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Ryuu started following PVE players' ships can be raided
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Mr01sam started following PVE players' ships can be raided
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After the update, PVE players' ships can be raided unless you dock your ship near a PVE TC to properly trigger PVE mode protection.
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Mini flies super slow when floaties are out
BlackLightning replied to Covfefe's Support Request in Support
Can you help clarify what is the original problem? The support request title and opening comment don't provide much detail, so I want to make sure I understand the symptoms and how to reproduce it. As I said, I cannot reproduce it, which could mean I just don't know what to look for from lack of issue detail. When originally reading the support request, I got the sense that the helis were not returning to normal flight after taking off from the water, for an extended period of time, which of course would be a very big problem if true. That is what I tried and failed to reproduce. For some context, the plugin achieves buoyancy for helicopters by reusing a Rust-defined UnityEngine.Component called Buoyancy, which automatically detects water and applies increased drag when touching water or underwater. The plugin subscribes to the Buoyancy.SubmergedChanged callback to find out when water contact begins and ends in order to determine when to show the floaties. When the helicopter is very close to the water, it's possible for the submerged state to rapidly change, so to prevent the floaties from flickering, the plugin delays hiding them for a few seconds after the last contact with water, but this has no bearing on the drag itself. This means that once you take off from water, the drag should quickly/instantly return to normal even though the floaties may stay visible for a few seconds. When you take off from water, if any of the buoyancy points are still considered submerged, then it is expected for the heli to be a little slow as it would still have increased drag, but this shouldn't generally be noticeable, and this would have been true even before the big Naval Update. One of the things mentioned in the Naval Update patch notes around performance is that they have redesigned the buoyancy system. Often these system reworks end up isolating a given system from the other systems in the game, so if that system is reworked, the server doesn't grind to a halt, but objects managed by that system can become less responsive. This could possibly make the game take longer to realize that the heli is no longer submerged, leading to the heli having elevated drag for longer. This could possibly explain why not everyone is seeing this issue, as it could depend on how many buoyant objects are on your server, though this is just a theory at this point. -
Hello, I'm getting a compilation error with your plugin DisbandedTeamRestore on the latest Rust/uMod version: 'RelationshipManager' does not contain a definition for 'lastTeamIndex' It looks like the Rust API has changed and this field no longer exists. Could you please update the plugin to make it compatible with the current Rust version? Thank you very much for your work! Best regards,
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Ok, I'll try to figure it out.
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Suman Biswas joined the community
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with o.Reload nothing will happen, but if I to a o.reload BetterNpc, I will get this message [BetterNpc] Plugin loading progress at 74% [BetterNpc] Plugin loading progress at 82% [BetterNpc] Plugin loading progress at 85% [BetterNpc] Plugin loading progress at 90% [BetterNpc] Plugin loading progress at 92% [BetterNpc] All spawn groups have been successfully filled! [BetterNpc] Plugin loading progress at 96% [BetterNpc] All puzzles have been successfully reset! [BetterNpc] Completed plugin initialization successfully! Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.PogoStick+LootManager+<>c__DisplayClass0_0.<TrySpawnItemInDefaultCrate>b__0 () [0x0002f] in <ee211de7468d48d9a30ed4582a69e1fc>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <15f61ddda771464d8246ebdce8ff4811>:0 Attached Pogo and BetterNpc ConfigPogoStick.jsonBetterNpc.json PS: I already updated to the newest Version of BetterNpc as well
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should be good now after this last update if not let me see your config
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Put o.reload PogoStick to server console and send a screenshot to me. Send your PogoStick plugin config
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Changed Status from Pending to Fixed Changed Fixed In to 1.2.1
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Elevators stop getting power after player disconect
RickySpanish replied to user_404's Support Request in Support
Changed Status from Pending to Fixed Changed Fixed In to 1.2.1 -
I probably over complicated this setting, but here's the explainer: "DeepSea Enabled" = Do you want Deep Sea ON or OFF? "Set DeepSea Enabled Flag" = This is permission for the plugin to change it, eg if you change setting and reload ^ If you want deepsea to be enabled (its default on all servers anyway, unless other plugin or server convar disabling), you would set true/true If you want deepsea to be disabled, set false/true
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Elevators stop getting power after player disconect
RickySpanish replied to user_404's Support Request in Support
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- 17 comments
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KpucTaJl started following Likely OPR ERROR but I cannot figure out how to fix this
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NavyChief started following Likely OPR ERROR but I cannot figure out how to fix this
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(08:55:12) | Loaded plugin UpdaterNpcSpawn v1.0.0 by KpucTaJl [20ms] (08:55:12) | Failed to call internal hook 'OnServerInitialized' on plugin 'UpdaterNpcSpawn v1.0.0' [352240293] (Cannot create a file when that file already exists.) at void System.IO.FileSystem.MoveDirectory(string sourceFullPath, string destFullPath) at void System.IO.Directory.Move(string sourceDirName, string destDirName) at void Oxide.Plugins.UpdaterNpcSpawn.ReadAndRenameConfigOldNpcSpawn() in /home/container/carbon/plugins/UpdaterNpcSpawn.cs:line 171 at void Oxide.Plugins.UpdaterNpcSpawn.OnServerInitialized() in /home/container/carbon/plugins/UpdaterNpcSpawn.cs:line 237 at object Oxide.Plugins.UpdaterNpcSpawn.InternalCallHook(uint hook, object[] args) in UpdaterNpcSpawn.cs/Internal:line 23 (08:55:35) | Unloaded plugin UpdateChecker v4.3.2 by tofurahie (08:55:50) | Failed compiling 'NpcSpawn.cs': (08:55:50) | 1. } expected [CS1513] (NpcSpawn 32 line 6330) (08:55:50) | 2. ; expected [CS1002] (NpcSpawn 32 line 6330) (08:55:50) | 3. #endregion directive expected [CS1038] (NpcSpawn 3 line 6331) (08:55:50) | 4. The type or namespace name 'NpcSpawnExtensionMethods' does not exist in the namespace 'Oxide.Plugins' (are you missing an assembly reference?) [CS0234] (NpcSpawn 21 line 7) (08:55:50) | 5. 'Dictionary<int, HashSet<string>>' does not contain a definition for 'Any' and no accessible extension method 'Any' accepting a first argument of type 'Dictionary<int, HashSet<string>>' could be found (are you missing a using directive or an assembly reference?) [CS1061] (NpcSpawn 37 line 70) (08:55:50) | 6. The name 'EntityManager' does not exist in the current context [CS0103] (NpcSpawn 13 line 828) (08:55:50) | 7. Use of unassigned local variable 'player' [CS0165] (NpcSpawn 80 line 4471) (08:55:50) | 8. 'string[]' does not contain a definition for 'Last' and the best extension method overload 'AnimationCurveEx.Last(AnimationCurve)' requires a receiver of type 'UnityEngine.AnimationCurve' [CS1929] (NpcSpawn 35 line 4684)
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ilyhaisgood started following Announcements
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ilyhaisgood joined the community
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MadDom started following Error since new Loot Manager
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Got this error since installing new Loot Manger Plugin Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.PogoStick+LootManager+<>c__DisplayClass0_0.<TrySpawnItemInDefaultCrate>b__0 () [0x0002f] in <ee211de7468d48d9a30ed4582a69e1fc>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <15f61ddda771464d8246ebdce8ff4811>:0
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Mbeddis14 joined the community
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a big update, plugins are fixed as information about any situations becomes available.. You can check your notes when updating and not update them right now. If you have successfully updated, everything is working for you, and these notes are not important to you right now, update when it is convenient for you.
- Today
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when you say on the whole server do you mean outside of the tc area like at monuments and everything too?
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Hi, bases appear but we couldnt see them in a grey dome zone? could not find the setting in config.
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Hello, have you updated NpcSpawn yet? do you have this option enabled in the NpcSpawn configuration? can you send the configuration?
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Changed Status from Pending to Work in Progress
