All Activity
- Past hour
-
-
you're welcome. we'll see what happens. I'm glad it's working for you now. you can use the imported workshop skins file in the RaidableBases data folder. you can add unapproved workshop skins so long as they're not sold or gated by Facepunch. plenty of those here. https://steamcommunity.com/app/252490/workshop/
-
this is the product page: https://codefling.com/plugins/raidable-bases this is a direct download link from the product page: https://codefling.com/plugins/raidable-bases?do=download I can confirm it is 3.1.9 and does not contain the errors from your first post, those errors are specific to version 3.1.6 if you have different errors post them and I can take a look
- Today
-
I was having the following error. Below is the original code. I fixed it with the code block at the bottom Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.ExtraPlants+<>c__DisplayClass172_0.<OnItemUse>b__1 (Item i) [0x00000] in <53aaf18ed08c45948f9abc35c210e644>:0 at System.Linq.Enumerable.TryGetFirst[TSource] (System.Collections.Generic.IEnumerable1[T] source, System.Func2[T,TResult] predicate, System.Boolean& found) [0x0003f] in <30cb9806a8774f11bb35ea6b11076cb4>:0 at System.Linq.Enumerable.FirstOrDefault[TSource] (System.Collections.Generic.IEnumerable1[T] source, System.Func2[T,TResult] predicate) [0x00000] in <30cb9806a8774f11bb35ea6b11076cb4>:0 at Oxide.Plugins.ExtraPlants+<>c__DisplayClass172_0.<OnItemUse>b__0 () [0x0005d] in <53aaf18ed08c45948f9abc35c210e644>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <15f61ddda771464d8246ebdce8ff4811>:0 int originalAmount = item.amount; NextTick(() => { int usedAmount = originalAmount - item.amount; if (usedAmount <= 0) return; if (specialPlantGrowthFertilizers.Contains(item.uid)) { specialPlantGrowthFertilizers.Remove(item.uid); return; } Item existingFertilizer = planter.inventory.itemList .FirstOrDefault(i => i.info.itemid == item.info.itemid && i.skin == skinId && i != item); if (existingFertilizer != null) { int spaceInStack = existingFertilizer.MaxStackable() - existingFertilizer.amount; int amountToAdd = Math.Min(usedAmount, spaceInStack); existingFertilizer.amount += amountToAdd; existingFertilizer.MarkDirty(); usedAmount -= amountToAdd; } if (usedAmount > 0) { Item newFertilizer = ItemManager.CreateByItemID(item.info.itemid, usedAmount, skinId); if (newFertilizer != null) { if (!planter.inventory.GiveItem(newFertilizer)) { newFertilizer.Remove(); } } } planter.SendNetworkUpdate(); }); Below here is the fixed code int originalAmount = item.amount; ItemId itemUid = item.uid; int itemId = item.info.itemid; NextTick(() => { // item may have been fully consumed and returned to the item pool by now, // so don't touch item.info/item.amount here — use the values captured above. if (planter == null || planter.IsDestroyed) return; int currentAmount = (item != null) ? item.amount : 0; int usedAmount = originalAmount - currentAmount; if (usedAmount <= 0) return; if (specialPlantGrowthFertilizers.Contains(itemUid)) { specialPlantGrowthFertilizers.Remove(itemUid); return; } Item existingFertilizer = planter.inventory.itemList .FirstOrDefault(i => i.info != null && i.info.itemid == itemId && i.skin == skinId && i.uid != itemUid); if (existingFertilizer != null) { int spaceInStack = existingFertilizer.MaxStackable() - existingFertilizer.amount; int amountToAdd = Math.Min(usedAmount, spaceInStack); existingFertilizer.amount += amountToAdd; existingFertilizer.MarkDirty(); usedAmount -= amountToAdd; } if (usedAmount > 0) { Item newFertilizer = ItemManager.CreateByItemID(itemId, usedAmount, skinId); if (newFertilizer != null) { if (!planter.inventory.GiveItem(newFertilizer)) { newFertilizer.Remove(); } } } planter.SendNetworkUpdate(); });
- 52 comments
-
- #rust
- #facepunch
- (and 12 more)
-
WorldEnder changed their profile photo
-
andie_90 changed their profile photo
-
TurboTheDieselGuy changed their profile photo
-
symr joined the community
-
Scientists and crates getting sent under map and killing players
SlayersRust replied to SlayersRust's Support Report in Support
Okay I’ll try that later when home. Why did the train yard sniper get teleported under the map in this area? It was an unusual site forsure and always seems to happen -
AMD 7800x3D started following Unable to display button
-
Chris Dg. started following Unable to display button
-
APEX523 changed their profile photo
-
TurboTheDieselGuy started following Announcements
-
TurboTheDieselGuy joined the community
-
trippyhermpfarmer started following map is broken
-
Answer started following map is broken
-
card rooms dont work , and missle silo is floating above the ground so it is also un usable
-
I've deleted all things raidablebases files and re downloaded it but still getting the same message when i redownload and install into my server
-
- Yesterday
-
Idourmom79 started following imthenewguy
-
Whipedout started following Announcements
-
Whipedout joined the community
-
Not sure if you knew, but Chaos Code became Rust HQ today. A new site and everything. It may break your checks on the old site. It would be nice if the new one could be added.
-
Thank you so much. Did a quick test with "Skin Everything": false, and got shot at as soon as i turned of Vanish, as expected. No need to support turret skins on my behalf. Yes I disabled the TOS option at some point. Nearly any loot item would get skinned it seemed like. My guess is that it grabs a random skin, af its accepted/paid it rejects it. I hardly believe Raidablebases was their target when they made the TOS change. If anything, Raidable bases promotes dlc items and skins and makes people want to buy them. I will let you all know if my no-pop server gets delisted
-
- 35 comments
-
- #custom
- #custom map
-
(and 4 more)
Tagged with:
-
hi, the TOS option is disabled, and Skin Everything is enabled. that reskins my turrets and breaks their functionality. neither PVE nor PVP work as intended even though PVE appears to. set this to false in your config: "Skin Everything": false, this is the only solution at the moment. I may allow turrets to be skinned but its doubtful, or I may prevent the plugin from skinning them. undetermined at the moment
-
- 44 comments
-
- #battlepass
- #web
- (and 24 more)
-
Aidan chandler joined the community
-
tsunamayo joined the community
-
xTWITCHx90 changed their profile photo
-
tumutu changed their profile photo
-
When i type /srs to see the requested skins, it just keeps "Updating requests data please wait" nothing more happens
-
hi, the new version does not have those errors. if you are seeing them then the old version is being reinstalled each time. delete the previous RaidableBases.cs file and download a fresh copy.
-
niko.niko changed their profile photo
-
-
-
niko.niko joined the community
-
Windows 11 changed their profile photo
-
KKU changed their profile photo
-
Thanks for testing. Knowing that it works for you is of great help. I am using vanish to teleport to the locations when testing. And usually that has not been an issue. The PVE profile turrets kill me as soon as i turn of vanish. I also now tried to travel to one without activating vanish when logging on and it did not help. Shotgun traps also kill me, in both profiles. Used Entity Owner to see who was authed on the turrets, only the bots 14 RaidableBases Mode Toggler, replaces the active profile with a template, the files i provided. And changes "Convert PVE To PVP" and "Convert PVP To PVE" in the RaidableBases.json I have done file compare and it is the only changes made. Following you feedback. It is in fact setting the convertion to pvp that give me the problems. Flame turret and shotgun traps kill me. But not autoturrets. Thanks for looking at it RaidableBases.json