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- Past hour
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I don't know, since you're the creator of your plugin, it should, for example, stop the timer when the player's timer runs out? Or kill all the bots?
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dweebothegeek started following imthenewguy
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I tested this out and can now pick up the item by collecting it into my inventory. While I was testing I noticed a similar item conflict. Wood pile, metal node, sulfur node, stone node cannot be picked up with the hammer. They can be picked at to get rid of it but not to get it back into the inventory. The farmable items are definately working though. Thank you again for your help!
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SubparHero started following Announcements
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SubparHero joined the community
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Requested 'Shipwreck' for compilation Fallback handler could not load library /home/container/RustDedicated_Data/MonoBleedingEdge/x86_64/data-0x7fde541cd480.so Loaded plugin Shipwreck v1.3.9 by Adem [362ms] Unloaded plugin Shipwreck v1.3.9 by Adem at Oxide.Plugins.Shipwreck.GetMessage (System.String langKey, System.String userID) (at /home/container/carbon/plugins/Shipwreck.cs:5439) at Oxide.Plugins.Shipwreck.GetMessage (System.String langKey, System.String userID, System.Object[] args) (at /home/container/carbon/plugins/Shipwreck.cs:5441) at Oxide.Plugins.Shipwreck+NotifyManager.PrintError (BasePlayer player, System.String langKey, System.Object[] args) (at /home/container/carbon/plugins/Shipwreck.cs:4169) at Oxide.Plugins.Shipwreck+GuiManager.OnImageSaveFailed (System.String imageName) (at /home/container/carbon/plugins/Shipwreck.cs:4339) at Oxide.Plugins.Shipwreck+GuiManager+<LoadIconsCoroutine>d__8.MoveNext () (at /home/container/carbon/plugins/Shipwreck.cs:4323) at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <90c589ebc24b486c9e5903521dacec9d>:0) NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.Shipwreck.GetMessage (System.String langKey, System.String userID) [0x00000] in /home/container/carbon/plugins/Shipwreck.cs:5439 at Oxide.Plugins.Shipwreck.GetMessage (System.String langKey, System.String userID, System.Object[] args) [0x00000] in /home/container/carbon/plugins/Shipwreck.cs:5441 at Oxide.Plugins.Shipwreck+NotifyManager.PrintError (BasePlayer player, System.String langKey, System.Object[] args) [0x00009] in /home/container/carbon/plugins/Shipwreck.cs:4169 at Oxide.Plugins.Shipwreck+GuiManager.OnImageSaveFailed (System.String imageName) [0x00000] in /home/container/carbon/plugins/Shipwreck.cs:4339 at Oxide.Plugins.Shipwreck+GuiManager+<LoadIconsCoroutine>d__8.MoveNext () [0x000dc] in /home/container/carbon/plugins/Shipwreck.cs:4323 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <90c589ebc24b486c9e5903521dacec9d>:0 (Filename: /home/container/carbon/plugins/Shipwreck.cs Line: 5439)
- Today
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The problem with your config is that you set "enabled" to false fot the npc loot table. This means the plugin will not touch the npc loot and therefore you get vanilla loot. If you want no loot you have to use a custom loot table with an empty item list. Here is a config that does what you want DeepSeaCargo.json Make sure you have the latest version installed or the config will not work.
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Changed Status from Pending to Work in Progress
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BaluDog Gaming started following Conflict with Admin Turret Blind Eye plugin?
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walkinrey started following Conflict with Admin Turret Blind Eye plugin?
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Hi, getting the following conflict message in console when also using Admin Turret Blind Eye plugin. https://codefling.com/plugins/admin-turret-blind-eye Do you know if there is possibility of fix please? Hook conflict while calling 'OnNpcTarget[1066895325]': DriverController 0.0.7 [True] and TurretBlindEye 2.0.0 [False] Hook conflict while calling 'OnNpcTarget[1066895325]': DriverController 0.0.7 [True] and TurretBlindEye 2.0.0 [False] Hook conflict while calling 'OnNpcTarget[1066895325]': DriverController 0.0.7 [True] and TurretBlindEye 2.0.0 [False] Hook conflict while calling 'OnNpcTarget[1066895325]': DriverController 0.0.7 [True] and TurretBlindEye 2.0.0 [False] Hook conflict while calling 'OnNpcTarget[1066895325]': DriverController 0.0.7 [True] and TurretBlindEye 2.0.0 [False] Hook conflict while calling 'OnNpcTarget[1066895325]': DriverController 0.0.7 [True] and TurretBlindEye 2.0.0 [False] Hook conflict while calling 'OnNpcTarget[1066895325]': DriverController 0.0.7 [True] and TurretBlindEye 2.0.0 [False] Hook conflict while calling 'OnNpcTarget[1066895325]': DriverController 0.0.7 [True] and TurretBlindEye 2.0.0 [False] Hook conflict while calling 'OnNpcTarget[1066895325]': DriverController 0.0.7 [True] and TurretBlindEye 2.0.0 [False] Hook conflict while calling 'OnNpcTarget[1066895325]': DriverController 0.0.7 [True] and TurretBlindEye 2.0.0 [False]
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It's not possible. It was never designed with this in mind.
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Max Repair Buff Handling is Incorrect in OnItemRepair Hook
imthenewguy replied to Khan's Support Report in Support
I see the issue. Will patch next release. -
Hiro Of Canton started following help)
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/deepsea dedupe Okay, we’ll wait. By the way, the command /deepsea dedupe says that such a command does not exist.
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Black Beard Gaming started following Skill setup
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imthenewguy started following Max Repair Buff Handling is Incorrect in OnItemRepair Hook and Skill setup
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Hi, Is it possible, instead of having skills set through the UI, to allow my players to buy them? For example, take Loot Magnet instead of upgrading it through the skill tree, I want to give players the option to buy the max level in my shop or obtain it through cases. If this is possible, how would I go about setting it up? I’ve tried a few options in my shop plugin, but none of them worked.
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I understand, I've been using the plugin since long before a recommended time was set.
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Changed Status from Pending to Work in Progress
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Hi Stormo, something about the implementation of deepsea causes things to spawn even if they already exist. Im already aware of this. Will look into the crates problem too. For now, try tunning /deepsea dedupe This should clean up most or all duplicates
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The current implementation of the Max Repair logic in the OnItemRepair hook is incorrect and results in inconsistent and bugged repair values due to improper use of condition and max condition getters & uses. Additionally it uses nextframe which is not needed.
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Good day — or maybe not so good The duplication issues with sulfur, HQM, and crude oil barrels have started again. Now it’s also happening on ghost ships at sea — crates are spawning inside other crates. That’s already bad, but something else worried me even more. A player of mine, on the lower deck of a ship, found items like these in a crate — all in a single stack with such huge amounts. That’s a very serious problem. I checked other ships and didn’t find anything like this. Is there any way to fix this? Maybe I configured something incorrectly — I’m attaching the config. Also, another thing that concerns me is that since installing the plugin, crates have not spawned on ships even once. For context, the sea on my server is open continuously for 14 days, after which there is a technical wipe with a map change. DeepSeaOptions.json
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Did I understand correctly that you're using this plugin? I checked your config, and everything is working correctly. Are there any other messages displayed besides the event start and end? Check your configs in the lang folder; there might be empty messages there.
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hi1231331313 changed their profile photo
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Hello. I use BetterNPC by KpucTaJl, TruePVE by nivex, and MonumentOwner by JTedal. My players love the way they can claim monuments using the MonumentOwner plugin. We have had a couple problems with locked crates, and I am wondering if this api would maybe fix the problem. Here is the problem: A player gains ownership of a monument (MonumentOwner) with a locked crate. The player hacks the locked crate. The player then leaves the monument and loses ownership (The player is still nearby, waiting for the crate countdown and the crate to unlock). The crate is no longer considered theirs since the player does not own the monument anymore. We have had players run in, claim ownership of the monument, then steal the contents of the locked crate. 3 things: 1. Can PveMode (when used with BetterNPC) lock ownership of the crate to the player that hacked it? 2. Would there be any conflicts while using BetterNPC/PveMode/MonumentOwner? 3. Will a player retain ownership of the locked crate if they lose ownership of a monument controlled by MonumentOwner?
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Is this going to get updated? I have still not been able to use this since I bought it...
