All Activity
- Past hour
-
Bear Grills started following Skills
-
- Para acceder al volcán tienes que pulsar un botón que esta detrás de la caja con temporizador en la plataforma petrolífera, este botón envía electricidad al ascensor. Bajo el volcán tendrá que buscar una caja de fusible para dar electricidad al lector de tarjetas. - El interior del cuartel de la guardia civil es un monumento de zona de construcción para los jugadores, puedes encontrar toda la información de cada monumento en la descripción del producto. - El último punto no le he entendido bien.
-
ProjektEU started following Econom problem
-
ZEODE started following Econom problem
-
Hello, I have a question, Bradley, when I set the economy reward, it doesn't give any reward or experience since the last update. Can I ask how this can be solved?
-
Sand6968 started following Announcements
-
Sand6968 joined the community
- Today
-
JohnWick started following need help setting up to bot for my discord and sever
-
need help setting up to bot for my discord and sever
JohnWick replied to snowyyproject's Support Request in Support
Finally a pop bot that works. THank you! However you should really include the above instructions into the README file. -
Blooish started following Announcements
-
Blooish joined the community
-
Kit content showing behind the Server Panel
MeventSupport replied to MancDad's Support Request in Support
Hi! To display the kit contents immediately, you need to use the “content” template. As for the issue where Kit Info is being displayed behind the ServerPanel, could you clarify which parent layer you are using in the ServerPanel plugin? -
0000 changed their profile photo
-
SneakysLab changed their profile photo
-
Fusion.net changed their profile photo
-
Hi, thanks for the reply. Unfortunately this really is the only message that appears in the logs: failed to pickup assets/prefabs/deployable/playerioents/waterpump/water.pump.deployed.prefab but no valid error reason was given There is no additional stacktrace or detailed error output at all. I just wanted to share a personal suspicion (I’m not a professional in this area, so please take this only as a hint, not a claim): From what I can see, this message can occur if a plugin blocks a pickup via CanPickupEntity and at the same time removes (Kill()) the entity. In that situation Rust seems to abort the pickup, but doesn’t receive a valid reject reason, which results in this generic log message. So my guess is that the prefab itself is probably fine, and the message is more a side-effect of the pickup being denied without a proper error reason being returned to the engine. Again, this is just a suspicion based on observation and testing, not expert knowledge. I understand that without a full error log it’s hard to debug – I just wanted to pass this along in case it helps. Best regards Michael
-
Erland changed their profile photo
-
Disregard it was Space i am so sorry
-
si los eventos que tienen ciertos monumentos custom como el del volcan que no se como se abre, solo lo abri sin querer una vez pero sigo sin saber como (este seria uno) por otro lado el cuartel de la guardia civil, no se si esta vacio por que debia cargar algun bot o esta hecho como sitio para que la gente se de tiros en plan arena ya que la veo hueca pero arriba tiene dos cajas crackeables y me extraño un poco. Y por ahora por ultimo no se si habria alguna manera de mandar a mi gungame del server a la gente pero con tus arenas del mapa. Ya cuando lo pruebe con gente te dire si sale algo mas extraño.
-
bb2013bb_8 started following Announcements
-
bb2013bb_8 joined the community
-
I asked Chat GPT to transcribe the conversation and ask about the cause and solution. I'm not sure if this is correct. Assertion failed UnityEngine.Debug:Assert(Boolean) %5736d4887977614dab5fd27059527f0407cbde44:%6af9e06a84010b9ad6c39ef72bddf816722ae73(Int32) %223daeeeeed9a84db08987cc29967c8af0d2c9cc5:%00ebb273af85c6e6085990c0ce8a4af5ecdf6182(Vector2i, Vector2i, %5736d4887977614dab5fd27059527f0407cbde44) %223daeeeeed9a84db08987cc29967c8af0d2c9cc5:%00ebb273af85c6e6085990c0ce8a4af5ecdf6182(Bounds) WaterVisibilityTrigger:OnDisable() <LoadLevelAsync>d__7:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) What's happening? (Cause) This is a log indicating that Unity's Assert (a safety check for developers) failed. UnityEngine.Debug:Assert(Boolean) → A halt check occurred because a condition that should have been true was false. WaterVisibilityTrigger:OnDisable() → Occurs when the trigger controlling water visibility (underwater and surface visibility) is disabled. <LoadLevelAsync>d__7:MoveNext() → Occurs during map/scene loading. In other words, When the WaterVisibilityTrigger is disabled during loading, the internal state becomes unexpected, causing the Assert to fail. The most common causes are one of the following: Possible causes Abnormal water trigger (bounds/coordinates) on the custom map/monument side Range is 0 (no size) Bounds are inverted (min > max) Out-of-world location Negative scale/extreme scale Temporary bug in Rust itself (e.g., immediately after an update) Corrupted client-side cache/configuration
-
J4V1 started following Server exit error
-
hid333 started following Server exit error
-
When I exit the server, I get the error in the attached image. After a quick search, it appears to be a water trigger error. It doesn't occur on other maps. Please check and resolve it.
-
foregz changed their profile photo
-
Hey there, for the configuration tab, please add an option below "Supply Drop Configuration" which disables the smoke after X if Supply Drop smoke effect is enabled. Currently, it will just infinitely smoke the supply drop. For the smelting configuration (which has never really worked properly for me), a "batch smelt" option would be superb! This would go easy on performance compared to quicksmelts approach while fixxing your issue of being limited by tickrate as we discussed a while back. For categories, I feel somewhat limited about the amount of categories existing with just 6 being able to be configured. Ramping this up to 10 or any similar number would already make a huge deal or much better, the ability to create subcategories within each category. Been missing this feature from other loottable configurators for a while. Lastly, we urgently need a way to have items which have been newly added into the game inserted into our loottables. Without this, we are technically forced to re-do our entire configuration every forcewipe. Due to my personal complex setup, I've resorted to adding new items from updates to random containers. This is one of the biggest and most obvious hiccups IMO. Thanks a lot, awesome work! Kindest Regards Tikomatura
-
- 100 comments
-
- #custom
- #customizable
- (and 5 more)
-
RAAKA joined the community
-
Vedansh jain joined the community
-
Hello, describe your problem in more detail, you can attach screenshots or server logs.
-
Hello, is this behavior only on Cargoship? Is it always like this? Please specify your specifications: 1) Oxide/ Carbon 2) Procedural/Custom Map And please send the same files: 1) Config: NpcSpawn.json and BetterNpc.json 2) Data files: oxide/data/BetterNpc and oxide/data/NpcSpawn
-
- 5 comments
-
- #custom map
- #shemov
-
(and 2 more)
Tagged with:
-
Vasilev changed their profile photo
-
Apologies for the late reply. Regarding toast not disappearing, seems like a random client side issue,, happened to me once recently with another plugin and never happened again. Will keep an eye though if it persists. If it happens often for you let me know. For the kit, which plugin is that? can check with the dev what method he's using and address it.
-
Thanks for the reply! So, will the accelerated time stop once it reaches 10:00? I haven't tested it yet, though… Anyway, I'm really looking forward to the update!
-
-
Technical Issue Report: Equipment Slot Conflict with Headlight Plugin
beee replied to K9N_Twitch's Support Request in Support
Ok then will give you some info in case it helps: This plugin adds an extra slot which is not visible in the UI when the headlight is on (a 9th slot after backpack slot), it does not use the visible ones. There is harmony patches and a hook that makes the game ignore this miner's hat when checking for headwear. Lets say the harmony patches fail, the vanilla behavior will not that it would stop you from wearing the helmet, it will pop out the miner's hat to your main inventory (which doesn't seem to be happening in your case, and should also apply to hazmat suit) My suspicion is maybe a plugin is using CanWearItem hook and looping into all slots (including one with headlight in it), and preventing if it finds another headwear? Also ofcourse i am assuming you're using version 1.0.9. -
Lifesaball19 changed their profile photo
-
KhaosGaming1 changed their profile photo
-
Technical Issue Report: Equipment Slot Conflict with Headlight Plugin
K9N_Twitch replied to K9N_Twitch's Support Request in Support
Thank you for checking. Since you were unable to replicate the issue, I will monitor the situation after my scheduled server restart tomorrow. If the issue persists after the restart, I will provide more detailed logs and request to reopen this ticket. For now, I will pause the inquiry. Thank you for your time. -
Technical Issue Report: Equipment Slot Conflict with Headlight Plugin
beee replied to K9N_Twitch's Support Request in Support
Can't replicate, can you dm me your server info will log on to better understand the behavior.
