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- Past hour
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I think that requires another update from me too. Not sure what the story is there - The new scientists are a new type, presently incompatible with NPCKits/CustomLoot. I'll have to dig in to that. Thank you for testing the boats. I'll add in on-load processing for them, to catch boats which are already spawned.
- 235 comments
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- 276 comments
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- #industrial storage adaptor
- #expand storage adaptor
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(and 44 more)
Tagged with:
- #industrial storage adaptor
- #expand storage adaptor
- #farming automation
- #dung composer
- #horse dung collector
- #splitter
- #composter split
- #auto split
- #chicken coop
- #hitch & trough
- #beehive
- #furnace
- #drop box
- #planter box
- #small generator
- #composter
- #mixing table
- #cooking workbench
- #recycler
- #auto turret
- #sam site
- #flame turret
- #shotgun trap
- #snow machine
- #chicken coop auto pet
- #chicken coop sunlight
- #beehive customization
- #beehive growth rate
- #beehive production speed
- #beehive production multiplier
- #beehive xp increase
- #eggs production speed
- #industrial conveyor customization
- #industrial customization
- #planter box automatic seeding
- #planter box automatic harvest
- #special seeds
- #seeds
- #eggs auto hatching
- #instant grow
- #custom genetics
- #fertilize plant
- #gene
- #genetic
- #mining quarry
- #pump jack
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shady14u started following Server Error
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NukeSter started following Server Error
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Failed to run a 1.00 timer in 'SimpleSplitter v2.6.2' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.SimpleSplitter+SmeltingController.HasFuel (BaseOven baseOven) [0x0000a] in <5cd733c7674943ad89f59ee353ce2dbc>:0 at Oxide.Plugins.SimpleSplitter+SmeltingController.StartCooking () [0x00022] in <5cd733c7674943ad89f59ee353ce2dbc>:0 at Oxide.Plugins.SimpleSplitter+<>c__DisplayClass20_0.<OnEntitySpawned>b__0 () [0x00000] in <5cd733c7674943ad89f59ee353ce2dbc>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <15f61ddda771464d8246ebdce8ff4811>:0 [15:28:29] > Failed to run a 1.00 timer in 'SimpleSplitter v2.6.2' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.SimpleSplitter+SmeltingController.HasFuel (BaseOven baseOven) [0x0000a] in <5cd733c7674943ad89f59ee353ce2dbc>:0 at Oxide.Plugins.SimpleSplitter+SmeltingController.StartCooking () [0x00022] in <5cd733c7674943ad89f59ee353ce2dbc>:0 at Oxide.Plugins.SimpleSplitter+<>c__DisplayClass20_0.<OnEntitySpawned>b__0 () [0x00000] in <5cd733c7674943ad89f59ee353ce2dbc>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <15f61ddda771464d8246ebdce8ff4811>:0
- Today
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Bandy started following Custom Item Manager
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Hello sir. I have a question...:) first let me explain my situation. ive made a custom electrical branch with its own shortname and the parent item shortname is electrical.branch. item is created OK, i can place it normally too, but as soon as i pick it up with hammer it goes back to normal electrical branch, not custom one that ive made and placed. am i doing something wrong, or does the plugin not support this kind of stuff? this is how data file looks like: "custom.branch": { "Shortname": "custom.branch", "ParentShortname": "electrical.branch", "ItemId": 1045412014, "IconFileId": 0, "UseIconUrl": false, "IconUrl": "", "SkinId": 0, "DisplayName": "Custom Electrical Branch", "Description": "", "MaxStackSize": 5, "Category": "Misc", "Flags": 0, "StartOnFire": false, "Repairable": false, "Craftable": false, "DefaultBlueprintUnlocked": false, "WorkbenchLevelRequired": 3, "BlueprintIngredients": "", "StaticOwnerships": "" } Thanks!
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chlen started following Announcements
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Hi, I've just tested this and it works perfectly both for rhib.deepsea as well as for ptboat.deepsea. The only thing is that it won't update if a change is made while the boats were already spawned in (which really is not a big deal). On another note, but maybe I missed something, I think they also changed the scientist type of the RHIBs and pt boats. The entities I get in console info are "scientistnpc_rhib" and "scientistnpc_ptboat". I'm pretty sure I got their loot succesfully changed in the past but their loot is vanilla again since (I wantot say) this update. I can't seem to find the correct corpse type in CustomLoot for them. Thanks again!
- 235 comments
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"If you wish, you can check my map fully working on my server. Have you ever considered that if the map does not work for you on '11 servers', maybe it is because you are doing something wrong? You should think before writing a comment. By the way, neither I nor the people who have tried to help you are wasting our time just to give you useless answers. As I told you before, if you want, you can contact me via DISCORD.BADGYVER.COM and I will give you access to my server with the RATS 2 map working properly. Your choice, but at least have some education and respect in your comments. Best regards, and have a good day."
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chlen joined the community
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Je_Re_My started following Bradley Guards
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- 238 comments
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bradster started following Map wont load.
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Ive tried to get this map to work so many times in the last 6 months but it wont load on any server i try it on. but just to be fair, i downloaded it again. i bought another brand-new server. I installed oxide/umod. i installed the Oxide.Ext.RustEdit.dll. i installed the plugin that came with the map. i installed the admin anti hack fix plugin that it says it needs. i hosted the map link in 3 different locations. i turn the server on and it does not start. i let it sit for hours and it does not start. every once in a while, it does happen to start but shuts down immediately and starts the boot loop over and over. i have now tried this map on 11 different servers the last 6 months. it does not work. i ask for help and pretty much get told i'm doing it wrong. if thats the case, what am i doing wrong? i tried it over and over. i think its a great idea and i wanted to let my players experience it. but it never works. it has only loaded on a server 2 times in the last 6 months. the last time it did finally load up, i got spammed with red text on the screen as did the players that joined. i asked for support but got the same bs. players wont wait for me to get support to make it work. they move on. as should i, but here is my final attempt. i have tried every release. none of them work except for the first one i that was out when i bought it 6 months ago. but that version is unplayable with all the latest's facepunch updates to the game.
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Changed Status from Pending to Fixed Changed Fixed In to 3.0.2
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Later this week
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- 276 comments
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- #industrial storage adaptor
- #expand storage adaptor
-
(and 44 more)
Tagged with:
- #industrial storage adaptor
- #expand storage adaptor
- #farming automation
- #dung composer
- #horse dung collector
- #splitter
- #composter split
- #auto split
- #chicken coop
- #hitch & trough
- #beehive
- #furnace
- #drop box
- #planter box
- #small generator
- #composter
- #mixing table
- #cooking workbench
- #recycler
- #auto turret
- #sam site
- #flame turret
- #shotgun trap
- #snow machine
- #chicken coop auto pet
- #chicken coop sunlight
- #beehive customization
- #beehive growth rate
- #beehive production speed
- #beehive production multiplier
- #beehive xp increase
- #eggs production speed
- #industrial conveyor customization
- #industrial customization
- #planter box automatic seeding
- #planter box automatic harvest
- #special seeds
- #seeds
- #eggs auto hatching
- #instant grow
- #custom genetics
- #fertilize plant
- #gene
- #genetic
- #mining quarry
- #pump jack
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- 105 comments
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- 1
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- #spawn everything
- #spawn
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(and 35 more)
Tagged with:
- #spawn everything
- #spawn
- #spawn vehicle
- #vehicle
- #karuza vehicle
- #karuza
- #deployables
- #crates
- #custom entity
- #execute commands
- #casino
- #train casino
- #blackjack machine
- #card table
- #slot machine
- #base
- #bases
- #spawn bases
- #item
- #spawn item
- #pickup
- #pickup vehicle
- #pickup karuza
- #pickup karuza vehicle
- #pickup entity
- #recycler
- #recycler safezone
- #instant airdrop
- #airdrop
- #supply signal
- #deploy nature
- #deploy resource
- #nature
- #resources
- #naval
- #deep sea
- #door vault
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- 276 comments
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- #industrial storage adaptor
- #expand storage adaptor
-
(and 44 more)
Tagged with:
- #industrial storage adaptor
- #expand storage adaptor
- #farming automation
- #dung composer
- #horse dung collector
- #splitter
- #composter split
- #auto split
- #chicken coop
- #hitch & trough
- #beehive
- #furnace
- #drop box
- #planter box
- #small generator
- #composter
- #mixing table
- #cooking workbench
- #recycler
- #auto turret
- #sam site
- #flame turret
- #shotgun trap
- #snow machine
- #chicken coop auto pet
- #chicken coop sunlight
- #beehive customization
- #beehive growth rate
- #beehive production speed
- #beehive production multiplier
- #beehive xp increase
- #eggs production speed
- #industrial conveyor customization
- #industrial customization
- #planter box automatic seeding
- #planter box automatic harvest
- #special seeds
- #seeds
- #eggs auto hatching
- #instant grow
- #custom genetics
- #fertilize plant
- #gene
- #genetic
- #mining quarry
- #pump jack
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Hello. Never mind, there's something wrong with the web server for checking plugin versions.
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sanay_ joined the community
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Thank you bro for that, everything is all fixed and working properly now., Thank you
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Changed Status from Pending to Closed Changed Fixed In to 1.0.1
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Yes this is the indended behaviour. It can be interpreted as the loadout applied by default spawns with no upgrades and no settings are changed. Under details of this plugin you can find an example config with multiple loadouts and an explenations on how it gets interpreted. Hope that has all the infos you need.
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Hey, sorry for the late response, i will take a look at it
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Changed Status from Work in Progress to Fixed
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Thanks for waiting! The update is live now Modular cars should work properly, the Fuel UI disappearing while moving it has been fixed, and sedans were removed since they don’t use fuel
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I don't have any problems, I double-checked. Try changing the AddRoadList method like this: private void AddRoadList() { foreach (var item in GameObject.FindObjectsOfType<GameObject>()) { if (item == null) continue; if (item.name.Contains("Road Mesh")) roadList.Add(item.transform.position); } foreach (var item in BaseNetworkable.serverEntities.OfType<BaseEntity>()) { if (item == null) continue; if (item.name.Contains("assets/prefabs/misc/junkpile/junkpile")) roadList.Add(item.transform.position); } } then let me know the results please
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- 10 comments
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- 1
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- #contracts
- #quests
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