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Everything posted by Namsaknoi
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Plugin broke after the last update, please release a fix. Thanks. CS1061: 'HiddenValue>' does not contain a definition for 'Where' and no accessible extension method 'Where' accepting a first argument of type 'HiddenValue>' could be found (are you missing a using directive or an assembly reference?) Line: 1119 Column: 87
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Can we get a visual cooldown for abandoned bases (like we have on the raidable bases) because players are confused? I'm unsure if the players meant the cooldown after you raid 1 base and try to raid another one instantly or while you raid the base how much time you have left but anyway, both timers are good to have on the screen somewhere while in the raid bubble. Or maybe a command to check these timers? Thanks!
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When an airdrop event happens (plane flies over the map) NPC's are spawned on the location instantly. Then airdrop falls (we're using vanilla drop speed for a variety of reasons) and during this period while the drop is falling from the sky, players can randomly bump into these strong NPCs and get sniped in the middle of nowhere. Then they realize it was the drop. When the drop finally falls on the ground, whoever loots it there's no danger anymore. Can you please add a check or something to spawn the NPCs as soon as the drop hits the ground, not being just dropped? Or if that's too complicated, include a timer delay (value calculated based on the vanilla speed and changeable per server basis) so you can choose when the NPCs will spawn properly. Thanks!
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On our PVE servers, we have abandoned the bases plugin and the following problems happened: 1. Can you please the same option for "Restrict usage to Clan members" but for the native Rust team or Friends plugin instead? Random players enter other players' portals and that's bad. The last time one player entered a portal while doing an abandoned base, the exit portal was linked to the other also abandoned base of the same offline player but being raided by someone else, and the guy just died because you're not allowed to enter inside the raid bubble. 2. Add a decay/destroy time for the portals (either if you're offline for X amount of days or if you haven't interacted with the portals in a while) As we're using the abandoned bases, when the player is offline for more than 4 days, their base converts to abandoned so others can raid it. When raided, the base despawns properly but the floating portals still stay there.
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I recently found out this error in our servers console: 05/06 12:31:52 | Failed to call internal hook 'OnSupplyDropDropped' on plugin 'BetterNpc v1.3.0' [3318947710] (The given key 'AirDrop' was not present in the dictionary.) at EventSpawnPoint System.Collections.Generic.Dictionary<string, Oxide.Plugins.BetterNpc+EventSpawnPoint>.get_Item(string key) at void Oxide.Plugins.BetterNpc.OnSupplyDropDropped(SupplyDrop supplyDrop, CargoPlane cargoPlane) in /home/container/carbon/plugins/BetterNpc.cs:line 1360 at object Oxide.Plugins.BetterNpc.Int Also there were more problems with the NPC's in general so is this error problematic? Do the plugin works on Carbon properly? WE switched to carbon this wipe.
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Our players said the roam tasks aren't happening on the servers. We switched to carbon this wipe. As soon as I reload the plugin, they're again working. That's what I get in the console, after reloading the plugin: 05/06 12:29:42 | Unloaded plugin RoamTasks v1.1.3 by Ridamees 05/06 12:29:43 | Loaded plugin RoamTasks v1.1.3 by Ridamees [129ms] 05/06 12:29:43 | Checksum validation failed for 'ConsoleNetwork.SendClientCommand' [OnSendCommand [list]]
- 37 comments
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- #roamtasks
- #roam
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- 1,315 comments
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- #leveling
- #progression
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We are having an issue with NPCs not dropping any loot, some NPCs aren't spawning at all, and we have a lot of console spam. We are using the Badlands map by Gruber and did add the BetterNPC files included with the map. We are using carbon on our servers now, not oxide. 05/02 23:05:20 | Mechanic[180852] was killed by Xisxo at (-379.97, 94.83, -549.94) 05/02 23:05:20 | Failed to execute OnFrame callback (The given key 'assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_oilrig.prefab' was not present in the dictionary.) at LootSpawn System.Collections.Generic.Dictionary<string, LootSpawn>.get_Item(string key) at void Oxide.Plugins.BetterNpc.SpawnIntoContainer(ItemContainer container, string prefab) in /home/container/carbon/plugins/BetterNpc.cs:line 617 at void Oxide.Plugins.BetterNpc.AddToContainerPrefab(ItemContainer container, PrefabLootTableConfig lootTable) in /home/container/carbon/plugins/BetterNpc.cs:line 584 at void Oxide.Plugins.BetterNpc+ControllerSpawnPoint.DieNpc(ScientistNPC npc, NPCPlayerCorpse corpse)+() => { } [1] in /home/container/carbon/plugins/BetterNpc.cs:line 459 at void Carbon.Managers.CarbonProcessor.Update() in /home/runner/work/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 70
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Our players absolutely love this plugin, but they love it a little too much and are fighting over "so-and-so" taking all the bases. Are you able to add a cooldown feature so a player cannot do another abandoned base event for x minutes after completing one similar to the cooldown feature on your raidable bases plugin?
- 579 comments
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- #rust
- #rust plugin
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@imthenewguyWe have the same error spamming our server console about OnPlayerHealthChangeFailureBlaBlaBla and it's actually leading to a crash. Should I paste the kilometers long log file of my console or it's not needed? How to get a test version, it should be via discord? Our server is crashing all the time and players complain.
- 249 comments
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- #enhanced
- #custom loot
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(and 7 more)
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We tested it to begin with. That's how we know it's broken. Tested this on our test server and tried everything to fix it. The only thing that fixed it was removing your plugin and adding TruePVE.
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- 206 comments
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- #auto plant
- #auto farm
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(and 5 more)
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We are having a similar issue this wipe… but kinda the opposite? Seeds are being planted outside of the planter?? There was not a planter there that was removed, it’s just planting outside to planter. someone has also said it’s not harvesting and they logged on to dead plants. I haven’t looked into this issue so very well could be user error for that one, but thought I’d mention it in case others have the issue.
- 206 comments
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- #auto plant
- #auto farm
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(and 5 more)
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@ThePitereqThat's closed already, but I decided to message you here for now. I can open another ticket as well if needed, or we can move on to Discord. We're experiencing the same or similar problems on our PVE servers. Some players requested that their pumps yield salt water when pumps are supposed to pump only fresh, drinkable water, and there's no configuration option to choose the water type or anything else related to this. It's a bug, but I do not know what caused it. For now, it's a pretty random occurrence for some players.
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I got a report from the players on our test server where we are preparing our new map with PVP island (simple circle land in the sea for PVP activity) about how it's completely broken. I know there's an anti-abuse cooldown before the change happens from PVP to PVE when exiting the zone (to prevent players from staying near the edge and doing combat logging sort of a thing), but when you enter, it's instant to shoot on sight. That said, the bug report was about how you can be near the edge of the PVP zone and snipe with l96 everyone else who's in PVE mode. The strange thing is how you can also do the opposite. Damage players when you're in PVE mode but they're in a PVP mode on the island. It's totally broken, as I heard all the bug reports. Tomorrow I'll be able to double test it myself.
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Hello, It looks like Primitive Expert is not working. See attached screenshot of weapons used by a player with this perk enabled. In the config, we have the following settings: "Primitive Expert": { "Permission required to show this node": null, "enabled": true, "max_level": 1, "tier": 1, "value_per_buff": 1, "buff_info": { "Key": "Primitive_Expert", "Value": "IO" "Primitive weapons for the primitive weapons ability": [ "spear.stone", "spear.wooden", "bone.club", "bow.hunting" We don't have any plugins that affect durability other than Skill Tree. Is there something we're missing?
- 1,315 comments
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- #leveling
- #progression
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@imthenewguy We're having the same issue on our servers. One player reported that this "Jet Engine" skill wasn't working properly. Here's the info I got from the player: I tried relogging, respeccing and re-suicide I haven't tested that it works on level 4, it used to work fine at level 5 But after I died it stopped and never started working again That's all I know. Any ideas?
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Our players found a few bugs I'm not sure if you're aware of: Splitter disappears if another farm is placed next to the splitter. Doesn't happen if new planter placed is in the same, exact direction, but any other direction it does. Splitters become industrial craft ... ? Absolutely no idea how this happened and cannot replicate it, but attaching a screenshot. Sprinklers stop working/watering after scheduled restarts, but the animation is still there.
- 206 comments
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- #auto plant
- #auto farm
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(and 5 more)
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It seems that the custom NPCs are ignoring both Armor and the COMBAT SkillTree "Buffs" - that's what a player on our servers said. It's again a problem that players can mostly see by playing actively and checking every single % of the skill in detail. We're using BetterNPC all around the map. Can you find out more? I have no clue what's going on but we didn't change in any way these skills. They're using the default values and setup. Here's what the player said more (view the image). The normal scientist Npc's are good as he said.
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Please make this work from the RCON console as well. I was getting no return from this command, and now I realize it wasn't updating my XP table, so I had to log into the server and execute it from the chat. Also, look for other commands that should be RCON compatible but are not. Thanks!
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Can you add an option to allow the portal to decay if not in range of a TC? The portals are very popular. The problem is our servers wipe monthly, so a lot of bases decay within that month, and the portals remain where they are placed, floating in the air. Further, our servers are PVE, so damage to player's bases (and portals) is disabled. This means an admin has to go around and kill them manually.
- 129 comments
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Recently, a player started mass crafting and spamming building plans. This impacted our service so hard; when we found him, it was full of building plans in his base on the floor. We have blocked the rocks for another reason, but we can't stop building plans, hammers, spears, or anything else from being crafted. You can mass craft with a lot of resources quickly. Please add a check where you can't start crafting if your inventory is full or cancel the crafting if you don't have more space for the following item. If they mass craft stackables, it's okay because items will stack in their inventory, but if they intentionally craft drop non stackable items crafting and lag the server, it isn't good.
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When I set the custom item name to something else, it's still showing the vanilla name. Ex. When renaming the Large "Present" to "Large Gift", it's still Large Present. Adding the custom item "Epic Scrap," it's not working either. It's either showing scrap or blood because these are the item shortnames (the base item) and only skinID works properly. Please look into this.