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Atope89

Posted

Hi, possibility add custom name in config please i like the plugin good job.

  • Like 1
Krungh Crow

Posted

yes planning to take in requests and tweeks mostl likely the naming of skull through language file instead

  • Like 1
Krungh Crow

Posted

Planning to remove the skins from cfg to have more control on checks anyone changed them ?

  • Moderator
Mals

Posted

having this odd message:

(08:29:58) | Calling hook OnItemSplit resulted in a conflict between the following plugins: SkinAndBones - Item.jacket.snowx1.14584378 (Item), StacksExtended (Item.jacket.snowx1.14584379 (Item))

(08:30:51) | Calling hook OnItemSplit resulted in a conflict between the following plugins: SkinAndBones - Item.boots.frogx1.14585505 (Item), StacksExtended (Item.boots.frogx1.14585506 (Item))

(08:31:02) | Calling hook OnItemSplit resulted in a conflict between the following plugins: SkinAndBones - Item.jacket.snowx1.14585531 (Item), StacksExtended (Item.jacket.snowx1.14585532 (Item))

(08:31:17) | Calling hook OnItemSplit resulted in a conflict between the following plugins: SkinAndBones - Item.boots.frogx1.14585615 (Item), StacksExtended (Item.boots.frogx1.14585616 (Item))

Seems skin related.

  • Like 1
DocNorris

Posted

Hi could you add permission so I can set certain groups that can gather bones when farming animals please . Would be nice to only set the skinners group on this plugin to be only able to farm bones 

 

 

  • Like 1
The Real Butter

Posted

Crushing skulls don't convert them into the right bone type.  It just makes them all Bone frags.

My setting in config is "Convert Bones": true,

Krungh Crow

Posted (edited)

can post your config ?

 

it notifies you it gives fragments when crushing outside your inventory (failed crushing)

Edited by Sabby
The Real Butter

Posted (edited)

3 hours ago, Sabby said:

can post your config ?

 

it notifies you it gives fragments when crushing outside your inventory (failed crushing)

{
  "Main config": {
    "Debug": false
  },
  "Convert Bones": true,
  "FX on Fail Crush": "assets/prefabs/misc/halloween/skull_door_knocker/effects/door_knock_fx.prefab",
  "Bones From Skullcrushing": {
    "Bear Bones": 30,
    "Boar Bones": 15,
    "Chicken Bones": 10,
    "Horse Bones": 25,
    "Shark (fish)Bones": 40,
    "Stag Bones": 15,
    "Wolf Bones": 20
  },
  "SkinID's Skulls": {
    "Bear Skull SkinID": 2582058305,
    "Boar Skull SkinID": 2582176436,
    "Chicken Skull SkinID": 2582166639,
    "Horse Skull SkinID": 2582200089,
    "Shark Skull SkinID": 2583809564,
    "Stag Skull SkinID": 2582184045
  }
}

 

Edited by The Real Butter
Krungh Crow

Posted

is that always or from crushing skulls outside of inventory (bank/backpack/box) ?

The Real Butter

Posted

It is in normal inventory. I haven't tried backpack.  its only from crush skull skinning still give the the Right bones. Crushing don't

Krungh Crow

Posted (edited)

can dm me your pluginlist ? so i can see if theres anything that could change the crushing ?

try to give yourself skulls and see if that is still the case
/skull bear 1

/skull {animal} {amount}

 

Edited by Sabby
The Real Butter

Posted

21 minutes ago, Sabby said:

can dm me your pluginlist ? so i can see if theres anything that could change the crushing ?

try to give yourself skulls and see if that is still the case
/skull bear 1

/skull {animal} {amount}

 

I tried Every type Spawned in. all go to normal bones
Just FYI I am on carbon.

  • Like 1
Krungh Crow

Posted (edited)

ah...issue on their end (i cant support for carbon)

Edited by Sabby
  • Haha 1
XianSeho

Posted

you should make these mountable, like on a sign or something , maybe a remake of the trophy signs by killyou

 

Krungh Crow

Posted

cant be done rust does not accept new items unfortunately but would be awesome if they would

XianSeho

Posted (edited)

there us to be a mod called trophy signs that allowed to put skulls on a wood sign

i am not a dev, but could the skulls be made into something else like a door knocker ?  like the skin ids attached to a door knocker, then they could at least be put on a door or rug or bear skin?

 

Edited by XianSeho
Krungh Crow

Posted (edited)

skulls are an actual item the animal skulls have their icon changed only not the item model that's the problem with rust , we can only create new items if we use existing prefabs. if they would be put up they are all wolf skulls.
I love that idea nonetheless 🙂

Edited by Sabby
XianSeho

Posted

if you were to use say rugs you would have to make them in the workshop to look like the skulls right?

don't know but i use to have a mod about 2-3 years ago that allowed you to place wolf and human skulls on small signs.  thought it was trophy signs but maybe not. if using wolf skulls as the base then it should or would work if the code was updated , unless FP did something to break it

 

Krungh Crow

Posted (edited)

yes but the skulls cant be skinned to make it look like other animal skulls maybe they can be placed on weaponracks i havent tried that yet ^^

Edited by Sabby
XianSeho

Posted

maybe someday

would be really cool

 

Pyronox

Posted

(09:00:52) | Failed to call hook 'OnServerSave' on plugin 'BoneMarket v1.1.1' (NullReferenceException: Object reference not set to an instance of an object)

at Oxide.Plugins.BoneMarket.OnServerSave () [0x00024] in <73529fcc39b64a4bac48d0fae4c57728>:0

at Oxide.Plugins.BoneMarket.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0012e] in <73529fcc39b64a4bac48d0fae4c57728>: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 <18d4f19bbc844191b11ed9e69284d09b>:0

at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <18d4f19bbc844191b11ed9e69284d09b>:0

 

 

Have this error

Krungh Crow

Posted

looking into it

  • Like 1

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