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Raul-Sorin Sorban

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Support Replies posted by Raul-Sorin Sorban

  1. Hey there. That sounds real bad... There are a few questions regarding this;

    • What's your average population that you notice such a tragic amount of FPS drops?
    • Have you tried using SL with/out Async Mode?
  2. If the MIN value you wanna set is higher than MAX, it's going to lock it to the MAX value, AKA it won't go any higher than MAX. Same thing for when the MAX value is smaller than MIN, it'll clamp the value to MIN. You can only type 3 probably because MIN or MAX are that value.

    Keep in mind that the highest value it can go is the item maximum stack size. Hope this helped.

  3. On 7/3/2022 at 1:17 AM, Zienem said:

    I do yes

    That's because Linux disables GDI / graphics rendering as it's a server machine, hence my plugin trying to process images and it fails on your machine. At the moment that's not something I'm able to get working right, although I'm looking for alternatives.

  4. On 7/10/2022 at 11:25 PM, AtomicTexan said:

    I just said screw it and downloaded the attached setup and that works so i just won't do any custom ones for now.

    Would you please privately send me that config that was invalid if you still have it?

  5. In the editor you got the Save and Close button, which do what you expect them to do. Save actually saves changes done to the lootable preset, Close reverts / does not apply any of the changes done so far to said lootable preset. You could try that yourself by starting to edit something, changing stuff around, press Close, then come back to the lootable editor. At the moment you cannot see what changes you've done, no. I'm just assuming you rememeber what you've modified previously, while editing lootable presets.

    config/StaticLootables.json is the place where everything's defined for all lootables. If you haven't found any blue keycard in the whole file, that means it's never defined as a lootable prefab. If you ever find it in a static lootable in-game, that's 100% a different plugin overriding the loot in that instanced item container, OR if it's a persistent container, other players might've added the blue keycard in there as it accepts player item input.

     

    Hope that helped.

  6. Hey there! Oxide's hook time isn't reliable as the plugin doesn't constantly use the same level of resources. It is resource intensive although I advise you to use Async Mode and see if you're getting any difference (you should if your server is struggling). If you don't actually notice server performance going down, there shouldn't be anything you should worry about.

    My general advice for best level of performance is to make sure your lootables only have the definitions they should have, and nothing that's cluttery or un-used in your preset lists.

  7. Hey there! The Updated messages are all just letting you know that Multiverse has done things. Those are for testing purposes and if they show up, it's happening what it's supposed to. If the Chinook becomes upside down it's because something hit it haha. In the console error, please make sure that both servers are correctly connected and the handshake's valid - so connection is done between servers.

  8. As that error's directly caused by a different plugin and no track or warning of conflicting with Static Lootables, I don't think I can help you with that. Please report that error to the developer of the Shop plugin you're using.

  9. Please read the desciption, as there's a config with lots of ready to go definitions which you can modify the way you like for you to download and start with. If you wanna change stuff in mass, please inform yourself about Notepad++ and the replacement tools which quickly mass update values you want to be applied or overrided. The config doesn't wipe / reset nor change in any way when the server wipes, so I don't really understand that complaint.

  10. On 6/4/2022 at 10:09 PM, WarKingz said:

    i am getting the same was ok before rust update 

    Failed to call hook 'OnPlayerInput' on plugin 'StaticLootables v2.3.5' (KeyNotFoundException: The given key was not present in the dictionary.) at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in :0 at Oxide.Plugins.StaticLootables.OnPlayerInput (BasePlayer player, InputState input) [0x00d39] in :0 at Oxide.Plugins.StaticLootables.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00385] in :0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in :0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in :0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0

    Failed to call hook 'OnPlayerInput' on plugin 'StaticLootables v2.3.5' (KeyNotFoundException: The given key was not present in the dictionary.) at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in :0 at Oxide.Plugins.StaticLootables.OnPlayerInput (BasePlayer player, InputState input) [0x00d39] in :0 at Oxide.Plugins.StaticLootables.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00385] in :0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in :0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in :0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0

    Are you using persistent containers in your server? Does that issue still persist? Please wipe the data file of Static Lootables if it hasn't on server wipe and please let me know if it hasn't so I can have a proper look into that issue.

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