I noticed that most rust server list sites always show only the amount of active steam players but not cracked players.
For example when using: http://rust-servers.net/
Is there any way to fix that? How they get these information? Via RCON?
I notice that on my cracked server there are many totally different players from different locations having all the same SteamID by LumaEmu: 76561197960266962. Since I decided to ban this ID, no one of them can join.
I always was thinking that LumaEmu generates unique IDs.
Anyone noticed this too?
tarynkelley submitted a new resource:
Rust Legacy Server + Fougerite - Rust Legacy Server with Fougerite 1.4.2 Prepatched
Read more about this resource...
It happened now the second time for me and I have no clue why.
Rust++ simply stops autosaving.
There is nothing in the logs which could explain it. No error message. It simply stops.
The logs show [DataStore] Saved! but the map is not saved at all.
Any ideas?
Is there any Hook when the player joins the map and when his rust is completely loaded?
I know at least EAC giving these warning messages (e.g. 1 of 3 warnings)when a player successfully joined the game.
Unfortunately On_PlayerConnected is too early.
Commands
/tempmute
Config: Duration of mute
Most of my Mods forget the unmute a player after they muted them.
Is there any way that they get unmuted automatically after time x ?
The Forum captcha is not working for me. I tried it with Firefox and Chrome.
Example:
http://fougerite.com/lost-password/
This script seems to be faulty:
https://ws.areyouahuman.com/ws/script/227395c48385297b60874b3680bcd366db0fa586
Hey,
is there any way or solution to fix this problem except restarting the server?
https://msdn.microsoft.com/en-us/library/system.environment.tickcount%28v=vs.110%29.aspx
Name: NoSuicide
Description: Prevents that user can kill themselves with F1 + suicide command.
Commands: /suicide on , /suicide off (Disabling and activating suicide)
Hello,
I converted one of my plugins to C#. It works fine without threading. But with threading it crashes randomly like 1 time per day.
Here is the debug log:
========== OUTPUTING STACK TRACE ==================
(0x002533B0) (rust_server): (filename not available)...
I noticed that since the beginning of this year, the activity of this forum rapidly fell.
Are there still any active users? I know that Dretax has been busy in the past, but besides that, where are all the members?
What settings are recommended for
server.sendrate
and
server.framerate
and for what is
server.receivebuffer
server.sendbuffer
and how to set it ? what value?
in order to improve the performance of the rust server?
Hi,
Iam trying to modify Rust++ to add a value to the DataStore when a moderator or admin uses godmode.
by adding to the GodModeCommand.cs at the correct section:
DataStore GOMD = new DataStore();
GOMD.Add("Gomd", pl.SteamID, "true");
But this command does not have any effect at all. The...
Hello,
is it possible to directly execute server commands via python, for example "fougerite.reload", "fougerite.save" etc, without needing to have rcon permissions?
I just tried to download the Rust Legacy Server Files with steamcmd.exe
and noticed that the destination folder is much bigger than before.
It looks like maps from Rust Experimental got put to the Rust Legacy Server files.
I tried to download again, but its still with these additional files...
Plugin Name: ServerControl
Plugin command:
/restart xxx
/shutdown xxx
(xxs for seconds, minimum 60 seconds or so)
+ a SteamID Whitelist for which Players can execute this command
+ Countdown Time Message like Rust.PP Shutdown
+ AutoSave
+ Announce Message (Popup) + GlobalChat
I'm...
I found in the Fougerite Config the following parameters:
;deployabledecay=true
;structuredecay=true
What happens exactly when I activate both of them? Is this decay system reliable?
Thanks
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