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Azami1213 started following I've been getting this error every so often
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MACHIN3 started following I've been getting this error every so often
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Failed to call hook 'OnFuelConsume' on plugin 'XPerience v1.8.920' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.XPerience.OnFuelConsume (BaseOven oven, Item fuel, ItemModBurnable burnable, BaseOven+IndustrialSlotMode IndustrialMode) [0x0023d] in <0fcad88f07194872bc0b321111af10d7>:0 at Oxide.Plugins.XPerience.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x04405] in <0fcad88f07194872bc0b321111af10d7>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0
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Changed Status from Pending to Closed
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- 69 comments
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- #ultimateleaderboard
- #leaderboard
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- Today
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946 started following Announcements
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946 joined the community
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Khaled started following Game chat messages and boxes
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T-Nuts started following Game chat messages and boxes
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Players are reporting game chat spamming if the recycler is not connected to the boxes. Players would also like to connect to another box as the small boxes aren’t big enough but can’t. Is there a way to have resources after item is recycled to move faster? As in move from recycler to box? Bought this yesterday but wasn’t able to fully test myself
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Hey! Oh, yeah there were some changes on force that didn't broke the plugin compilation and i didn't saw it. Should be fixed now. Sorry for the issues! Also the codelock might be seen bugged because of the region with building blocked, and it's natural codelock behaviour. Will think about replacement in the future as i've got some reports like that previously.
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RTimer started following Pve mode dont work loot table
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RKid started following Pve mode dont work loot table
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Loot table dont change as well pve mode don't work properly
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大河内ミカドVT started following Announcements
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大河内ミカドVT joined the community
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Got it! Thank you very much!
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- 134 comments
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- #rust
- #real
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(and 56 more)
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- #real
- #pve
- #pvp
- #solo
- #build
- #friendly
- #raid
- #npc
- #monument
- #monuments
- #loot
- #looting
- #farm
- #newbie
- #custom
- #bar
- #ui
- #cui
- #panel
- #vehicle
- #claim
- #limit
- #limits
- #sleeping
- #bag
- #sleeping bag
- #bed
- #shelter
- #permission
- #permissions
- #vip
- #economy
- #economics
- #rad
- #town
- #radtown
- #queue
- #bypass
- #vehicles
- #raidable
- #base
- #bases
- #raidablebases
- #raider
- #raiders
- #humannpc
- #event
- #events
- #copy
- #paste
- #copypaste
- #plugin
- #plugins
- #umod
- #oxide
- #carbon
- #iiiaka
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Sigma Studio changed their profile photo
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CHE7 joined the community
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- 46 comments
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- #optimize
- #optimization
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Ill check r you using better npc or anything witch npc are doing this to you when getting back up or all them so i can see if i can track this down.. If there just not reequipping there weapons' i did an update that should resolve that.
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- 6 comments
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- #raid
- #protection
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(and 4 more)
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Blue Ridge Grinch changed their profile photo
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Hi, to lock the crates, I'm using the fire (the code lock often bugged out and couldn't be unlocked) - "Use Fireballs As Chest Lock (...)": true Then I set each fire to last only 1 second so everyone can loot them immediately: "Loot - Fire Lock Time (in seconds)": 1 Since the wipe, the crates burn just like in vanilla, though, and I noticed this error right after the crates spawn: MissingMethodException: Method 'LockedByEntCrate.SetLockingEnt' not found. at System.RuntimeType.InvokeMember (System.String name, System.Reflection.BindingFlags bindingFlags, System.Reflection.Binder binder, System.Object target, System.Object[] providedArgs, System.Reflection.ParameterModifier[] modifiers, System.Globalization.CultureInfo culture, System.String[] namedParams) [0x006e0] in <41d29b352f6a475ab1bf7c6628b82790>:0 at UnityEngine.SetupCoroutine.InvokeMember (System.Object behaviour, System.String name, System.Object variable) [0x0001e] in <541bad9922cc471fb776cf62c05b1d38>:0 UnityEngine.Component:SendMessage_Injected(IntPtr, ManagedSpanWrapper&, Object, SendMessageOptions) UnityEngine.Component:SendMessage(String, Object, SendMessageOptions) Oxide.Plugins.RoadBradley:InitializeCustomTankDeath(BradleyAPC, RoadBradleyController) Oxide.Plugins.RoadBradley:OnEntityDestroy(BradleyAPC) Oxide.Plugins.RoadBradley:DirectCallHook(String, Object&, Object[]) Oxide.Plugins.CSharpPlugin:InvokeMethod(HookMethod, Object[]) Oxide.Core.Plugins.CSPlugin:OnCallHook(String, Object[]) Oxide.Core.Plugins.Plugin:CallHook(String, Object[]) Oxide.Core.Plugins.PluginManager:CallHook(String, Object[]) Oxide.Core.OxideMod:CallHook(String, Object[]) Oxide.Core.Interface:CallHook(String, Object[]) Oxide.Core.Interface:CallHook(String, Object) BradleyAPC:OnDied(HitInfo) BaseCombatEntity:Die(HitInfo) BaseCombatEntity:Hurt(HitInfo) BradleyAPC:Hurt(HitInfo) BaseCombatEntity:OnAttacked(HitInfo) BradleyAPC:OnAttacked(HitInfo) DamageUtil:RadiusDamage(BaseEntity, BaseEntity, Vector3, Single, Single, List`1, Int32, Boolean, Boolean, Boolean, Boolean, List`1, Boolean, Boolean, BaseEntity) TimedExplosive:Explode(Vector3) TimedExplosive:Explode() TimedExplosive:ProjectileImpact(RaycastHit, Vector3) ServerProjectile:ProcessHit(RaycastHit, BaseEntity, Vector3) ServerProjectile:DoHitDetection(Vector3, Single) ServerProjectile:DoMovement() ServerProjectile:FixedUpdate()
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Hi! Can you clarify if you have any errors or warnings in the server console?
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Not compiling after September update
BritishKingEdward replied to Rust Admin's Support Report in Support
Getting the same error but with an extra line Error while compiling ExtractionRareMinerals: Cannot implicitly convert type 'CookableItemInfo' to 'ItemModCookable' | Line: 774, Pos: 40 -
- 10 comments
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- #rollercoaster
- #rust
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(and 11 more)
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- 10 comments
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- #rollercoaster
- #rust
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(and 11 more)
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i did this, uploaded, edited the data file to reduce npcs and remove the dome and 5mins later they all reset back to default, even when you unload the plugin it keeps running, i even deleted the plugin and it kept running took a whole server restart to stop it, for me seems the plugin has a little issue to be used atm, the default npcs that spawn are way too high for any server, spawning in 50 npcs will lag out any server, the default configs should start very low then server admins edit them to be higher if need be
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Follow-up on the SqliteException / server/my_server_identity crash This is confirmed, not a guess — reproduced via IL decompilation of Assembly-CSharp.dll/Oxide.CSharp.dll and verified empirically across several real cold restarts on our servers. We found the actual trigger: it only happens when "Enable Offline Image Mode" is enabled in the config. With that option on, LoadImages() (called synchronously from OnServerInitialized()) calls LoadImageFromFS() → FileStorage.server.Store() for images prefixed "TheMevent/". FileStorage is a native beforefieldinit class — touching it that early can run its static constructor before the game engine applies the +server.identity startup argument, permanently locking the storage path to the default "my_server_identity" for that process. With Offline Image Mode off (the default), this code path is never reached — that's why most users never hit it. Offline Image Mode was true on all our servers going back months before the crash started. Disabling it + updating to 1.5.63 fixed the crash across several real cold restarts since, with zero exceptions. The 1.5.65 changelog note ("no longer hangs on startup because it imported interface images while still initializing") doesn't match the code — LoadImages() is still called synchronously in OnServerInitialized() in 1.5.65, unchanged from 1.5.63. Suggested real fix: stop routing these cached images through the native FileStorage class entirely. Write the downloaded texture bytes directly to disk instead (e.g. File.WriteAllBytes under oxide/data/UltimateLeaderboard/Images/) and read them back the same way. That removes the race condition completely, regardless of plugin/assembly load timing. Separate issue: 1.5.65 changed the ServerPanel category check back to categoryID != 0 (was categoryID > 0). Negative category IDs aren't valid — they came from a bug in a category ID generator (now fixed upstream). Accepting them as valid causes wrong template rendering. Recommend keeping categoryID > 0, matching the convention other ServerPanel-integrated plugins (MultiEvents, DailyRewards) use.
- 69 comments
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- #ultimateleaderboard
- #leaderboard
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120 New Raidable bases by JaaaaaThomas July Pack
jaaaaaThomas commented on jaaaaaThomas's file in Bases
Hi, yes, you need these settings for the level I made to work. Basically, the package includes the bases, and these settings add the Level 6 houses to the game, and you will also get a new category called “Clan Base.” Once you purchase these settings, you’ll be able to use them with the rest of my packages as well, so you won’t need to purchase the settings again, since the settings receive regular updates.- 2 comments
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- #base
- #based
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(and 34 more)
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- #baseloot
- #basement
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- #base pack
- #base build
- #base packs
- #bases pack
- #base design
- #base repair
- #base trains
- #base package
- #base and loot
- #base building
- #base packages
- #base upgrades
- #raid
- #raids
- #raider
- #raiders
- #raiding
- #raidable
- #raidder
- #raidbase
- #raid logs
- #raidlimit
- #raid loot
- #v
- #raidstats
- #raidzones
- #raid base
- #raid mega
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pupilo joined the community
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Basically creates a separate stack from the other charcoal. If you split the stack out to single items, it creates identical items. Obviously, they can't be used to enchant a weapon but wanted you to know that this is happening.