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File Comments posted by Raul-Sorin Sorban
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47 minutes ago, ALiEN JiM said:
Same and seems players start to say it gets laggy for them when this happens till i reload the plugin.
at ProtoBuf.ItemContainer.Serialize (BufferStream stream, ProtoBuf.ItemContainer instance) [0x00016] in <8989b741768e4f399ceb269719ee5fac>:0
at Oxide.Plugins.StaticLootables.SaveContainer () [0x0003a] in <108f606e2587422bbe1ff352d54f76de>:0
at Oxide.Plugins.StaticLootables.OnServerSave () [0x00000] in <108f606e2587422bbe1ff352d54f76de>:0Did update to today's update? Also i recommend deleting the old StaticLootables data file before reloading. Rust changed how they save stuff so things became invalid.
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Fixing this today, I apologize for the delay guys!
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28 minutes ago, DeX said:
Failed to call hook 'OnServerSave' on plugin 'PortableLocker v1.4.5' (IndexOutOfRangeException: Index was outside the bounds of the array.)
at ProtoBuf.ItemContainer.Serialize (BufferStream stream, ProtoBuf.ItemContainer instance) [0x00016] in <698281a7d4534a2b9ff00ecced87ac33>:0
at Oxide.Plugins.PortableLocker.SaveContainer () [0x000a0] in <fe9aa5718e514a5fbceabfd191980fff>:0
at Oxide.Plugins.PortableLocker.OnServerSave () [0x00008] in <fe9aa5718e514a5fbceabfd191980fff>:0
at Oxide.Plugins.PortableLocker.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00168] in <fe9aa5718e514a5fbceabfd191980fff>:0
at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0
at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <8cb2d664f1574f2b96d53f1c1869d96a>:0
at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <8cb2d664f1574f2b96d53f1c1869d96a>:0Please remove the PL data file from the data folder as Rust changed how they save things
then reload
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4 hours ago, MetalHead said:
Getting this in the console..
02/05 09:46:17 | Failed to call hook 'OnServerSave' on plugin 'StaticLootables v2.10.2' (IndexOutOfRangeException: Index was outside the bounds of the array.)
at ProtoBuf.ItemContainer.Serialize (BufferStream stream, ProtoBuf.ItemContainer instance) [0x00016] in <698281a7d4534a2b9ff00ecced87ac33>:0
at Oxide.Plugins.StaticLootables.SaveContainer () [0x0003a] in <b66601e0a44b42749e09dc10ef605355>:0
at Oxide.Plugins.StaticLootables.OnServerSave () [0x00000] in <b66601e0a44b42749e09dc10ef605355>:0
at Oxide.Plugins.StaticLootables.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x002c1] in <b66601e0a44b42749e09dc10ef605355>:0
at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0
at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <8cb2d664f1574f2b96d53f1c1869d96a>:0
at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <8cb2d664f1574f2b96d53f1c1869d96a>:0Hey due to Rust changes, you must remove the SL data file from the data folder then reload the plugin
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3 hours ago, Flammable said:
It's broken for me even when I added the latest update.
Error while compiling PortableLocker: ; expected | Line: 88, Pos: 87Fixed it just now
I apologize
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On 12/24/2024 at 11:36 PM, Papi Rusty said:
does this persist through wipes?
Yes. Although careful that map changes might offset the positions of the containers you've set. If you have the same map throughout wipes, you should be fine.
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2 hours ago, Muktuk said:
Hey man, can I get some guidance on this feature please:
"OnlyIfParentFilter: It allows all definitions to be lootable if their path contain the parent names in this array."
Am I right in thinking that if I put multiple terms in there, like so:
"OnlyIfParentFilter": [
"arctic",
"missile"
],It's looking for a path with both arctic AND missile in there. Any chance that could be changed to be an OR?
Hmm it should already be using the OR logic
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In 1.3.2 that should be fixed - i just tested it
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Checking now
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Hmm I'll have another look very soon, sorry about this!
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I've fixed it, update coming now!
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1 minute ago, Wolf said:
Hello, after restarting the server the loot disappears from the locker.
Checking this right now; rebooting server after wiping
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On 3/10/2024 at 4:06 PM, Kobani said:
Hey there, do you by any chance have any errors in the console when this happens?
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2 hours ago, Merxa said:
Error while compiling PortableRecycler: No overload for method 'StartWrite' takes 1 arguments | Line: 451, Pos: 31 in console
Fixed it
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On 12/3/2023 at 11:34 AM, V. said:
Has the compatability issue with any of the Chaos Code plugins been resolved yet? It's been over 6 months since I last checked but seems it's still a big fat no! Ah well Oxide still for me then!!
Of course. It's fully compatible. Just drag the DLLs into `carbon/extensions`.
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12 hours ago, Steenamaroo said:
Hi,
Thanks for reporting. I've added an additional null check which may solve it.
If it doesn't then it's possible it's a carbon specific issue - I'll speak to Raul in that case to see what we can do.Investigating now
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1 hour ago, LazyPVE said:
"GroupServerWipePersistent" not working ?
It should. I'll have a look now.
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On 9/13/2023 at 6:30 AM, VerbotenViscus said:
What does the new config option AsyncMode do exactly and should I enable it or be wary of it? It is not mentioned in the documentation on the primary page of this plugin.
Hey there! AsyncMode is dedicated to benefit lower end servers that struggle with FPS - under 10 would be my estimate, that you would notice performance loss overall due to everything being so slow, not just because of plugins. AsyncMode basically makes sure to let the server "breathe" and prioritize to do everything that is important before updating the plugin, meaning that you might sense delays to interactions when looking at objects.
In a nutshell, AsyncMode: enabled means it prioritizes the server, at the expense of slight delays depending on server performance, disabled means the plugin will alawys have the most accurate player interactions but might slow things down if the server's already under stress.
On regular servers (fps >15) you won't ever notice a difference between having AsyncMode enabled or disabled nor there's any parallel benefit. It works just fine.
These estimates are only applicable relative to player count on the live server.
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17 minutes ago, papi said:
Does the Comand line support {Player.Name} or {SteamID}
No, it just calls a console command on the player's behalf so commands will know that they're called by the player
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2 hours ago, dmt_yt said:
help me please Error while compiling StaticLootables: Operator '!=' cannot be applied to operands of type 'NetworkableId' and 'int' | Line: 2164, Pos: 44
else if (item.instanceData != null && item.instanceData.subEntity != 0)
Buy the plugin to get the fix? The hell is wrong with you
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2 hours ago, Chill Roleplay said:
Wait till you try to create a group chat
whole plugin locks up and players end up leaving the server. then when you think you solve it keeps coming up as you play. this was supposed to be a big special for our anniversary wipe and every time I try to contact anyone about this they say they will look into it. I think with new projects and carbon the attention has been lost to this broken plugin. I bout the extra RusterNet plus aswell
I am really sorry about that! I'll do my best to get that sorted ASAP...
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12 hours ago, scarecr0w12 said:
This shows up any time someone tries to use the blackmarket, is the backend API system no longer functioning? i see it attempts to connect to:
http://167.86.121.152:8802/rusternet-ms?method=flea.get
http://167.86.121.152:8802/rusternet-ms?method=flea.buy
http://167.86.121.152:8802/rusternet-ms?method=flea.vendors
Bot those things are offline and not responding? Did i just pay for something that doesn't provide the full features detailed in the decription?Apologies! My server was under maintenance, it's now back up online.
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Hey there, I'll look into it! Thanks for reporting.
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2 hours ago, Delltus said:
I tried to add it I have a compilation error
Can you show that error? I advise joining the Discord for further support.
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18 minutes ago, ZAC said:
i was just here to ask questions, but that kind of hostility from the author from such a simple request is startling. nvm lol
Feel free to ask
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3 hours ago, BoundlessZeus said:
Could you add the ability to run commands from the console when opening a container instead of running it from the players console with their permissions? I want to use this to run certain commands from the RCON console to trigger events and adding this option in the containers shouldn't be too difficult. Although I don't need it for my purposes it would also be nice if you could add a way to put the players id into the command when it is triggered. Adding the ability to put a container on cooldown after it is looted would also make containers triggering commands much more useful since as of now people can just spam a container to keep running the command over and over.
No thanks, I only take advice from accounts that actually own SL or any files for that matter and they don't use throwaway accounts.
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4 hours ago, Killeroox said:
again with the new update.....
(08:41:24) | Image failed to download! Error: HTTP/1.1 429 Too Many Requests - Image Name: 3a602da90a8065cdaaccacfa6ddbbae3_0 - Image URL: https://i.imgur.com/XxANoy7.png
(08:41:24) | Image failed to download! Error: HTTP/1.1 429 Too Many Requests - Image Name: 3a602da90a8065cdaaccacfa6ddbbae3_0 - Image URL: https://i.imgur.com/XxANoy7.png
(08:41:24) | Image failed to download! Error: HTTP/1.1 429 Too Many Requests - Image Name: 8a708f83e3380e0bb61e11834a17b7b5_0 - Image URL: https://i.imgur.com/C0RBdm7.png
(08:41:24) | Image failed to download! Error: HTTP/1.1 429 Too Many Requests - Image Name: 8a708f83e3380e0bb61e11834a17b7b5_0 - Image URL: https://i.imgur.com/C0RBdm7.png
(08:41:24) | Image failed to download! Error: HTTP/1.1 429 Too Many Requests - Image Name: 8fa33687dba7bce145830d842140fb49_0 - Image URL: https://i.imgur.com/8GOSKNt.png
(08:41:24) | Image failed to download! Error: HTTP/1.1 429 Too Many Requests - Image Name: 8fa33687dba7bce145830d842140fb49_0 - Image URL:
i lost much frame rate il all day with this....Update your config file from the plugin's description.
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1 minute ago, Anneliese said:
Not sure why I would need to use the support tab when I don't need support. I also don't have a alt account. Sorry you have mistaken me for someone else.
yes you have
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5 minutes ago, Anneliese said:
Again, I bought it from you. But ok
You haven't. You and your alt account that got banned have 0 purchases. If you had bought a license to the file, you would have used the Support tab.
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I'm investigating these issues and will release an update with the fixes that I find. Sorry for replying late!
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9 hours ago, Capt Clamslam said:
Is there a way to restrict specific items from being placed in lockers?
No, not yet, but I can add that option if it's a common need
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45 minutes ago, Flammable said:
Maybe this is not intended to be added but please consider furnace-type Electric. I want to allow my players to use it because does not consume wood. Possible?
Sounds like a good idea
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1 hour ago, Flammable said:
I got a suggestion from a player who said that, currently, the plugin works only if the UI is open. Do you think this can be fixed/updated somehow? What does he mean? When you type /recycler, it opens the UI and you put items. If you close the UI, items are returned to your inventory, making it impossible to do something else while recycling in the background.
If you use a recycler at the monument or personal at home (spawned) you can leave it working and do your other tasks. Not sure if that's possible with the portable recycler, let me know.I disallow background recycling because it's not supposed to behave like an extra container where people can use to hide items in.
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2 hours ago, G_SAPLING said:
Is there any other commands other than /cpanel that I can use for this carbon I'm just curious and wondering if there's any other commands for this program so far so good
Please use `c.find c.` to see all Carbon commands in console, or have a look to our up-to-date docs website.
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On 2/17/2023 at 7:59 PM, Tage2 said:
So if we are already up and running, and we want Carbon, and we add the plugin, what's going to happen? We already have extensive permissions and so forth set up -- will this automatically find and work with those, or will it require re-building all the stuff that already exists (like permission)?
No, permissions, configs, data files all work the same way they worked on Oxide, it should be drag-n-drop really.
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11 hours ago, DeePaws said:
I can't get to other menu's or exit the main menu to /sledit
I did the interactions config, but it's still flashing the menu.What's your server FPS?
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That's fair, tbh
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You know you can just politely ask me to fix it, right? I'm more than happy to fix this as I didn't actually know it was a bug.
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1 hour ago, Robis said:
PERMISSIONS
StaticTrader.use: To allow anyone to send trading requests to anyone. Players without this permission that have been sent a request to, can still accept the trade.
so i give to me self permission StaticTrader.use then use command: /trade King and here what i get: trade_help_nopermission
it means Players without this permission that have been sent a request to, can still accept the trade is FALSE INFO
For this reason im going to my paypal for refund!
Have you ever considered... y'know, asking me about adding that before literally breaking y'know... the TOS of the website and getting yourself banned for doing so?
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35 minutes ago, pandemia said:
Great no advice:?
Weird. I'm not getting that.
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12 minutes ago, ZEODE said:
It might need an extra null check on item in OnQuarryConsumeFuel, with incorrect fuel or no fuel it throws a NRE. Also, is it removing fuel correctly?Nevermind, its late, im tired and I messed something up. lol
Added some checks anyway, in case that happens at any point. Better safe than sorry.
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On 11/29/2022 at 2:45 PM, chuck norris said:
now at startup:
Failed to call hook 'OnEntitySpawned' on plugin 'QuarryLevels v1.0.7' (NullReferenceException: Object reference not set to an instance of an object)
at Oxide.Plugins.QuarryLevels.OnEntitySpawned (MiningQuarry quarry) [0x001a4] in <07e49709edf54a6caf2ddb99d3c5e005>:0
at Oxide.Plugins.QuarryLevels.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00379] in <07e49709edf54a6caf2ddb99d3c5e005>:0
at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0
at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <bae5f1223fce49c493b01571c99dce02>:0
at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <bae5f1223fce49c493b01571c99dce02>:0
This should be fixed in the latest version. You're on 1.0.7.
7 hours ago, chuck norris said:upgrade with RP ServerRewards still not work.
It would be good for someone who developed the plugin to respond as it is disrespectful! and for one more paid plugin!
Failed to call hook 'Upgrade' on plugin 'QuarryLevels v1.0.9' (InvalidCastException: Null object cannot be converted to a value type.)
at System.Convert.ChangeType (System.Object value, System.Type conversionType, System.IFormatProvider provider) [0x00029] in <fb001e01371b4adca20013e0ac763896>:0
at System.Convert.ChangeType (System.Object value, System.Type conversionType) [0x0000c] in <fb001e01371b4adca20013e0ac763896>:0
at Oxide.Core.Plugins.Plugin.Call[T] (System.String hook, System.Object[] args) [0x00008] in <bae5f1223fce49c493b01571c99dce02>:0
at Oxide.Plugins.QuarryLevels.Upgrade (ConsoleSystem+Arg arg) [0x000fa] in <0da6b4812698457b85ad2b4871e8ab4f>:0
at Oxide.Plugins.QuarryLevels.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00530] in <0da6b4812698457b85ad2b4871e8ab4f>:0
at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0
at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <bae5f1223fce49c493b01571c99dce02>:0
at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <bae5f1223fce49c493b01571c99dce02>:0
(16:32:10) | Saved 286,211 ents, cache(0.31), write(0.08), disk(0.04).
(16:32:10) | Saving complete
Having a look at this now. Wonder if ServerRewards made any chances, I did not test it with SR.
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10 minutes ago, TheAlchemist said:
And, hey, it would be awesome if StaticDispensers had a similar UI Editor as StaticLootables... even a paid version that does both in a single UI/plugin would be pretty dope.
For example, I've combined the use of the two so that you have to chop a wooden crate's health down before you can loot it (StaticLootables), but that it's actually giving you some wood while you're chopping it (StaticDispensers). Plus, when running around my map testing/checking all of the lootable and harvestable items, the UI (like 'sledit') for both would make it a ton easier.Thanks, again!
Great idea! I'll look into integrating it within Static Lootables itself and keep Static Dispensers free as it is now. I'll possibly update it to add a few API methods to it so i can integrate the editor within Static Lootables.
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5 hours ago, beetle said:
Does "remove" mean that this feature will no longer be available at all from now on?
It's very much obsolete. You may just enable /sledit and see the full path the same way, but it won't interfere with your general gameplay if you happen to middle-click mouse button. I'll add the zone name of the object on the UI as well so you lose nothing.
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On 10/12/2022 at 8:21 AM, Hawkhill said:
I'll remove this from the plugin next update.
2 hours ago, TheAlchemist said:Sorry if this is already addressed somewhere in the 9 pages of comments and I missed it, but, is there a plan to support either "Kits" or the ability to create "Shared Definitions". For example, I want to use the same loot table for all types of cardboard boxes, but, I want to vary the number of slots and such for each of the varies prefabs. So, if I was able to create a Shared Definition (with a specific mix of items and chances) that I could then use for any prefab, that would be AMAZING!
I added my first custom definition for "pallet_boxes" and it increased the StaticLootables.json file from like 64K to 230KB. If I have to copy and paste that into each variety of cardboard_box/cardboardbox (not to mention that I'd like to do something similar with all crates, etc.), I'm worried that the .json file is going to get too big and cause issues (not to mention ease of management).
Thanks so much for your consideration!That idea sounds interesting! I'll look into adding something like that without creating any mismatch and clutter.
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18 minutes ago, PPlank said:
Yeah, he doesn't have any static* permissions. This is what he said before signing off for the day.
So it looks like he worked out what plugin it was (I haven't told any players about it), checked the plugin page to see what was going on but couldn't issue the command because he didn't have the permission - he's in the default group. I'll continue to investigate, but it might just be #rustthings.
That's very odd. There's no other way I enable editing, and that method certainly checks for that permission before allowing it to be ran. Hope you find something regarding this.
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1 hour ago, PPlank said:
I updated to 2.7.1 yesterday and later that day I had a player report this to me. I've downagraded to 2.7.0.
Please ensure players don’t have the staticlootables.editor permission. Because it looks like that specific player was able to run the /sledit command. Downgrading doesn't change anything as the latest version didn't update anything regarding the editor permissions.
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24 minutes ago, regtable said:
is it possible to make an item that is minable like a rock? so you hit it get some parts hit it again get more stuff untill "empty" or "broken"?
That request idea has nothing to do with the plugin in any shape or form...
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6 hours ago, Covfefe said:
What does Persistent mean? If the item respawns after it's taken?
Persistent containers mean that they only generate loot once, and afterwards they become regular containers that persist all throughought the wipe - aka don't re-generate again, and allow players to add/take items in the container.
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1 minute ago, MercedesCLA45AMG said:
sorry i dont understand
I think I don't really understand your question.
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35 minutes ago, MercedesCLA45AMG said:
ok last question i think if i configure a random location cash register will the cash register all over the map every wipe have loot. ty.
Hey, if your definitions aren't persistent, they'll generate new loot as per usual.
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8 hours ago, Bob la Raie said:
Hi ! I'd like to know if there is a item black list in the config ? I would like to use this as a way for player to keep some full set from EpicLoot when we wipe, but I don't want them to keep explo and other stuff. Thank you !
I'll add that to the suggestions list!
On 8/29/2022 at 10:18 PM, Chill Roleplay said:I can figure out how to serach another players locker
You just do /locker <player name/id>
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Also, can you show me instances of it floating in the air?
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3 minutes ago, Wolf said:
They appear not only under the map, but also in the air above the map. This privilege is available to all players and there are more than 400 recyclers on the server per week.
I'll implement something that cleans them up after a while
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37 minutes ago, Covfefe said:
every time your players /recycler it spawned a recycler under the map?
No, it's just one recycler per person. It's under the map as it's close to the player so it networks correctly / UI's interactive, but completely out of reach - when you're not an admin.
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56 minutes ago, Namsaknoi said:
Ok, I just bought it. I see the different permissions for say a cool down or wipe on death. But I don't see preset permissions for default users.
It's in the description
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8 minutes ago, Namsaknoi said:
Can I add more permissions for VIP's for example?
Yes
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25 minutes ago, Wolf said:
When using the plugin, recyclers all over the map. Can this be fixed?
Above ground? Please show me some examples.
Portable Locker
in Plugins
Posted
It has been fixed now! Please let me know