Jump to content

Raul-Sorin Sorban

Administrator
  • Posts

    1,030
  • Joined

Support Replies posted by Raul-Sorin Sorban

  1. 14 minutes ago, Jeff.Thibault1 said:

    Failed to call hook 'CanLootPlayer' on plugin 'StaticLootables v2.0.6' (KeyNotFoundException: The given key was not present in the dictionary.) at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <eae584ce26bc40229c1b1aa476bfa589>:0 at Oxide.Plugins.StaticLootables+RootData.IsLootingLootable (BasePlayer player) [0x00053] in <d1388a30e85448a685a39abd4b63aad0>:0 at Oxide.Plugins.StaticLootables.CanLootPlayer (BasePlayer looted, BasePlayer looter) [0x00006] in <d1388a30e85448a685a39abd4b63aad0>:0 at Oxide.Plugins.StaticLootables.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0051b] in <d1388a30e85448a685a39abd4b63aad0>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <60c318df79ed41688ea59335e48d61ad>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <9882f28dc2204b4dba514a9ad18f5042>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <9882f28dc2204b4dba514a9ad18f5042>:0

    When opening a new type of entity (toilet for exemple), the loot window pop up, then close itself within a fraction of a second, then this console error.

    Installed the StaticLootables.json then reloaded the plugin.

    I've fixed this in the just-released update.

  2. 12 minutes ago, Neighigh said:

    Perfect! Thanks so much! I've been having a lot of fun editing the tables and bringing in the DLC items or some oddballs like duct tape and maps for giggles. 🙂 I'll be able to edit the full list with a lot more confidence knowing the method behind it now, appreciate the speedy reply!
     

    ALSO: Unrelated, but is there a chance we could see functionality for your other plugin - FacePunch - To be able to damage open the lootables? It's become a staple in our server and would love to keep it's functionality mainstreamed with this too.

    Glad it works out so well for you! Really happy to hear that.

    In regards to the unrelated point, that's a crossover that we deserve. Working on it!

    • Love 1
  3. 18 minutes ago, Neighigh said:

    Trying to understand the methodology to the spawn chances here:
              "SpawnChanceTimes": 4,
              "SpawnChanceScale": 5

    Is this like 'rolling' on the loot table?
    Right now my assumption is SpanChanceTimes = how many times the system can include it in total "rolls" for a possible spawn.
    Second assumption is SpawnChanceScale = the 'weighting' of a possible spawn in a loot table compared to other possible items listed.

    Would this mean lower numbers = less chance of the item spawning? - For now I cannot tell whether this is the case and it is making it difficult to modify my own loot tables accurately.

    Yep, that's exactly how that works! For both SpawnChanceTimes and Scale. Times is how many times in the scale it'll be likely to be a picked choice.

    5 Times in 10 Scale would mean 50% chance, 50/50. 1 Time in 10 Scale would mean 10% chance, and so on. I included both values as modifiable to get the best kind of accuracy for random loot tables. Could use 2 Times in 50 Scale which is super less likely to hit, but it works well for unique, very rare items to spawn.

    • Love 1
  4. 1 hour ago, wsad 920NW said:

    I also have the same issue.

    11/12/2021 11:51:14 | StaticLootables was compiled successfully in 1686ms

    Hey there. Are you up to date with the plugin? Latest is v2.0.4. As of the latest version, you shouldn't be getting that anymore.

  5. 10 hours ago, ChaoticStryfe said:

    what i did was in a previous post.  put the .json file first with loot, then upload the .cs file and it removed the error and works in game

     

    Hey, yes, that's how you should do it. The config from the description is mandatory. You can modify however you like, the Interactions property needs to exist and be filled with content.

    I just added an "Installation" section to the description. I hope that helps and removes the confusion.

  6. 10 hours ago, rednekOIO said:
    Failed to call hook 'ReadNotice' on plugin 'RusterNET v2.2.3' (NullReferenceException: Object reference not set to an instance of an object)
    at Oxide.Plugins.RusterNET+RusterBrowser.CloseFullPost (Oxide.Plugins.RusterNET+RusterFeed feed, Oxide.Plugins.RusterNET+RusterFeed+RusterPost post) [0x00042] in <12fea31c233343e4b76fab8d55b9cb10>:0
    at Oxide.Plugins.RusterNET+RusterBrowser.DrawFullPost (Oxide.Plugins.RusterNET+RusterFeed feed, Oxide.Plugins.RusterNET+RusterFeed+RusterPost post, System.Boolean isBackground) [0x00000] in <12fea31c233343e4b76fab8d55b9cb10>:0
    at Oxide.Plugins.RusterNET+<BuyPost>c__AnonStorey14.<>m__4 (Oxide.Plugins.RusterNET+RusterBrowser b) [0x0000c] in <12fea31c233343e4b76fab8d55b9cb10>:0
    at Oxide.Plugins.RusterNET.ReadNotice (ConsoleSystem+Arg arg) [0x00070] in <12fea31c233343e4b76fab8d55b9cb10>:0
    at Oxide.Plugins.RusterNET.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01e7d] in <12fea31c233343e4b76fab8d55b9cb10>:0
    at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <60c318df79ed41688ea59335e48d61ad>:0
    at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <9882f28dc2204b4dba514a9ad18f5042>:0
    at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <9882f28dc2204b4dba514a9ad18f5042>:0

    When i "purchase" a 24h notice in the marketplace. it shows i purchased it (even though i have no money) but i get this error when i click the read me

    Thank you, will be fixing this very soon! In the meantime, will you please send me the "Currency" config property you're using?

  7. 3 hours ago, Jaws said:

    I gave my self that permission when the plugin was updated and that feature was added. I just tried to give myself that permission again and it says I already have it. It was working fine until this last update.

    I'll have a look, thanks for letting me know.

    • Like 1
  8. 2 hours ago, Jaws said:

    I totally looked past that. I got it working now.. do you possibly have a link to a list of the sounds? Also, after this update, middle mouse click on a prefab showing the name of it doesn't seem to be working.

    You must have the StaticLootables.admin permission in order for the middle mouse button to work. And there's no list of the sounds, but working on getting something sorted. Rust doesn't provide too many organized sound effects so it'll be a bit tricky.

  9. 4 hours ago, Jaws said:

    Looking in the new config file for the plugin. I don't see any sound effects added, but noticed a sound effect in the video of the new hacking addition. Are they not implemented yet?

    They are. If you're up to date with the plugin, please have a look at the description config at the Interactions section. 

  10. 9 hours ago, Jaws said:

    So far so awesome @Raul-Sorin Sorban

    Another really cool addition that can be optional for server owners. The option to have the plugin make a sound when opening a lootable from this plugin. For example, if I open a locker.. it makes the opening a locker noise like the ones that you can use to store items in the game. Each lootable category has the option to use an effect. If the player does not want an effect. They can leave it blank.

    Example:
    UseOpenSoundEffect: "example_effect.prefab"

    I actually thought about that yesterday. Will be adding this soon.

    • Love 1
  11. 1 hour ago, badgyver said:

    The following error appears in the console:

    Error dowloading image: (Malformed URL)

     

    - I've updated the mod to version 1.7

    - I downloaded and updated the "StaticLootables" file in the config folder of oxide.

    It still doesn't work, I haven't modified anything, I bought the plugin, there was an update, I updated my mod and it stopped working.

    That warning is Client-Side, looking in finding a fix for it but it should not stop the plugin from working as expected. Thank you for letting me know, will investigate.

  12. 8 hours ago, Jaws said:

    I would also like to see an item durability randomizer like CustomLoot has. Like we can set each loot table prefab between 0-100. So then each item that has durability will spawn with a random amount of durability between the two numbers.

    P.S - That respawn timer would be a great addition for each prefab in the config as well.

    So far this plugin is great, and has tons of future potential. Thank you for it.

    Added them both. Thank you.

    • Love 1
  13. 10 minutes ago, Neighigh said:

    Looks like the lootable prompts appear for objects on cargoship, then as it's moving they stay in place as the cargo and players move away from that fixed point. We may need something that tells these to stay with the cargoship. I imagine this isn't very simple of an idea to implement but I figured it's a bug we should mention in case you are not aware 🙂 

    Thank you for this! Already got a rules system in place which will be released in the new update very soon. Will make sure that will be covered. Thank you!

    • Love 1
  14. 13 hours ago, Jaws said:

    Hello,

    I have worked with many loot population plugins in Rust. This one kind of confuses me when it comes to how long it takes for loot to respawn in containers after they are looted. Can I get some more detailed info on this please?

    Also,

    Can we get a list of all the prefab names that we can use with this plugin? Like is there a link to a page that shows the name and the image of the prefab?

    Thanks in advance

    Hello! Yeah, my apologies for not including this in the description, I've obviously overlooked adding it.

    • So (ALL) the lootables reset every in-game day (at 00:00am Rust time). If that is going to be an issue, I am able to add more configurations for it based on great suggestive requests.
    • For the list of prefab names, I do not currently have one as it uses actual objects' names, of which they sometimes aren't even prefab names RustEdit has.
      Although, since this is confusing enough to figure out how to add your own filters, I will be adding an admin-only command which will tell you the name of the object you're looking at in the game for you to take and put in your custom config to make it a lootable item. 
  15. 2 minutes ago, Neighigh said:

    Yup I totally missed that there. This totally fixed it! Any chance there's a reason I get a big black 'Rust Icon' box around the icon texts?

    image.thumb.png.463c31ae33c310e5222237c9ba6f1fb6.png

    Might need to wait a second after you've added ImageLibrary for the first time, as it's downloading skinned item icons and a couple of other processing. It should work after that (without you needing to do anything really).

  16. Just now, Neighigh said:

    No I haven't. I did not see this in a required section here. I'll get that running right away and get back to you. Thank you!

     

    Yeah, it's in the description 🙂 No worries, hope that fixes it for you!

    image.png.1ead1f9f8f3bc5079effab725add1353.png

  17. I'm very confused to why that would happen. 😮

    I'd love to have more information to what your guys' servers run, and how stable the performance is overall. The plugin's written in the most optimized way I could, and based on my tests, it's very, very smooth. Please let me know if you have more useful information. I'll temporarily mark this as closed.

  18. 4 minutes ago, Neighigh said:

    I've downloaded the .cs plugin, and the .json config file. They seem to be doing their jobs creating the data file. However I seem to be getting a lot of arguments that look like the following:

    10/10 12:07:18 | Failed to call hook 'OnPlayerInput' on plugin 'StaticLootables v1.5.0' (NullReferenceException: Object reference not set to an instance of an object)
    at Oxide.Plugins.StaticLootables+Death.GetImage (System.String url, System.Boolean isPng, System.UInt64 skin) [0x0004a] in <34ca2e5e47ab4fd7b211d6bf3de94697>:0
    at Oxide.Plugins.StaticLootables+Death.GetRawImage (System.String url, System.UInt64 skin, System.String color, System.Single fade) [0x00006] in <34ca2e5e47ab4fd7b211d6bf3de94697>:0
    at Oxide.Plugins.StaticLootables.Draw (BasePlayer player, Oxide.Plugins.StaticLootables+RootConfig+Interaction interaction, Oxide.Plugins.StaticLootables+RootConfig+LootableDefinition definition, Oxide.Plugins.StaticLootables+RootData+Lootable lootable, System.Boolean transition) [0x000bc] in <34ca2e5e47ab4fd7b211d6bf3de94697>:0
    at Oxide.Plugins.StaticLootables.OnPlayerInput (BasePlayer player, InputState input) [0x001e7] in <34ca2e5e47ab4fd7b211d6bf3de94697>:0
    at Oxide.Plugins.StaticLootables.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00245] in <34ca2e5e47ab4fd7b211d6bf3de94697>:0
    at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <60c318df79ed41688ea59335e48d61ad>:0
    at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <9882f28dc2204b4dba514a9ad18f5042>:0
    at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <9882f28dc2204b4dba514a9ad18f5042>:0

     

    I'm not able to loot any objects at all due to these arguments, or at least I think it's due to these arguments.

    Hope this helps! This plugin seems really cool and maybe I've done something wrong. I'll delete and retry right away and reply.

    Have you loaded the required dependency ImageLibrary?

  19. 3 hours ago, SuperCop said:

    First off im a noob.....i dont understand what you mean by put in the configuration first....please help me step by step

    So, you firstly go to the description page of the plugin, scrolling down under the video you'll see something like Updated on 8th of October, 2021 #6, click on the button right on the right of that to download the configuration file, it's called StaticLootables.json. After that's downloaded, open up your server's oxide folder, go in the "config" folder and put the file in there. Now go back one folder, go to plugins and put in the StaticLootables.cs in there, and you're set!

  20. 11 minutes ago, cengizhanbucak said:

    I guess all the mishaps found us rusternet plugin the same way 🙂

     

    fps limit 30

    Will you please try running the server to about 60 or more? A lot of processing maybe is being interrupted just because of that cap 🙂 

  21. 2 minutes ago, cengizhanbucak said:

    Hi,

    instant drop and muscle sir, the server is unplayable

     

    1.PNG

    2.PNG

    Holy 😄 Uh, in my own tests, I am getting nothing close to that, if you unload the plugin, what's the server FPS?

  22. 3 hours ago, cengizhanbucak said:

    1- As soon as I or another member adds a photo to the post and presses the send button, they select the photo and then the loading message is stuck on the screen. A little more passes and everyone quits

    2- Sometimes while sharing a post, she presses the button on the screen, there is no function, but soon the server hangs and does not open without deleting the .cs file.

    Could you please send me the config file for Ruster.NET?

  23. 18 minutes ago, cengizhanbucak said:

    We bought the add-on, but all the players are constantly kicking out of the game, the player is uploading photos, everyone else is being kicked out, the player is sharing posts, everyone is being kicked out. What is the reason?

    Can you tell me more about it? Any ideas to reproduce? Console logs?
    Temporarily, I could recommend you testing to enabling the Optimize Mode in the config and see if you get the same results.

  24. 2 minutes ago, MOTH said:

    UPDATE: Turns out this was my fault the loot table didn't load when i added it.

    Hey, yeah. Put in the config first, then reload the plugin and it should be good to go. 🙂 

  25. 31 minutes ago, thepiercedweirdo said:
     Failed to call hook 'OnPlayerInput' on plugin 'RustNET v0.1.31' (NullReferenceException: )
      at (wrapper managed-to-native) UnityEngine.Component.GetComponentFastPath(UnityEngine.Component,System.Type,intptr)
      at UnityEngine.Component.GetComponent[T] () [0x00021] in <c8dc2b468d1841099baa4dd8a110cc44>:0 
      at Oxide.Plugins.RustNET.OnPlayerInput (BasePlayer player, InputState input) [0x0006d] in <32c5b12a7d754c7281866e3e144bde15>:0 
      at Oxide.Plugins.RustNET.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00389] in <32c5b12a7d754c7281866e3e144bde15>:0 
      at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <31122a27a2414cd799150f8677cf39d4>:0 
      at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <0fbce81d88d64454b3e7abb24df7026b>:0 
      at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <0fbce81d88d64454b3e7abb24df7026b>:0

    This come up in console every time I interact with an "ATM".
    I have no idea why it's saying that version number since I'm using the latest.
    "[Info ( "Ruster.NET", "Raul-Sorin Sorban", "2.2.0" )]"
    I've uploaded it a couple times to make sure and same result.

    It's because it's RustNET and not RusterNET, haha

  26. 2 hours ago, Jesse said:

    I bought this plugin last month & couldn't get it to work.  I read the comments about editing the config.   Sat on it.   Thought I'd check back for an update.  

    There has to be another solution.   Maybe it conflicts with other plugins?

    1.)  Place a generator

    2.) Look at it

    3.) Type /setharvester

     

    Nothing.  Please understand how frustrating this is.  There's no check, no message, no nothing.    I get a message for /setoutput  but your other command has no messages when it doesn't work.  

    I'll check it right now. Thanks.

  27. On 8/27/2021 at 1:44 PM, Spunjee said:

    Uploaded a song to ruster, no music can be heard and the console spammed this message.

    (Filename:  Line: 813)
    Image failed to download! Error: Cannot resolve destination host - Image Name: ruster_emoji_stop.png_ruster_0 - Image URL: https://cdn.discordapp.com/attachments/844914604080889867/855428327166967838/ruster_emoji_stop.png

     

    Has this problem occured again since? It is an error which states that the server couldn't download the image. But the image actually loads without issues.

  28. 4 hours ago, Stampy said:

    hi i get this error

     [Ruster.NET] System.NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.RusterNET+RusterBrowser.DrawPost (Oxide.Game.Rust.Cui.CuiElementContainer container, System.String parent, Oxide.Plugins.RusterNET+RusterFeed feed, Oxide.Plugins.RusterNET+RusterFeed+RusterPost post, System.Single anchorMin, System.Single anchorMax, System.Int32& lineMultiplier, System.Boolean allowProfilePreviews, System.Boolean showReplies, System.Boolean showPhoto) [0x004e8] in <45b0a1b7497344cd960f3416a276609d>:0

    I have added the Imgur ID and set Currency to 2 But i cannot upload pictures says i haven't set the ID and still says scrap as currency instead of economy 

    Debugging this, an update will be hit for Ruster as the new Rust update has major changes. I'm sorry for the inconvenience.

  29. On 7/13/2021 at 11:42 AM, Vain said:

    Berry seems fine to me now after setting up whole setup. But for hemp its still harvest them and produce the seeds, not even clones or something. Did u have a look now into it?

    Seeds.JPG

    Currently doing some tests...

  30. 37 minutes ago, Vain said:

    Hey there,

    my harvester is only harvesting cloth seeds , not cloth.

    And the yellow berries died. Any idea why?

    Greets!

    Not really sure, but I'll have a look and come back with an update if required very soon! 

1.7m

Downloads

Total number of downloads.

8.1k

Customers

Total customers served.

121.9k

Files Sold

Total number of files sold.

2.5m

Payments Processed

Total payments processed.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.