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stacking lanterns that have fuel and then splitting the stack you will lose fuel.
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I'm just gonna leave a comment here because this plugin heavily depends on copy-paste. The position of the switch in copy-paste and many other plugins has gotten messed up. I asked White Thunder about it. This was his answer. "The Y position just needed to be +1 So CopyPaste could probably just +1 all of them, but only for old pastes. It could record a version number in the file or something so it knows whether to add that amount." I know you don't maintain this plugin but I thought I'd mention it because certainly someone will say something about a messed up raid base. and in this way at least you know what the problem is.
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I would highly recommend using the NPC user ID instead. make sure that this is set to true in TalkerSpawns.json for talkingnpc in the data file. "CallOnUseNpc": true, Then copy the NPC ID "NpcUserID": 815149023232, reload talkingnpc now in GUIShop each tab can be its own shop or have multiple tabs in one shop. each tab/ Category has an input field to Enable npc and npc id Here's a custom tab that I have. "Zipline": { "DisplayName": "Zipline", "DisplayNameColor": null, "Description": "You currently have {0} Cash in hand to spend in Zipline shop\n<color=lime>This crossbow allows you to deploy your own zip line</color>", "DescriptionColor": null, "Permission": "", "Currency": "Cash", "CustomCurrencyAllowSellOfUsedItems": false, "CustomCurrencyNames": "", "CustomCurrencyIDs": -1779183908, "CustomCurrencySkinIDs": 2420097877, "EnabledCategory": true, "EnableNPC": true, "NPCId": "", "NpcIds": [ "815149023232" ], "Items": [ "Zipline Crossbow", "Zipline Cable" ] }, you are going to add the NPCID in this spot here in the tab/ Category "EnableNPC": true, "NPCId": "", "NpcIds": [ "815149023232" ], You're going to have to do this for each tab/category you want the NPC to have. you can have one NPC for all tabs or Multiple NPC with one tab each. also, I made a video on a similar use case. https://www.youtube.com/watch?v=5T_16O94s8k&t=1456s Last but not least the number one rule with GUIShop is you can never delete sections of the config Mainly the tab/category but you can always add otherwise you're going to completely mess up your configuration file.
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I was going through my logs and found this error. there are no reports from players. Failed to call hook 'OnEntityTakeDamage' on plugin 'SkillTree v1.4.13' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.SkillTree.OnEntityTakeDamage (BaseCombatEntity entity, HitInfo info) [0x00d74] in <1e5f6643ceea49678771f4223e452f84>:0 at Oxide.Plugins.SkillTree.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x05992] in <1e5f6643ceea49678771f4223e452f84>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <87ce9ac9776a48658bc55eae6debe38b>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <b6d06fce9e044af4a6ddc8d724bd3b0b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <b6d06fce9e044af4a6ddc8d724bd3b0b>:0
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found this today in server logs. NullReferenceException at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component) at BaseCombatEntity.Hurt (System.Single amount, Rust.DamageType type, BaseEntity attacker, System.Boolean useProtection) [0x0000c] in <8412da4ab24a40809c5fe15ad79164b3>:0 at Oxide.Plugins.FacePunch+RootConfig+DamageRule.MakeTargetHurt (BaseCombatEntity target, BasePlayer initiator, System.Boolean onePunchManMode, Rust.DamageType damageType) [0x00007] in <b01c78e8962f4c418352faedff3ae67d>:0 at Oxide.Plugins.FacePunch+<>c__DisplayClass19_3.<Punch>b__2 () [0x00116] in <b01c78e8962f4c418352faedff3ae67d>:0 at InvokeHandlerBase`1[T].DoTick () [0x00109] in <11c35bb7f94341b4ac7fca38a55bb5aa>:0 at InvokeHandlerBase`1[T].LateUpdate () [0x0000c] in <11c35bb7f94341b4ac7fca38a55bb5aa>:0
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I’m pleasantly surprised with the NoEscape plugin. I particularly appreciate the feature that allows you to add commands you want to be blocked during a raid or combat block. The best part is the building health regeneration during a raid block. It’s akin to the raid block building health plugin but with individual configurations for each building tier upgrade. What’s even better? It seamlessly works with other plugins that support NoEscape from Umod. Overall, NoEscape delivers a robust experience without compromising existing setups.
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Non-convex MeshCollider with non-kinematic Rigidbody
LizardMods replied to LizardMods's Support Request in Support
that would be great. I set up a webhook for my discord to spit out server errors in a channel so I can easily find them. It's been useful to find edge case bugs. Or in this case annoying messages lol -
[MeteorEvent] Started meteor shower of profile 'default' with 10 meteors. (direct: False, directPlayer: False) [Economics] Saving balances for players... Saved 106,134 ents, cache(0.12), write(0.04), disk(0.03). Saving complete Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "assets/prefabs/visualization/sphere.prefab/assets/bundled/prefabs/autospawn/resource/ores/metal-ore.prefab/ore_node_stage_1", Mesh asset path "" Mesh name "ore_node_stage_1_COL" Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "assets/prefabs/visualization/sphere.prefab/assets/bundled/prefabs/autospawn/resource/ores/sulfur-ore.prefab/ore_node_stage_1", Mesh asset path "" Mesh name "ore_node_stage_1_COL" Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "assets/prefabs/visualization/sphere.prefab/assets/bundled/prefabs/autospawn/resource/ores/metal-ore.prefab/ore_node_stage_1", Mesh asset path "" Mesh name "ore_node_stage_1_COL" Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "assets/prefabs/visualization/sphere.prefab/assets/bundled/prefabs/autospawn/resource/ores/stone-ore.prefab/ore_node_stage_1", Mesh asset path "" Mesh name "ore_node_stage_1_COL" Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "assets/prefabs/visualization/sphere.prefab/assets/bundled/prefabs/autospawn/resource/ores/stone-ore.prefab/ore_node_stage_1", Mesh asset path "" Mesh name "ore_node_stage_1_COL" Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "assets/prefabs/visualization/sphere.prefab/assets/bundled/prefabs/autospawn/resource/ores/metal-ore.prefab/ore_node_stage_1", Mesh asset path "" Mesh name "ore_node_stage_1_COL" Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "assets/prefabs/visualization/sphere.prefab/assets/bundled/prefabs/autospawn/resource/ores/metal-ore.prefab/ore_node_stage_1", Mesh asset path "" Mesh name "ore_node_stage_1_COL" Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "assets/prefabs/visualization/sphere.prefab/assets/bundled/prefabs/autospawn/resource/ores/metal-ore.prefab/ore_node_stage_1", Mesh asset path "" Mesh name "ore_node_stage_1_COL" Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "assets/prefabs/visualization/sphere.prefab/assets/bundled/prefabs/autospawn/resource/ores/metal-ore.prefab/ore_node_stage_1", Mesh asset path "" Mesh name "ore_node_stage_1_COL" Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "assets/prefabs/visualization/sphere.prefab/assets/bundled/prefabs/autospawn/resource/ores/stone-ore.prefab/ore_node_stage_1", Mesh asset path "" Mesh name "ore_node_stage_1_COL" This will spam in my server Console from time to time. I was able to deduce that it was coming from meteor event.
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what does this do? "Call OnDispenserGather hook": true, does it make it so the player can get XP from skill tree or rewards from gather rewords? also, I have random meteors falling next to players when they are out gathering resources. with does not make sense because "Direct Meteor Shower (on player)": false, I don't know if this is a bug or if I messed up my config. MeteorEvent.json
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LizardMods started following Additional Output Per Hit "Amount" Bug
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Additional Output Per Hit "Amount" Bug
LizardMods replied to LizardMods's Support Request in Support
ok your going to find this funny. if I set the "Required Gather Per Hit (0 to disable)": 100, then the amount is 1 but if I try to disable it with 0 then the amount is 2. It is a bug but there is a workaround. -
Additional Output Per Hit "Amount" Bug
LizardMods replied to LizardMods's Support Request in Support
On the other hand, I think I will deploy this on the main server now. I believe changing these settings can temporarily disable this until there's a fix. "Required Gather Per Hit (0 to disable)": 100, -
I have a problem with "Amount" When I set it to 1 it always gives 2. <--- Unexpected behavior when I set the "Amount" to 2 it gives me 2. <--- Expected behavior the rest work up the chance as expected 3=3 4=4 and so on. I tested a bunch of stuff to rule them out. changing the Required Gather Per Hit did nothing <--- Expected behavior, changing the Yield Multiplier did nothing <---Expected behavior so my next thought is 0 must be 1. but that will give an error lol Expected behavior lol had to try. I am almost ready to deploy this on my main server a quick fix would be appreciated. "Additional Output Per Hit": [ { "Required Gather Per Hit (0 to disable)": 10, "Shortname": "glue", "Skin ID": 2834553314, "Amount": 1, "Display Name": "Gold Scrap", "Chance (0-100)": 100.0, "Only On Last Hit": true } ],