yes, it has the blank one, the same you linked ( -1887162396 Blueprint blueprintbase) but how do you use it in kits? if i want a kit with an Assault Rifle Blueprint, how do i turn this blank blueprint into an AK blueprint? that's what i don't know
EDIT: ok, solved
Rust-Kits
Moved
Total Downloads: 70,145 - First Release: Oct 21, 2014 - Last Update: Jun 7, 2018
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Good you got it but best to tell others as I am sure many will have the same problem
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Sure. what i did was walk around my server breaking barrels and opening basic crates until i found a blueprint, just any blueprint. i found one soon. then i made a kit with that blueprint. and finally i edited that kit manually copy-pasting that blueprint i had found just changing the value of the key "blueprintTarget" for the ItemID of the object i want (as @Resistance said, you can find all ItemIDs here). Tested and works.
EDIT: don't forget the ',' between blueprints:Code:"blueprints": { "name": "BLUEPRINTS", "description": "Some free Blueprints for you.", "max": 1, "cooldown": 0.0, "authlevel": 0, "hide": false, "npconly": false, "permission": null, "image": "http://i67.tinypic.com/67426f.png", "building": null, "items": [ { "itemid": -1887162396, "container": "main", "amount": 1, "skinid": 0, "weapon": false, "blueprintTarget": 2057749608, "mods": [] } ] }
Code:"items": [ { "itemid": -1887162396, "container": "main", "amount": 1, "skinid": 0, "weapon": false, "blueprintTarget": ITEM_ID, "mods": [] }, { "itemid": -1887162396, "container": "main", "amount": 1, "skinid": 0, "weapon": false, "blueprintTarget": ITEM_ID, "mods": [] }, { "itemid": -1887162396, "container": "main", "amount": 1, "skinid": 0, "weapon": false, "blueprintTarget": ITEM_ID, "mods": [] } ] -
the image link you have there is not the best try this one https://vignette.wikia.nocookie.net/play-rust/images/a/a5/Salvaged_Shelves_icon.png
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hi, next to the wipes, how to reset all players kits
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delete the Kits_Data.json file in the Data folder. The server must be offline when you do this.
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Hello,
so if I do not own the skin, I can not attribute it?
I tried to edit the kits.json file in the data folder but it was a failure -
You have found how to fix? @TheBandolero
I get same... added admin kit with gui and nothing displayed... -
i had an error in the kits.json in the data folder. blueprint with no "blueprintTarget" ID set.
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So i have Perms set to false on kits and using auth levels. Issue is the kit still thinks people do not have perms but perms are set to false. If I up the level to auth level 2 it will say that players do not have auth level for it instead of perms. Any idea why it is still trying to read perms when set to false.
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permissions dont have a false setting upload your json files
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I can when I am back at location. But the flag shows false as an option. permission CUSTOMPERMISSION/false
[DOUBLEPOST=1528480890][/DOUBLEPOST]I would assume this may be an issue of me seeing that as a flag and thinking it needed to be set to false. -
You are reading that wrong thats does not mean you set the setting to false in the kits.json in data folder the default setting is null
Here is two samples one with a permission set and one without
Code:"Vip": { "name": "Vip", "description": "VIP reward", "max": 5, "cooldown": 86400.0, "authlevel": 0, "hide": false, "npconly": false, "permission": "Kits.vip", "image": null, "building": null, "items": [See this post on how to make a kitCode:"Signal": { "name": "Signal", "description": "Signal and Bear", "max": 5, "cooldown": 86400.0, "authlevel": 0, "hide": false, "npconly": false, "permission": null, "image": null, "building": null, "items": [ -
anyone getting this after tonights update
Code:Failed to call hook 'OnPlayerRespawned' on plugin 'Kits v3.2.91' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.Kits.BuildWeapon (System.Int32 id, System.UInt64 skin, System.Collections.Generic.List`1[T] mods) [0x00009] in <c7a6e49733994e148c6eb5d3576e4af5>:0 at Oxide.Plugins.Kits.GiveKit (BasePlayer player, System.String kitname) [0x00072] in <c7a6e49733994e148c6eb5d3576e4af5>:0 at Oxide.Plugins.Kits.OnPlayerRespawned (BasePlayer player) [0x00045] in <c7a6e49733994e148c6eb5d3576e4af5>:0 at Oxide.Plugins.Kits.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x002f0] in <c7a6e49733994e148c6eb5d3576e4af5>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <cc1c06ce0ebd4145b07f6c3438d70a62>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <901ba4905e044f67b6e6ad4ce05063c4>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <901ba4905e044f67b6e6ad4ce05063c4>:0
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Yeah and more NREs
- it was prefixed, just download that latest update ^^ -
How do you edit an existing kit with the new version as /kit edit kitname doesnt work any more
Where do you set the perms in the data file since there doesnt seem to be an entry for perms now
None of our kits are available to default players presumably because we need to add all these perms -
getting this error. i redeemed a blueprints kit that worked like a charm before the update. now blueprints spawn like this, wand when clicking on one of them that red error pops out in the middle of the screen.

error_screenshot -
Even though permissions are still there, no one can use the kits they should have access to.
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Cndblood, Did you download the updated kits
