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Everything posted by RR_Tappi
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- 47 comments
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- 47 comments
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The Console is flooding with this: (21:56:53) | Failed to call hook 'CanBuild' on plugin 'Basements v1.0.6' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.ExtensionMethods.Contains[T] (T[] array, T value) [0x00029] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Plugins.Basements.CanBuild (Planner planner, Construction prefab, Construction+Target target) [0x000c6] in <332c39d7306e4f9f8a2aac064938524a>:0 at Oxide.Plugins.Basements.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x012bf] in <332c39d7306e4f9f8a2aac064938524a>: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 <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0
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Cool and awesome plugin, we're thrilled with it. I do have one question, though: is it possible to add another hatch in the basement? Currently, this isn't possible, and I haven't found anything about it in the configuration. Edit: Just a little info for others... We use SimplePVE and it works with that too.
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Thank you Can I include chat messages? High water is coming... Low water is coming?
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Ah, okay And what are the names of these plugins? I only found one, but it was last updated 5 years ago. Does it still work?
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And what does that mean now?
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The seas and oceans have tides (ebb and flow), which can be observed particularly well in the Wadden Sea in Germany... the water disappears completely there. Is there something like that in Rust too? I mean, you could control it manually. But it should be automatic.
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Hello, as far as I can tell, can it only be started by an administrator? I read that it could also be done automatically. Will there also be a purchasable option so players can buy it for scrap or real money? Similar to DungeonEvents Thank you I just tested it with a player. I had to place a coffin, look at it, and enter a single command before I could start it. Like I said, it would be cool if players could buy it or if it happened automatically, but then it shouldn't always take place in the same location.
- 24 comments
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- 335 comments
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- #building
- #foundation
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(and 27 more)
Tagged with:
- #building
- #foundation
- #tool
- #tools
- #ui
- #upgrading
- #remove
- #upgrade
- #blocks
- #clans
- #friends
- #noescape
- #interface
- #hud
- #build skins
- #grade
- #gredable bases
- #grade rust bases
- #build system
- #upgrade buildings
- #remove structures
- #downgrade structures
- #base customization
- #best grade plugin
- #build plugin by mevent
- #reskin
- #bgrade
- #skins
- #building skins
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- 1,153 comments
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- #loot
- #customloot
- (and 13 more)
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- 1,153 comments
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- #loot
- #customloot
- (and 13 more)
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- 335 comments
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- #building
- #foundation
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(and 27 more)
Tagged with:
- #building
- #foundation
- #tool
- #tools
- #ui
- #upgrading
- #remove
- #upgrade
- #blocks
- #clans
- #friends
- #noescape
- #interface
- #hud
- #build skins
- #grade
- #gredable bases
- #grade rust bases
- #build system
- #upgrade buildings
- #remove structures
- #downgrade structures
- #base customization
- #best grade plugin
- #build plugin by mevent
- #reskin
- #bgrade
- #skins
- #building skins
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- 335 comments
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- #building
- #foundation
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(and 27 more)
Tagged with:
- #building
- #foundation
- #tool
- #tools
- #ui
- #upgrading
- #remove
- #upgrade
- #blocks
- #clans
- #friends
- #noescape
- #interface
- #hud
- #build skins
- #grade
- #gredable bases
- #grade rust bases
- #build system
- #upgrade buildings
- #remove structures
- #downgrade structures
- #base customization
- #best grade plugin
- #build plugin by mevent
- #reskin
- #bgrade
- #skins
- #building skins
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Ahh great, thank you (17:30:09) | Calling 'Unload' on 'DynamicMonuments v1.1.8' took 1670ms (17:30:09) | Unloaded plugin DynamicMonuments v1.1.8 by Adem (17:30:10) | [DynamicMonuments] The spawn of monuments has begun! (17:30:10) | [DynamicMonuments] oilPlatform is spawned at grid E36 (17:30:10) | Calling 'OnServerInitialized' on 'DynamicMonuments v1.1.8' took 672ms (17:30:10) | Loaded plugin DynamicMonuments v1.1.8 by Adem (17:30:16) | [DynamicMonuments] cargo is spawned at grid A9 (17:30:21) | [DynamicMonuments] oilPlatform is spawned at grid A25 (17:30:26) | [DynamicMonuments] submarine is spawned at grid I38 (17:30:31) | [DynamicMonuments] submarine is spawned at grid AA3 (17:30:36) | [DynamicMonuments] pirs is spawned at grid D27 (17:30:41) | [DynamicMonuments] pirs is spawned at grid AM21 (17:30:46) | [DynamicMonuments] rustedDam is spawned at grid V27 (17:30:51) | [DynamicMonuments] ancientDam_1 is spawned at grid P35 (17:30:56) | [DynamicMonuments] rustedGates is spawned at grid H16 (17:31:01) | [DynamicMonuments] rustedGates is spawned at grid M21 (17:31:06) | [DynamicMonuments] The spawn has ended! There were no trees this time? Did I miss something?
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(20:28:40) | Loaded plugin DynamicMonuments v1.1.8 by Adem (20:28:46) | [DynamicMonuments] treeHouse_1 is spawned at grid R31 (20:28:51) | [DynamicMonuments] cargo is spawned at grid T41 (20:28:56) | [DynamicMonuments] oilPlatform is spawned at grid Q41 (20:29:01) | [DynamicMonuments] oilPlatform is spawned at grid B20 (20:29:06) | [DynamicMonuments] pirs is spawned at grid F5 (20:29:11) | [DynamicMonuments] submarine is spawned at grid AL16 (20:29:16) | [DynamicMonuments] ancientDam_1 is spawned at grid AD33 (20:29:21) | [DynamicMonuments] ancientDam_1 is spawned at grid AB32 (20:29:27) | [DynamicMonuments] rustedGates is spawned at grid X26 (20:29:32) | [DynamicMonuments] rustedGates is spawned at grid AH32 (20:29:37) | [DynamicMonuments] The spawn has ended!
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Hi Adem, I kind of understand, but I also don't *laughs* So, as I understand it, there are bases that players can claim. And there are monuments, like the monuments from Facepunch (for example, The Dome). Is that right? What settings do I need to adjust so that no player can claim any of these bases, meaning no one can build anything there... (they should build things themselves and not just take pre-made ones, hehe) And that all these bases and monuments are always in a different location after each server restart, so they're not always in the same place (if possible)? So I would have to set this to true: "Recreate locations on every plugin restart [true/false]": false, And that, as I understand it, is for making it appear automatically? Ground Monuments": { "Allow automatic spawn? [true/false]": true, I've revised the config; I hope it's correct now. DynamicMonuments.json