Rust-Kits
Moved
Total Downloads: 70,145 - First Release: Oct 21, 2014 - Last Update: Jun 7, 2018
- 4.96216/5, 185 likes
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Your post asked if autokits where on here github or umod
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Okay sure. That's what I asked. Thanks.
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Yeah, I did try to add them by hand. Sigh haha Attached Files:
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follow these steps
- unload plugin
- delete kits_data.json file
- upload both files
- reload plugin
And in the config file under the GUI option the kit1 and kit2 are only samples these must be removed many have made this mistakeAttached Files:
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is this plugin not longer supported ? there is a new kits plugin on umod.
or is this plugin still usable with the new update? -
The one on umod has been updated but its only in alpha so the one here would be best to use for now and yes its still being supported you can see my support posts
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thanks !
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Ok this is driving me nuts...
Can some one explain to me how get Blueprints in my Kits?
Thanks alot! -
same way you add any item
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are the kits i already have still valid after updating?
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Sorry but im not able to span in some BPs at all. There are no more options in F1 and also no IDs for them.
Do i really need to craft them first and make kits? -
if what you want to do is a kit, i think that yes, you have to craft them. if you only want to give them from the beginning, you can use this BlueprintManager. you add the permission to a group ("default" group for instance) and assign the blueprints you want to grant them.
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the cooldown is that minutes or seconds?
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seconds
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but this gives you a blank blueprint :/ how do you customize those blank blueprints for a specific item?
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thanks
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in the f1 menu do you not have blueprint book or something like that I know they are still there why not use these
