Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. Rust Admin

    Sound Box

    Weird, the regular Station window appears on the Portable Boombox, not sound box. The Stationary Boom box works great. Am i doing something wrong?
  3. nivex

    Turrets not shooting

    you're welcome. we'll see what happens. I'm glad it's working for you now. you can use the imported workshop skins file in the RaidableBases data folder. you can add unapproved workshop skins so long as they're not sold or gated by Facepunch. plenty of those here. https://steamcommunity.com/app/252490/workshop/
  4. nivex

    need help wont load

    this is the product page: https://codefling.com/plugins/raidable-bases this is a direct download link from the product page: https://codefling.com/plugins/raidable-bases?do=download I can confirm it is 3.1.9 and does not contain the errors from your first post, those errors are specific to version 3.1.6 if you have different errors post them and I can take a look
  5. nivex

    need help wont load

    .
  6. Today
  7. I was having the following error. Below is the original code. I fixed it with the code block at the bottom Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.ExtraPlants+<>c__DisplayClass172_0.<OnItemUse>b__1 (Item i) [0x00000] in <53aaf18ed08c45948f9abc35c210e644>:0 at System.Linq.Enumerable.TryGetFirst[TSource] (System.Collections.Generic.IEnumerable1[T] source, System.Func2[T,TResult] predicate, System.Boolean& found) [0x0003f] in <30cb9806a8774f11bb35ea6b11076cb4>:0 at System.Linq.Enumerable.FirstOrDefault[TSource] (System.Collections.Generic.IEnumerable1[T] source, System.Func2[T,TResult] predicate) [0x00000] in <30cb9806a8774f11bb35ea6b11076cb4>:0 at Oxide.Plugins.ExtraPlants+<>c__DisplayClass172_0.<OnItemUse>b__0 () [0x0005d] in <53aaf18ed08c45948f9abc35c210e644>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <15f61ddda771464d8246ebdce8ff4811>:0 int originalAmount = item.amount; NextTick(() => { int usedAmount = originalAmount - item.amount; if (usedAmount <= 0) return; if (specialPlantGrowthFertilizers.Contains(item.uid)) { specialPlantGrowthFertilizers.Remove(item.uid); return; } Item existingFertilizer = planter.inventory.itemList .FirstOrDefault(i => i.info.itemid == item.info.itemid && i.skin == skinId && i != item); if (existingFertilizer != null) { int spaceInStack = existingFertilizer.MaxStackable() - existingFertilizer.amount; int amountToAdd = Math.Min(usedAmount, spaceInStack); existingFertilizer.amount += amountToAdd; existingFertilizer.MarkDirty(); usedAmount -= amountToAdd; } if (usedAmount > 0) { Item newFertilizer = ItemManager.CreateByItemID(item.info.itemid, usedAmount, skinId); if (newFertilizer != null) { if (!planter.inventory.GiveItem(newFertilizer)) { newFertilizer.Remove(); } } } planter.SendNetworkUpdate(); }); Below here is the fixed code int originalAmount = item.amount; ItemId itemUid = item.uid; int itemId = item.info.itemid; NextTick(() => { // item may have been fully consumed and returned to the item pool by now, // so don't touch item.info/item.amount here — use the values captured above. if (planter == null || planter.IsDestroyed) return; int currentAmount = (item != null) ? item.amount : 0; int usedAmount = originalAmount - currentAmount; if (usedAmount <= 0) return; if (specialPlantGrowthFertilizers.Contains(itemUid)) { specialPlantGrowthFertilizers.Remove(itemUid); return; } Item existingFertilizer = planter.inventory.itemList .FirstOrDefault(i => i.info != null && i.info.itemid == itemId && i.skin == skinId && i.uid != itemUid); if (existingFertilizer != null) { int spaceInStack = existingFertilizer.MaxStackable() - existingFertilizer.amount; int amountToAdd = Math.Min(usedAmount, spaceInStack); existingFertilizer.amount += amountToAdd; existingFertilizer.MarkDirty(); usedAmount -= amountToAdd; } if (usedAmount > 0) { Item newFertilizer = ItemManager.CreateByItemID(itemId, usedAmount, skinId); if (newFertilizer != null) { if (!planter.inventory.GiveItem(newFertilizer)) { newFertilizer.Remove(); } } } planter.SendNetworkUpdate(); });
  8. Okay I’ll try that later when home. Why did the train yard sniper get teleported under the map in this area? It was an unusual site forsure and always seems to happen
  9. trippyhermpfarmer

    map is broken

    card rooms dont work , and missle silo is floating above the ground so it is also un usable
  10. Dony407

    need help wont load

    I've deleted all things raidablebases files and re downloaded it but still getting the same message when i redownload and install into my server
  11. Version 1.0.0

    3 downloads

    A massive fortified bridge spanning the water, built with towering stone arches and fortified gatehouses. A striking landmark that adds atmosphere, scale, and new possibilities for exploration and combat. Prefab count ~3k
    Free
  12. Yesterday
  13. dustyhansen

    Chaos Code > Rust HQ

    Not sure if you knew, but Chaos Code became Rust HQ today. A new site and everything. It may break your checks on the old site. It would be nice if the new one could be added.
  14. Spill

    Turrets not shooting

    Thank you so much. Did a quick test with "Skin Everything": false, and got shot at as soon as i turned of Vanish, as expected. No need to support turret skins on my behalf. Yes I disabled the TOS option at some point. Nearly any loot item would get skinned it seemed like. My guess is that it grabs a random skin, af its accepted/paid it rejects it. I hardly believe Raidablebases was their target when they made the TOS change. If anything, Raidable bases promotes dlc items and skins and makes people want to buy them. I will let you all know if my no-pop server gets delisted
  15. Dont

    Anomaly Zone

    Anyone else having any performance issues with the map? I am getting horrible FPS certain times.
  16. nvm im dumb lol
  17. nivex

    Turrets not shooting

    hi, the TOS option is disabled, and Skin Everything is enabled. that reskins my turrets and breaks their functionality. neither PVE nor PVP work as intended even though PVE appears to. set this to false in your config: "Skin Everything": false, this is the only solution at the moment. I may allow turrets to be skinned but its doubtful, or I may prevent the plugin from skinning them. undetermined at the moment
  18. I have two requests to discuss: 1: Could Blueprints be made available as rewards? 2: Is it possible to grant permissions for plugin usage? I would like to enable this only for administrators to facilitate game balance adjustments. Question Can I set the Battle Pass UI to Japanese?
  19. Muffin_Crumble

    Updating requests

    When i type /srs to see the requested skins, it just keeps "Updating requests data please wait" nothing more happens
  20. nivex

    need help wont load

    hi, the new version does not have those errors. if you are seeing them then the old version is being reinstalled each time. delete the previous RaidableBases.cs file and download a fresh copy.
  21. J4V1

    Atlantys island

    I've added quarries—for HQM, sulfur, stone...
  22. J4V1

    Atlantys island

    I've added quarries—for HQM, sulfur, stone...
  23. aimacak

    Convoy

    First and foremost, these changes should be implemented in NpcSpawn; KpucTaJI, as always, will be preparing for the next update. There’s always a chance that Facepunch will postpone some of the changes from the news to one or more additional updates.
  24. ProjektEU

    Bug NPC

    Okay, great, thank you.
  25. Spill

    Turrets not shooting

    Thanks for testing. Knowing that it works for you is of great help. I am using vanish to teleport to the locations when testing. And usually that has not been an issue. The PVE profile turrets kill me as soon as i turn of vanish. I also now tried to travel to one without activating vanish when logging on and it did not help. Shotgun traps also kill me, in both profiles. Used Entity Owner to see who was authed on the turrets, only the bots 14 RaidableBases Mode Toggler, replaces the active profile with a template, the files i provided. And changes "Convert PVE To PVP" and "Convert PVP To PVE" in the RaidableBases.json I have done file compare and it is the only changes made. Following you feedback. It is in fact setting the convertion to pvp that give me the problems. Flame turret and shotgun traps kill me. But not autoturrets. Thanks for looking at it RaidableBases.json
  1. Load more activity

About Us

Codefling is the largest marketplace for plugins, maps, tools, and more, making it easy for customers to discover new content and for creators to monetize their work.

Downloads
3.1m
Total downloads
Customers
12.1k
Customers served
Files Sold
171.3k
Total sales
Payments
3.7m
Processed total
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.