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LizardMods

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Everything posted by LizardMods

    It does exactly what it says on the tin (automatically spawns additional storage) for a decent price.
  1. LizardMods

    killed in safe zone

    ya, it's a spawn room for new players. It's using a rust edit safe zone. I will just link you SrtBull video with the time stamp SrtBull 19:56 edit. you know after looking at the footage it's like it kills sleepers in the safe zone. not sure if the fire kills the player but the radiation does.
  2. it's a Sentry Turret, or you can configure it like an auto turret and a SamSite. you can change the aim cone. it's all in the config.
  3. LizardMods

    killed in safe zone

    I made a Unlisted video. Sorry for echoing. youtube
  4. LizardMods

    Raidable Bases

    I've read most of your posts. I would not mind trying to help you. So long as you have a test server, know how to copy/paste, hop into a Discord call, and Speak English. My discord username is lizardmods
  5. LizardMods

    killed in safe zone

    just the default config for the NpcSpawn. It's a small change to Scary loot and fireball cooldown but other wise default. { "Can NpcSpawn NPCs attack animals? [true/false]": false, "Can NpcSpawn NPCs attack other NPCs? [true/false]": false, "Can NpcSpawn NPCs attack sleeping players? [true/false]": false, "Can NpcSpawn NPCs attack wounded players? [true/false]": false, "Can NpcSpawn NPCs attack players in SafeZone? [true/false]": false, "Prefab path used for all NpcSpawn NPCs": "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_heavy.prefab", "Configuration version": { "Major": 2, "Minor": 6, "Patch": 9 } } Scary.json
  6. LizardMods

    killed in safe zone

    I have a custom spawn location under a mountain. when I use a random spawn location, a boss like Scary can spawn above my custom spawn location. new players are being set on fire and killed by radiation. is there a way to block bosses from attacking players in safe zones? SrtBull did an Audit of my server, which happened to him on his live stream. I logged on to test and found that it was a boss.
  7. LizardMods

    error while compiling

    I found this on staging today while preparing for the wipe. Error while compiling TeamFix: 'BasePlayer' does not contain a definition for 'ClientRPCPlayerAndSpectators' and no accessible extension method 'ClientRPCPlayerAndSpectators' accepting a first argument of type 'BasePlayer' could be found (are you missing a using directive or an assembly reference?) | Line: 211, Pos: 28
  8. LizardMods

    error while compiling

    I found this on staging today while preparing for the wipe. Error while compiling SkillTree: The type or namespace name 'Harmony' could not be found (are you missing a using directive or an assembly reference?) | Line: 6, Pos: 7
  9. LizardMods

    On Entity Take Damage

    I don't think Skilled Tree likes the Barrelless scientist. I found this in my server console today. [Barrelless] Kit for BarrelScientist lesa[1240847] succesfully equiped. 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 <08a5befe0c474768bf20e84fe4d88573>:0 at Oxide.Plugins.SkillTree.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x05992] in <08a5befe0c474768bf20e84fe4d88573>: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 <cd7231f30b444d86bc6cca8a53cdd2ea>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <cd7231f30b444d86bc6cca8a53cdd2ea>:0
  10. LizardMods

    bug with lantern

    stacking lanterns that have fuel and then splitting the stack you will lose fuel.
  11. LizardMods

    Raidable Bases

    No he did not I put in a bug report and several others have too evidently this affects more than switches it also affects the industry stuff and other electrical inputs. There are plenty of bug reports I am just not certain if misticos Is monitoring these channels.
  12. LizardMods

    Raidable Bases

    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.
  13. 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.
  14. 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
  15. 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
  16. LizardMods

    NoEscape

    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.
  17. 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
  18. [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.
  19. 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
  20. 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.
  21. I have an underground layer and had to put an Invisible Collider with RustEdit, but it worked after that. It works extremely well, and I am impressed. the bot pathing looks so good.
  22. 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,
  23. 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 } ],
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