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DERP! Now don't I feel silly That was it the whole time.
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- 17 comments
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- #inventory
- #storage
- (and 20 more)
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123_billybob started following I Need Help Setting This Up It Wont Work.
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Cpt. Scronge started following I Need Help Setting This Up It Wont Work.
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Neko started following I Need Help Setting This Up It Wont Work.
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Wont work every time i do a config
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- 165 comments
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- #serverpanel
- #info
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(and 32 more)
Tagged with:
- #serverpanel
- #info
- #panel
- #ui
- #server
- #serverinfo
- #welcome
- #welcomeui
- #infopanel
- #server gui
- #welcome controller
- #welcome video
- #infopanel mevent
- #welcome panel
- #welcome mevent panel
- #welcome info
- #multi-function info panel
- #server panel
- #menu by mevent
- #menu with info
- #menu gui
- #menu rust
- #rust menu
- #info hud
- #infomenu
- #information
- #best welcome plugin
- #rust welcome
- #welcomer
- #welcome menu
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Hallo, wenn ich den Caboose Train aufnehme, erhalte ich die im Bild gezeigte Fehlermeldung und werde vom Server abgemeldet. NullReferenceException: Object reference not set to an instance of an object. UnityEngine.Bindings.ThrowHelper.ThrowNullReferenceException (System.Object obj) (at <00000000000000000000000000000000>:0) UnityEngine.Component.get_transform () (at <00000000000000000000000000000000>:0) %3B2469b18999d2a6ef9d40f69271d41cde79a9c9.%d6be7ef314f02c61b51e77b79dad3d17641f8491 (UnityEngine.Camera %cbfa71125fd7f5a6913880626e42adf40772def6, AtmosphereVolume %9046cbfc29b68944838927dfa3538dbd8434c63, UnityEngine.Vector3& %57b1c257d64fa33a10863a8...
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Version 1.0.0
1 download
What is Goods Station a Custom Monument: A premium, Custom Monument themed around an industrial rail yard with a connected goods station the environment features high‑detail, limited loot crates, a recycler and a section to be connected up with the above ground rail system. This monument delivers a polished, game ready asset ideal for all types of servers. Features: Small in size to place anywhere on a map! Minimal prefab count to help performance whilst having a detailed atmosphere! Has an entity count of 312. Various levels of Radtion located around the monument. Has various loot inside and outside with a small number of NPC’s. Unable to build in the monument. However, players are able to place wooden barricades. All masks available for height/splat/topology! Has a Recycler located in a metel shed. Loot Spawns: 3 Scientists 5 Barrels 6 Low Grade Fuel Barrels 4 Brown Crates 1 Med Crates 1 Mine Cart 3 Military Crates 1 Food Crates 3 Car Part Crates 2 Tool Crate How To Use: Copy the contents of the prefab folder to your RustEdit Custom Prefabs folder. In RustEdit, place the prefab down and apply the prefab modifiers. Create a new Path, select "Rail" and align the train tracks with the crane section of the monument To add a name to the monument on the map, add a "MonumentMarker" via prefabs list. Place it in the center of the monument and name it: "Goods Station". Now save, upload your map to dropbox to be able use as a custom map on your server!$7.99-
- #rust monument
- #monument
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Thank you for adding our suggestion
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0KrazyEyez0 joined the community
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Changed Status from Pending to Fixed Changed Fixed In to 1.3.5
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Changed Status from Pending to Fixed Changed Fixed In to 1.6.7
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Changed Status from Pending to Fixed Changed Fixed In to 1.7.3
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hi, did you disable it in your in-game map then? don't know what else it would be if not that. it's definitely not broken
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its not approved on codefling yet and i havent technically released it yet. But it's 100% now.
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Mario Diaz Yeste joined the community
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Changed Status from Pending to Fixed Changed Fixed In to 1.6.6
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fixed, rdownload plugin
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- 449 comments
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- #helicopter
- #helicopters
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Well, it was working before and I didn't change any settings. And the settings were the first things I checked when I noticed the issue. "Map Markers": { "Marker Name": "Raidable Base", "Radius": 0.33, "Radius (Map Size 3600 Or Less)": 0.33, "Use Vending Map Marker": true, "Show Remaining Loot When No Owner (PVE)": true, "Show Remaining Loot When No Owner (PVP)": true, "Show Owners Name on Map Marker": true, "Show If Purchased On Map Marker": true, "Use Explosion Map Marker": false, "Create Markers For Buyable Events": true, "Create Markers For Maintained Events": true, "Create Markers For Scheduled Events": true, "Create Markers For Manual Events": true },
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I know we all have other things to do outside of Rust development ... but could you please update your plugin's logging to better inform server owners of issues? Something like this for example... private bool TryGetValidGroundPos(Vector3 basePos, out Vector3 groundPos, float radiusMin = 1f, float radiusMax = 25f) { groundPos = Vector3.zero; string function = "Heli Crash Event » TryGetValidGroundPos: "; for (int i = 0; i < 100; i++) { // Random point around the crate/crash var offset2D = UnityEngine.Random.insideUnitCircle.normalized * UnityEngine.Random.Range(radiusMin, radiusMax); var testPos = new Vector3(basePos.x + offset2D.x, basePos.y, basePos.z + offset2D.y); // Start the ray from *above* everything to avoid “inside collider” issues float startY = Mathf.Max(basePos.y + 200f, TerrainMeta.HeightMap.GetHeight(testPos) + 200f); var rayStart = new Vector3(testPos.x, startY, testPos.z); var rayEnd = rayStart + Vector3.down * 500f; RaycastHit hit; if (!GamePhysics.Trace(new Ray(rayStart, Vector3.down), 0f, out hit, 500f, GroundMask, QueryTriggerInteraction.Ignore)) { ServerConsole.print($"{function} Invalid Ray Hit Position @ {hit.point}, try {i+1}!"); continue; } // Reject steep slopes (cliff faces) float slope = Vector3.Angle(hit.normal, Vector3.up); if (slope > 45f) // tune this { ServerConsole.print($"{function} Invalid Slope ({slope} > 45°), try {i+1}"); continue; } var p = hit.point; // Reject deep water float waterlevel = WaterLevel.GetWaterDepth(p, false, false); if ( waterlevel > 0.2f) { ServerConsole.print($"{function} Invalid Water Depth ({waterlevel} > 0.2m), try {i+1}!"); continue; } // Nudge up a bit so the NPC doesn’t clip into ground due to capsule/skin width p += Vector3.up * 0.15f; // Optional: ensure there’s room for a human-sized capsule at that spot (prevents spawning inside rocks/props even if ground hit is valid) if (UnityEngine.Physics.CheckCapsule(p + Vector3.up * 0.1f, p + Vector3.up * 1.8f, 0.35f, ObstructionMask, QueryTriggerInteraction.Ignore)) { ServerConsole.print($"{function} Insuffucuent Capsule Space @ {p}, try {i+1}!"); continue; } groundPos = p; return true; } return false; } Note that the log entries indicate the Plugin & Function they originated from and pertinent information, in some cases the number of tries (for later statistical analysis, see 2000 issue below). And for that last one, the Capsule Height wasn't invalid as it's a fixed value, there was simply Insufficient Vertical Space at that position to allow the NPC to be spawned (i.e., accuracy of language). The reason for all of this was that my server was crashing because it was sending 2000 'Invalid Water Depth' log entries (see attached). And at that time I had no idea where they were coming from until my Game Host indicated it was happening after HeliCrashEvent was called. Sorry for being terse, and am NOT trying to be a jerk. Just trying to help make this plugin better for all. 2026-09-09_T0100.txt
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Changed Status from No Response to Closed
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ScalboxCore can't be merged because it's the core that all my plugins will now use. I'll check.
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Hi, getting this error. [Personal Marketplace] ERROR: Failed to apply Harmony patches: HarmonyLib.HarmonyException: Patching exception in method null ---> System.ArgumentException: Undefined target method for patch method static System.Void Oxide.Plugins.MutateItemPatch::Prefix(ProtoBuf.Item item, Network.Connection connection, ItemDefinition& __state) at HarmonyLib.PatchClassProcessor.PatchWithAttributes (System.Reflection.MethodBase& lastOriginal) [0x00047] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.PatchClassProcessor.Patch () [0x0006e] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 --- End of inner exception stack trace --- at HarmonyLib.PatchClassProcessor.ReportException (System.Exception exception, System.Reflection.MethodBase original) [0x00154] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.PatchClassProcessor.Patch () [0x0009e] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.Harmony.<PatchAll>b__10_0 (System.Type type) [0x00007] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable`1[T] sequence, System.Action`1[T] action) [0x00014] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.Harmony.PatchAll (System.Reflection.Assembly assembly) [0x00006] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at Oxide.Plugins.PersonalMarketplace.ApplyHarmonyPatches () [0x00025] in <52265ce126a24accbc10ed9ed78c8c8b>:0
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ive also just had this reported by a player
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I have no idea at all; I'll try to observe it.