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Is this the same issue as this report? I have just fixed it and updated it.
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ga8 started following Announcements
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ga8 joined the community
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max nababilirki changed their profile photo
- Today
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Capt Clamslam started following Special Grenade -Animated Edition-
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Yeah worked out what causes the error. On SOME servers, reloading the ItemPerks plugin while the server is running will randomly cause the RPC kick error absolutely no reason. If this is happening, avoid reloading ItemPerks while the server is running and allow changes to the config to happen between restarts.
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Barth Singh Naruka joined the community
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Kraziness started following Announcements
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Kraziness joined the community
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Hello. I apologize for the inconvenience. Let us check your environment. - Do you have imagelibrary installed? - Are you using Carbon? Only Oxide is supported. - Have you installed any other grenade-related mods? Conflicts may occur, and if so, we will need to investigate. - Can you access https://i.imgur.com/ ? If you can't, you won't be able to load images. In this case, you'll need to upload images to a site that allows it and reset the data. - Operation in the staging branch is not guaranteed.
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MrLiquid started following noticed this on restart
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KpucTaJl started following noticed this on restart
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[DefendableBases] Loading files on the /oxide/data/DefendableBases/CustomMap/ path has started... Failed to call hook 'OnServerInitialized' on plugin 'DefendableBases v1.3.0' (DirectoryNotFoundException: Could not find a part of the path 'oxide/data/DefendableBases/CustomMap'.) at System.IO.Enumeration.FileSystemEnumerator`1[TResult].CreateDirectoryHandle (System.String path, System.Boolean ignoreNotFound) [0x00032] in <f98723dd4586469db5213ec59da723ca>:0 at System.IO.Enumeration.FileSystemEnumerator`1[TResult]..ctor (System.String directory, System.IO.EnumerationOptions options) [0x00048] in <f98723dd4586469db5213ec59da723ca>:0 at System.IO.Enumeration.FileSystemEnumerable`1+DelegateEnumerator[TResult]..ctor (System.IO.Enumeration.FileSystemEnumerable`1[TResult] enumerable) [0x00000] in <f98723dd4586469db5213ec59da723ca>:0 at System.IO.Enumeration.FileSystemEnumerable`1[TResult]..ctor (System.String directory, System.IO.Enumeration.FileSystemEnumerable`1+FindTransform[TResult] transform, System.IO.EnumerationOptions options) [0x00042] in <f98723dd4586469db5213ec59da723ca>:0 at System.IO.Enumeration.FileSystemEnumerableFactory.UserFiles (System.String directory, System.String expression, System.IO.EnumerationOptions options) [0x00014] in <f98723dd4586469db5213ec59da723ca>:0 at System.IO.Directory.InternalEnumeratePaths (System.String path, System.String searchPattern, System.IO.SearchTarget searchTarget, System.IO.EnumerationOptions options) [0x0003c] in <f98723dd4586469db5213ec59da723ca>:0 at System.IO.Directory.GetFiles (System.String path, System.String searchPattern, System.IO.EnumerationOptions enumerationOptions) [0x00000] in <f98723dd4586469db5213ec59da723ca>:0 at System.IO.Directory.GetFiles (System.String path, System.String searchPattern) [0x00007] in <f98723dd4586469db5213ec59da723ca>:0 at Oxide.Core.DataFileSystem.GetFiles (System.String path, System.String searchPattern) [0x0000c] in <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Plugins.DefendableBases.LoadCustomMapLocations () [0x0001a] in <9dbafcfa1ff242ee8d964de1667a0f2f>:0 at Oxide.Plugins.DefendableBases.OnServerInitialized () [0x00097] in <9dbafcfa1ff242ee8d964de1667a0f2f>:0 at Oxide.Plugins.DefendableBases.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00a9a] in <9dbafcfa1ff242ee8d964de1667a0f2f>: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 <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <112d89ea5d3348c8b949af0ab1a866d2>:0
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I'm getting that error too and not sure what would be causing it. I disabled it from being repair to max (guessing that's with the SkillTree plugin). Trying to figure it out without having to remove 103 plugins with players on. Only thing I have that might be conflicting with it is SkillTree, TurboWeapons (fast reload and mag size) and RocketGun (shoots Rockets from 5.56 guns but you only get that when you prestige in SkillTree). I will try to remove just these when no one is on and see what that does but if MichuX said he removed all and still gets it, not sure but will test soon.
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- 33 comments
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- #ultimateleaderboard
- #leaderboard
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Nunkey changed their profile photo
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my players can use hv rockets with attackheli. how can i solve this?
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Changed Status from Pending to Closed
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So this is ... a weird one. I have Boss Monsters and NPC Spawn, obviously. Then I use AlphaLoot to control the loot. Here is the config in NPC Spawn, showing all the Boss Monsters are going to be scientistnpc_oilrig, reskinned. I've tested this, by setting the "Which loot table..." to 2 for Alpha Loot and it's my usual NPC loot. "Prefab path used for all NpcSpawn NPCs": "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_oilrig.prefab", Firstly, here's the loot information from the boss I'm editing. Yes, the numbers are very weird because I've been smashing my head against this, trying to understand what's going on. "Which loot table should the plugin use? (0 - default; 1 - own; 2 - AlphaLoot; 3 - CustomLoot; 4 - loot table of the Rust objects; 5 - combine the 1 and 4 methods)": 5, "Loot table from prefabs (if the loot table type is 4 or 5)": { "Minimum number of prefabs": 2, "Maximum number of prefabs": 4, "Use minimum and maximum values? [true/false]": false, "List of prefabs": [ { "Chance probability [0.0-100.0]": 100.0, "The path to the prefab": "assets/prefabs/deployable/chinooklockedcrate/codelockedhackablecrate.prefab" }, { "Chance probability [0.0-100.0]": 0.0, "The path to the prefab": "assets/bundled/prefabs/radtown/crate_elite.prefab" }, { "Chance probability [0.0-100.0]": 0.0, "The path to the prefab": "assets/prefabs/npc/m2bradley/bradley_crate.prefab" }, { "Chance probability [0.0-100.0]": 0.0, "The path to the prefab": "assets/prefabs/npc/patrol helicopter/heli_crate.prefab" } ] }, "Own loot table (if the loot table type is 1 or 5)": { "Minimum number of items": 2, "Maximum number of items": 2, "Use minimum and maximum values? [true/false]": false, "List of items": [ { "ShortName": "scrap", "Minimum": 150, "Maximum": 300, "Chance probability [0.0-100.0]": 100.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 0, "Text (empty - default)": null, "Name (empty - default)": "" }, { "ShortName": "syringe.medical", "Minimum": 10, "Maximum": 20, "Chance probability [0.0-100.0]": 100.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 0, "Text (empty - default)": null, "Name (empty - default)": "" } ] }, So with this, I should 100% get loot from "codelockedhackablecrate" which, based on every other plugin, should be the loot table that Alpha Loot sets for that prefab, right? If I spawn codelockedhackablecrate from the F1 menu, it's my AlphaLoot profile. Anyway, the issue is with that config, attached is what my loot looks like. I've further tested setting everything to 0% and no loot dropped. So the scrap and syringes are obviously part of the "1" loot table and aren't important [also, if I swap the 5 to 4, they disappear as I would expect]. The issue? Most of that loot does not exist in my loot table at all. Additionally, when I change it to the heli_crate prefab, it's also pulling from a default loot table rather than the table set by Alpha Loot. Normally, I would bring this up with Alpha Loot but much like I said previously, when I spawn a heli_crate, it's my correct AlphaLoot loot table for it. I'm really kind of at a loss for what to do. I know I'm going to be hard pressed to get an answer on the eve of a force wipe where things are definitely going to go sideways but yeah, I'm just kinda out of ideas.
- Yesterday
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BurBun joined the community
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Release branch not supported ? only stagging /aux01/aux02 and main.
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Dont changed their profile photo
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- 304 comments
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Permissions Grant hangardoors.admin permission to become the admin. How to spawn a door unit In game use the chat and type /hangardoor to "spawn" a HangarDoor to your inventory. How to use Place the door unit in a wall frame or add it to a vending machine for players to purchase. Multiple door units attached to each other, form your hangar door, as many wide and stacked however many tall, as you might feel necessary.
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inconito20227 changed their profile photo
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Braga changed their profile photo
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- 19 comments
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- #multi-tool
- #tool
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- 19 comments
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- #multi-tool
- #tool
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Run this: https://umod.org/plugins/custom-skins-stacks-fix
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wexzeedev_ joined the community
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- 36 comments
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- #gruber
- #custom map
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