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quanau started following Announcements
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quanau joined the community
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maxalt started following About CoolDown....
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nivex started following About CoolDown....
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Hello, Previously (https://codefling.com/files/support/29787-regarding-the-buyraid-command/), I contacted you because Buyable Raidable Bases were not spawning. Starting this wipe, I switched to letting RaidableBases handle the RP cost directly instead of using the Shop plugin. At first, I thought everything was working correctly, but I've now received reports that certain players can purchase a base and nothing happens. My guess is that the issue is related to the cooldown system. For example, one player was in a team of four. Two members were online and purchased a Raidable Base. The base spawned correctly, but they logged off before completing it. Later, when the other two teammates logged in and tried to purchase another Raidable Base, nothing happened. There was no response from RaidableBases and no message was displayed. On another day, two team members completed a Raidable Base successfully. Later, the two teammates who had been offline logged in. Sometimes the Buyable cooldown UI appeared for them, and sometimes it did not. When the cooldown UI did not appear, it seemed that the cooldown was still active in the background. They were able to purchase a base, but after purchasing, nothing spawned and no message was shown. I've experienced something similar myself while playing on my own server. Sometimes my friend who completed the raid with me sees the cooldown UI, while I don't. Other times, I see it as expected. Because the cooldown UI appears inconsistently, I'm wondering if there might be a small issue with the cooldown logic itself. Just in case, I've attached my .json configuration file as well. I apologize for taking up your time, and I really appreciate your help. Thank you! RaidableBases.json
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Ham Hinkleman started following Events Manager
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- 347 comments
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- #eventmanager
- #manager
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(and 5 more)
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MeventSupport started following Items Not Working in Kits
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Glad you figured it out. If you run into any other issues, let me know. Happy gaming!
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Teastick started following error on console
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Martian started following error on console
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any idea what this means? it pops up alot on my server console UnityEngine.DebugLogHandler:Internal_LogException_Injected(Exception, IntPtr) UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception, Object) ServerMgr:Update() Server Exception: IndustrialStorageAdaptor.SortQueue NullReferenceException: Object reference not set to an instance of an object at IndustrialStorageAdaptor+NameComparer.<Compare>g__GetStringForItem|1_0 (Item i) [0x0000e] in <1e6595f6dcb64d5da96b4230eef5dd88>:0 at IndustrialStorageAdaptor+NameComparer.Compare (Item x, Item y) [0x00010] in <1e6595f6dcb64d5da96b4230eef5dd88>:0 at System.Collections.Generic.ArraySortHelper`1[T].SwapIfGreater (T[] keys, System.Comparison`1[T] comparer, System.Int32 a, System.Int32 b) [0x00004] in <41d29b352f6a475ab1bf7c6628b82790>:0 at System.Collections.Generic.ArraySortHelper`1[T].PickPivotAndPartition (T[] keys, System.Int32 lo, System.Int32 hi, System.Comparison`1[T] comparer) [0x00008] in <41d29b352f6a475ab1bf7c6628b82790>:0 at System.Collections.Generic.ArraySortHelper`1[T].IntroSort (T[] keys, System.Int32 lo, System.Int32 hi, System.Int32 depthLimit, System.Comparison`1[T] comparer) [0x00069] in <41d29b352f6a475ab1bf7c6628b82790>:0 at System.Collections.Generic.ArraySortHelper`1[T].IntrospectiveSort (T[] keys, System.Int32 left, System.Int32 length, System.Comparison`1[T] comparer) [0x00013] in <41d29b352f6a475ab1bf7c6628b82790>:0 at System.Collections.Generic.ArraySortHelper`1[T].Sort (T[] keys, System.Int32 index, System.Int32 length, System.Collections.Generic.IComparer`1[T] comparer) [0x0001c] in <41d29b352f6a475ab1bf7c6628b82790>:0 Rethrow as InvalidOperationException: Failed to compare two elements in the array. at System.Collections.Generic.ArraySortHelper`1[T].Sort (T[] keys, System.Int32 index, System.Int32 length, System.Collections.Generic.IComparer`1[T] comparer) [0x0003c] in <41d29b352f6a475ab1bf7c6628b82790>:0 at System.Array.Sort[T] (T[] array, System.Int32 index, System.Int32 length, System.Collections.Generic.IComparer`1[T] comparer) [0x0004d] in <41d29b352f6a475ab1bf7c6628b82790>:0 at System.Collections.Generic.List`1[T].Sort (System.Int32 index, System.Int32 count, System.Collections.Generic.IComparer`1[T] comparer) [0x0002b] in <41d29b352f6a475ab1bf7c6628b82790>:0 at System.Collections.Generic.List`1[T].Sort (System.Collections.Generic.IComparer`1[T] comparer) [0x00008] in <41d29b352f6a475ab1bf7c6628b82790>:0 at IndustrialStorageAdaptor.ApplySorting () [0x00252] in <1e6595f6dcb64d5da96b4230eef5dd88>:0 at IndustrialStorageAdaptor+SortingQueue.RunJob (IndustrialStorageAdaptor entity) [0x00000] in <1e6595f6dcb64d5da96b4230eef5dd88>:0 at ObjectWorkQueue`1[T].RunQueue (System.Double maximumMilliseconds) [0x000cf] in <8e10d20e240b421abd86a54f7622c1c5>:0 at ServerMgr.Update () [0x00b4a] in <1e6595f6dcb64d5da96b4230eef5dd88>:0
- Today
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notifications.all 2454495140 1414245162 "[FIREWORKS]" "[Happy 4th All! - Special Fireworks Show Boxes have been added into several vending machines in Outpost today ~ The prices are based on how big the show is and cost 'Champagne Boomers' - <color=#FA0000>FIREWORKS DLC REQ</color> +1,500 Bonus Gun Powder!!]" "[(inventory.giveto {id} gunpowder 1500, true)]" The message sends to all as expected but only those online can claim the reward Super cool plugin thx for taking the time too look at it
- 6 comments
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- #notify
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- Yesterday
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aimacak started following Only some BossMonsters appearing
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Hello, I'm sorry that I didn't have time to answer you here P.S. the problem was solved in Mad Mappers Discord. Thanks.
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Hello, turn off all spawn points in the data/BetterNpc/Monument/ folder? no, there is no such function, you can download files to a PC and make a massive change via Notepad++ or some other program. If I understood you correctly, of course..
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- 6 comments
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- #notify
- #notification
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@Watcher Hello again Check it out after the fixes from the FerryTerminalEvent's ticket, if the situation persists, please send your config, I will try to repeat it.
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Hello, I'm sorry for the long answer. 1) Regarding the error: Main thread stalling: Write queue at capacity, waiting for write thread... you need to change the map marker from advanced to basic in the event configuration, this is due to the combination of the large number of players and running events with this type of marker in one moment. 2) Regarding messages from ArcticBaseEvent: open ArcticBaseEvent.cs on 3384 line and delete this block: if (isMount && npc.NavAgent.enabled) { npc.NavAgent.destination = npc.transform.position; npc.NavAgent.isStopped = true; npc.NavAgent.enabled = false; } 3) Regarding NRE: NullReferenceException: Object reference not set to an instance of an object. at UnityEngine.Bindings.ThrowHelper.ThrowNullReferenceException (System.Object obj) [0x00018] in <7ef4b7e39e5e4212acadbf6d2e50d7fa>:0 at UnityEngine.Component.get_transform () [0x00006] in <7ef4b7e39e5e4212acadbf6d2e50d7fa>:0 at Oxide.Plugins.ArcticBaseEvent+ControllerArcticBaseEvent+<DestroySnowmobile>d__323.MoveNext () [0x000bc] in <fccf553dfa504f5f9d24a6d59b8d1206>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <7ef4b7e39e5e4212acadbf6d2e50d7fa>:0 I couldn't get such an error, there is a high probability that this is due to server performance due to a flood due to advanced map markers, I asked KpucTaJI about this, but you also check if you will have this error after changing map marker to basic and fixing it in *.cs
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Slashen00 joined the community
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Devin7395 joined the community
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Did you solve your issue then, or are there still problems?
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- 302 comments
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- 1
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- #protection
- #base
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- 437 comments
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- #builder
- #automation
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@ninco90 @Wizz The NoEscape API is publicly documented and has remained consistent without changes, so adding support is straightforward. A developer doesn't need to own or personally use the plugin to implement compatibility they simply need to follow the documented API/hooks. Whether someone owns the plugin shouldn't determine whether they can support it. If a plugin exposes a documented API, that's exactly what it's there for.
- 437 comments
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- #builder
- #automation
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- 437 comments
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- #builder
- #automation
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jtaylortfs joined the community
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I'm also working on adding offline protection features for apartments and rentable shops, so maybe it will also avoid whatever that case is, by going down the new code paths instead.
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thanks will look into this
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Changed Status from Work in Progress to Fixed Changed Fixed In to 2.0.5
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Changed Status from Pending to Fixed Changed Fixed In to 2.0.5
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Sorry for the delay, just posted an update that fixes it! Let me know if there's any issues with it, I tested to see if the changed bits still functioned as intended and they did, but who knows if something weird changed.
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Alright, posted a new version that should fix the issue, seems I just had to remove my specification for the RPCs, tested it to confirm it still did what it should, and it seems to just fine, let me know if there's any issues
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tplp63 changed their profile photo
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Hey! Sure, can add something like that in next update.
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Players arent able to obtain items from Market
ThePitereq replied to Rust Admin's Support Report in Support
Hey, they should go to redeem storage. Make sure you have correct storages in both plugins, In ShoppyStock you have set shop, that exists in RedeemStorageAPI confirguration