting it here.Opening a support ticket for bugs makes it much more visible for me and allows me to track it. If you post a bug in the discussion section, it has a very high chance that it will get lost.
Thank you all for the feedback so far
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5 minutes ago, hid333 said:
I also think it's a good feature that the hatch doesn't decayed.
The only thing that bothers me is the error notification (status display) that says "The base is decayed."
I'm sorry for being such a minor point, but it's not something that needs to be fixed,
so I just mentioned it as my opinion.
I really like the plugin!I appreciate the feedback!
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8 minutes ago, hid333 said:
Basements require a clear underground to be created (no rocks, tunnels, roots, ect) you found an uncommon situation where it still let you place it.
I can add a fix for the placement logic to prevent you from placing it on a spot like that.
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6 hours ago, hid333 said:
The hatch does not appear to weather even if the TC does not have any metal pieces. Although the TC warns you that the "base is weathering", it does not appear to weather unless the stone base is weathered.
That's intentional - the hatch itself does not take damage, however the foundation under it can take damage, and if it gets destroyed the hatch gets destroyed as well.
I could perhaps make it so the decay damage is that would go to the hatch goes to the foundation, if that makes sense.
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7 hours ago, Mr01sam said:
I am unsure if Build Tools will work with the basements without some added support, I can reach out to someone that might have both installed to find out though.
@Kobanijust tested it out with a friend - everything seems to be working fine with Build Tools and Basements.
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5 minutes ago, Kobani said:
Hi,
I’m thinking about purchasing your Basements plugin.Before I buy, I wanted to ask if it’s compatible with mevent’s Build Tools.
Can basements and underground building parts be built and edited smoothly using those tools?Thanks for your quick response!
I am unsure if Build Tools will work with the basements without some added support, I can reach out to someone that might have both installed to find out though.
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19 minutes ago, NHGaming said:
Was wonder if there's a way to use pvp zones and that would change the player to pvp even if there pve and when they leave the zone changes them back. Sorry if there was already an answer for this. I made the zone with zone manager. Any help is appreciated.
Yup, that is a built in feature - in the WarMode config file there is ForceModeInZone setting. There's lots of details on it in the documentation link.
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5 hours ago, Mr01sam said:
It should work with Epic Loot. Restore upon death - I'm not sure. I'd have to double check that one later.
@vanzylquintin42Just to follow up on this - you can use restore upon death with this plugin - but the insurance won't carry over to items that have been restored. This is because restore upon death creates a copy of the item when it restores it, whereas item insurance tracks the original item. It would be easy for me to add integration if the restore upon death dev added a hook that is called before it makes the copy. But they do not provide one at the moment.
IMO its kind of redundant to have both plugins because if your inventory gets restored upon death, there's not much need to insure things anyways. But if you plan to make it so that only some players have restore upon death whereas others have item insurance, then that should work just fine. -
2 hours ago, vanzylquintin42 said:
hi
quick question
I'm running a pve server with these 2 plugins on will this plugin work with them in a case where a player dies when offline and loses all their gear
https://umod.org/plugins/restore-upon-death
It should work with Epic Loot. Restore upon death - I'm not sure. I'd have to double check that one later.
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@beetletry downloading again, it should be all set now
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On 5/5/2025 at 6:41 AM, beetle said:
It is still 1.0.0 downloading.
I tried clearing the cache, changing the download site, and suspected a misnumbering, but none of these made a difference.
Are you uploading the wrong file?
There have been issues with codefling in the past serving outdated files.. I will verify later today if that is the case, or if I just uploaded the wrong file!
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On 5/3/2025 at 9:57 AM, beetle said:
@Mr01sam Is this plugin no longer updated?
This issue has been fixed as of v1.0.1
- if you come across another problem I recommend opening a support ticket - I get notified of those frequently!
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@beetle this plugin is still updated! Just no support tickets have come in yet, so I wasn't aware of any issues. I can take a look into this. You are correct, in that if the item is left on the corpse, it should not be marked LOOTED. Same for dropped backpacks.
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On 4/22/2025 at 3:23 PM, Garudazeno said:
Hi all, asked this in support but in case anyone here knows: How do I find the ID of a destroyed TC? The ledger is probably still saved but I have no idea how I am supposed to find out the ID of a TC that no longer exists.
Thats going to be really difficult, however if you know the users that were authed on it you can try to find it within the ProtectedCupboards.json within the data folder. If you CTRL-F for the steam user id of the player, you might find them amongst the OwnerUserIds. Destroyed tool cupboards do get removed from here though, so its a good chance it wont be in there - but worth a shot perhaps.






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I would need some more info - I have not been able to reproduce this issue.