All Activity
- Past hour
-
Changed Status from Pending to Work in Progress
-
Changed Status from Pending to No Response
-
have a look at update , and let me know if it works for you now
- Today
-
Gridner started following Announcements
-
Gridner joined the community
-
Same here. Plase fix
-
Bellman changed their profile photo
-
[07:19:48] > Failed to run a 1.00 timer in 'TheTrapper v2.0.6' (FormatException: String was not recognized as a valid Boolean.) at System.Boolean.Parse (System.ReadOnlySpan`1[T] value) [0x0000a] in <41d29b352f6a475ab1bf7c6628b82790>:0 at System.Boolean.Parse (System.String value) [0x00014] in <41d29b352f6a475ab1bf7c6628b82790>:0 at System.Convert.ToBoolean (System.String value, System.IFormatProvider provider) [0x00005] in <41d29b352f6a475ab1bf7c6628b82790>:0 at System.String.System.IConvertible.ToBoolean (System.IFormatProvider provider) [0x00000] in <41d29b352f6a475ab1bf7c6628b82790>:0 at System.Convert.ToBoolean (System.Object value) [0x00003] in <41d29b352f6a475ab1bf7c6628b82790>:0 at Oxide.Plugins.TheTrapper.PasteTrapHouseFromConfig (UnityEngine.Vector3 spawnPoint) [0x00136] in <e8785fb560fa4e9a807f9dcdd49a2eca>:0 at Oxide.Plugins.TheTrapper.<OnServerInitialized>b__43_0 () [0x00000] in <e8785fb560fa4e9a807f9dcdd49a2eca>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <15f61ddda771464d8246ebdce8ff4811>:0
-
hid333 started following Please allow the minimum distance between dynamic monuments to be set.
-
Adem started following Please allow the minimum distance between dynamic monuments to be set.
-
Gruber started following Please allow the minimum distance between dynamic monuments to be set.
-
Recently—especially in ocean areas—multiple dynamic monuments have been spawning in close proximity, allowing a single player to monopolize them. I would like a feature that allows setting a minimum distance between dynamic monuments. Additionally, I would like them to be prevented from spawning when a tugboat or player boat is nearby. They sometimes spawn in the exact same location; since players tend to leave tugboats parked for immediate reuse, dynamic monuments can end up spawning right next to them (as shown in the photo). I currently have the setting below configured to 100, but I believe it would be beneficial to also have configurable settings for the minimum distance from dynamic monuments and from player boats. Please consider this request. "Minimum distance from a TC at which a monument can spawn (0 – do not use this parameter)": 100.0,
-
guanist started following AutoRestart
-
beee started following markdown generic sample
-
Advertisement pica - high quality and fast image resize in browser. babelfish - developer friendly i18n with plurals support and easy syntax. You will like those projects! h1 Heading 8-) h2 Heading h3 Heading h4 Heading h5 Heading h6 Heading Horizontal Rules Typographic replacements Enable typographer option to see result. (c) (C) (r) (R) (tm) (TM) +- test.. test... test..... test?..... test!.... !!!!!! ???? ,, -- --- "Smartypants, double quotes" and 'single quotes' Emphasis This is bold text This is bold text This is italic text This is italic text Strikethrough Blockquotes Blockquotes can also be nested... ...by using additional greater-than signs right next to each other... ...or with spaces between arrows. Lists Unordered Create a list by starting a line with +, -, or * Sub-lists are made by indenting 2 spaces: Marker character change forces new list start: Ac tristique libero volutpat at Facilisis in pretium nisl aliquet Nulla volutpat aliquam velit Very easy! Ordered Lorem ipsum dolor sit amet Consectetur adipiscing elit Integer molestie lorem at massa You can use sequential numbers... ...or keep all the numbers as 1. Start numbering with offset: foo bar Code Inline code Indented code // Some comments line 1 of code line 2 of code line 3 of code Block code "fences" Sample text here... Syntax highlighting const foo = function (bar) { return bar++; }; console.log(foo(5)); Tables Option Description data path to data files to supply the data that will be passed into templates. engine engine to be used for processing templates. Handlebars is the default. ext extension to be used for dest files. Right aligned columns Option Description data path to data files to supply the data that will be passed into templates. engine engine to be used for processing templates. Handlebars is the default. ext extension to be used for dest files. Links link text link with title Autoconverted link https://github.com/nodeca/pica (enable linkify to see) Images Like links, Images also have a footnote style syntax With a reference later in the document defining the URL location: Plugins The killer feature of markdown-it is very effective support of syntax plugins. Emojies Classic markup: Shortcuts (emoticons): 8-) see how to change output with twemoji. Subscript / Superscript 19^th^ H~2~O <ins> ++Inserted text++ <mark> ==Marked text== Footnotes Footnote 1 link[1]. Footnote 2 link[2]. Inline footnote[3] definition. Duplicated footnote reference[2]. Definition lists Term 1 : Definition 1 with lazy continuation. Term 2 with inline markup : Definition 2 { some code, part of Definition 2 } Third paragraph of definition 2. Note General information with bold and inline code. Tip A helpful suggestion. Warning Back up your configuration before updating. Compact style: Term 1 ~ Definition 1 Term 2 ~ Definition 2a ~ Definition 2b Abbreviations This is HTML abbreviation example. It converts "HTML", but keep intact partial entries like "xxxHTMLyyy" and so on. *[HTML]: Hyper Text Markup Language Custom containers Warning here be dragons Footnote can have markup and multiple paragraphs. ↩︎ Footnote text. ↩︎1 ↩︎2 Text of inline footnote ↩︎
-
Hi! I sent you a test version of the plugin in the ticket you opened on the MadMappers Discord. Please test it and let me know if the issue is gone. I wasn’t able to reproduce it on my server, but I found and fixed two possible causes.
-
Korg joined the community
-
Blueprint images never cache to ImageLibrary
David replied to BadlyWayne's Support Report in Support
Changed Status from Pending to Fixed Changed Fixed In to 2.0.1 -
Changed Status from Pending to Fixed
-
Changed Status from Pending to Fixed
-
Changed Status from Pending to Fixed
-
Changed Status from Pending to Fixed Changed Fixed In to 2.0.1
-
Build a test building with nothing but a garage door and tell me what happens
-
Changed Status from Pending to Work in Progress
-
Changed Status from Pending to Work in Progress
-
Querneu joined the community
-
[Physgun.Optimizations] Preventing packet flooding kicks (huge lag spike detected) - you're welcome :D [Physgun.Optimizations] Prevented 1 packet flooding kicks (lag spike detected) - you're welcome :D [Physgun.Optimizations] Preventing packet flooding kicks (huge lag spike detected) - you're welcome :D (x2) My server was really lagged. My console was flooded with that, I tried restarting the server a few times. The lag wouldn't stop. Then I remembered, I had uploaded the new version of this plugin today while I was working. So I unloaded all three. NPCsController, RNPCsManagerAddon, and RoamingNPCs. Instantly the lag was gone. Has anyone else experienced this?
-
-
i tried with the industrial garage door, and it opens other doors nearby rather than the garage door.
-
Matthew changed their profile photo
- Yesterday
-
cant access the more tab on the player
SanosukeSagara replied to MrDuck14's Support Report in Support
I'm also seeing this issue. Received the below error in the console: Failed to call hook 'cmd_MENU_ADMIN_EYE_PROFILE' on plugin 'AdminEye v1.3.7' (InvalidCastException: Specified cast is not valid.) at System.Convert.ToInt32 (System.Object value) [0x00003] in <e605204d165a49d89ae7579f3d894429>:0 at Oxide.Plugins.AdminEye.cmd_MENU_ADMIN_EYE_PROFILE (ConsoleSystem+Arg arg) [0x00e9e] in <02c6582ee8a2441fb5b93035d5734702>:0 at Oxide.Plugins.AdminEye.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01d56] in <02c6582ee8a2441fb5b93035d5734702>: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 -
Finding insane multiplied amount of items in crates
The_Kiiiing replied to Brad Copp's Support Report in Support
Changed Status from Pending to Not a Bug
