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Everything posted by Grumpy Old Man
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- 1,390 comments
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- #leveling
 - #progression
 - (and 19 more)
 
 
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- 48 comments
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- #adem
 - #madmappers
 - 
					(and 6 more) 
					
Tagged with:
 
 
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	Hello! First, thank you for the great work — the plugin is amazing and we really enjoy using it. I’ve noticed something with a few of the site templates (for example bunker_2 and ruins_4): there are objects/spawns inside the structures. I can remove them manually using ENT kill, but players can’t remove them when building. Is there a way to get an updated version of those sites without anything inside, so players have a completely empty space to build? Alternatively, would it be safe to export bunker_2.json / ruins_4.json using CopyPaste, remove the objects, and then place the modified version back into oxide/data/BuildingSites? Thanks again — your plugin has been a huge hit on our servers!
- 48 comments
 - 
	
		
- #adem
 - #madmappers
 - 
					(and 6 more) 
					
Tagged with:
 
 
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	hello, love your plugin, but lately, the DATA get corrupted and all player lose everything. i need to delete the data file. theres many errors. Can you look in to it please ? thanks plugin 'PortableLocker v1.5.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.PortableLocker.SaveContainer () [0x0009d] in <45b77173a4424d66a8e3b73b00796db7>:0 at Oxide.Plugins.PortableLocker.Unload () [0x0007e] in <45b77173a4424d66a8e3b73b00796db7>:0 at Oxide.Plugins.PortableLocker.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00342] in <45b77173a4424d66a8e3b73b00796db7>: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 <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <112d89ea5d3348c8b949af0ab1a866d2>:0 o.reload PortableLocker [CSharp] Started Oxide.Compiler v successfully PortableLocker was compiled successfully in 1295ms Failed to call hook 'OnServerInitialized' on plugin 'PortableLocker v1.5.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.PortableLocker.LoadContainer () [0x0006f] in <7e847d3deedd4947836b99fd6d4fe465>:0 at Oxide.Plugins.PortableLocker.OnServerInitialized () [0x0001e] in <7e847d3deedd4947836b99fd6d4fe465>:0 at Oxide.Plugins.PortableLocker.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00142] in <7e847d3deedd4947836b99fd6d4fe465>: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 <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <112d89ea5d3348c8b949af0ab1a866d2>:0 Loaded plugin PortableLocker v1.5.0 by Raul-Sorin Sorban ---------------------------------------
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- 48 comments
 - 
	
		
- #adem
 - #madmappers
 - 
					(and 6 more) 
					
Tagged with:
 
 
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- 153 comments
 - 
	
		
- #customizablequests
 - #dezlife
 - (and 6 more)
 
 
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				UltimateLocker - Lock Everything, Auto Lock & Auto Closing
Grumpy Old Man commented on Scalbox's file in Plugins
- 181 comments
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- 1
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- #carbon
 - #oxide
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					(and 56 more) 
					
Tagged with:
- #carbon
 - #oxide
 - #security
 - #automation
 - #locking
 - #vehicles
 - #deployables
 - #furnaces
 - #mining
 - #quarries
 - #construction
 - #doors
 - #protection
 - #weapons
 - #turrets
 - #storage
 - #customization
 - #admin
 - #utilities
 - #access
 - #teams
 - #door closer
 - #auto closing
 - #auto lock
 - #code lock
 - #key lock
 - #lock everything
 - #windows
 - #windows lock
 - #wood shutters lock
 - #medieval
 - #medieval entities
 - #mounted ballista
 - #battering ram
 - #catapult
 - #siege tower
 - #ballista
 - #medieval large wood box
 - #farm
 - #farming
 - #farm lock
 - #farming lock
 - #triangle planter box
 - #triangle rail road planter
 - #single plant pot
 - #beehive
 - #chicken coop
 - #cooking workbench
 - #engineering workbench
 - #hopper
 - #abyss horizontal storage tank
 - #abyss vertical storage tank
 - #black box
 - #flight control codelock
 - #wall cabinet
 - #clothing mannequin
 - #krieg storage crates
 - #krieg storage barrel
 
 
 
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	oh i will investigate rb.difficulty and use damage scale options in it, i will research that thanks for the ammo, its just we have special LootEnhancer that make players avoid been hit by ammo on a % and I realized incendiary still hurt them haha thats why i wanted to change . to make sure they get hurt lol but thanks for the rb.difficulty i will check that!!
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	Something I would love: if we could create a new level after Nightmare. Example: Raid From Hell. Now, hear me out. The plugin would use the same base as Nightmares, but, there’s a but. Everything would be twice as strong (it would be even better if, in the config, we could choose how many % or how many times more). Example: 0.5 times more (50%) 1.0 (100%) → meaning walls would be 3000 health or 4000 Or even 1.5 (150%) → 5000 health It would also be cool if we could decide what ammo is loaded. Example in config: "Ammo": { "AutoTurret": 256, "FlameTurret": 256, "FogMachine": 5, "GunTrap": 128, "SamSite": 24 If we could have the option of ammo.rifle.incendiary (insert evil laugh here). Even turrets, doors—everything—would have twice the health. When players type /buyraid, there would be an extra option: Base From Hell, where the server owner can manipulate the settings like strength, health, ammo, and everything else to make it even more difficult. That would be cool.
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- 153 comments
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- 2
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 - 
	
		
- #customizablequests
 - #dezlife
 - (and 6 more)
 
 
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	Question, the raidablebase plugin started to spawn full of DLC in raid base. i did in august remove everything in RaidableBases/Difficulty_Loot is it possible it go take some look in RaidableBases/Editable_Lists/ some times? it's never done this before. and other question, If the base builder put some stuff in crates, if the plugin remove them to place with in Difficulty_Loot ? or it will stay there? and its spawning things like Trees and weird things say 2 of them, i have no clue what is it, we dont have any plugin to spwan things like this thanks
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				UltimateLocker - Lock Everything, Auto Lock & Auto Closing
Grumpy Old Man commented on Scalbox's file in Plugins
- 181 comments
 - 
	
		
- #carbon
 - #oxide
 - 
					(and 56 more) 
					
Tagged with:
- #carbon
 - #oxide
 - #security
 - #automation
 - #locking
 - #vehicles
 - #deployables
 - #furnaces
 - #mining
 - #quarries
 - #construction
 - #doors
 - #protection
 - #weapons
 - #turrets
 - #storage
 - #customization
 - #admin
 - #utilities
 - #access
 - #teams
 - #door closer
 - #auto closing
 - #auto lock
 - #code lock
 - #key lock
 - #lock everything
 - #windows
 - #windows lock
 - #wood shutters lock
 - #medieval
 - #medieval entities
 - #mounted ballista
 - #battering ram
 - #catapult
 - #siege tower
 - #ballista
 - #medieval large wood box
 - #farm
 - #farming
 - #farm lock
 - #farming lock
 - #triangle planter box
 - #triangle rail road planter
 - #single plant pot
 - #beehive
 - #chicken coop
 - #cooking workbench
 - #engineering workbench
 - #hopper
 - #abyss horizontal storage tank
 - #abyss vertical storage tank
 - #black box
 - #flight control codelock
 - #wall cabinet
 - #clothing mannequin
 - #krieg storage crates
 - #krieg storage barrel
 
 
 
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				UltimateLocker - Lock Everything, Auto Lock & Auto Closing
Grumpy Old Man commented on Scalbox's file in Plugins
We use /locker to open the PortableLocker. in UltimateLocker you added two months ago an option Line 15 of the config " "Add Lock manually - Chat Command": "locker", " So i check it for locker222 so player can still use /locker. now every work that have locker it show "code lock deployed and lock Code: 1234 in chat . i try to change /locker for /plocker, did not work, /portlocker did not work, always place in chat "code lock deployed and lock Code: 1234 in chat . i think it create confusion. .- 181 comments
 - 
	
		
- #carbon
 - #oxide
 - 
					(and 56 more) 
					
Tagged with:
- #carbon
 - #oxide
 - #security
 - #automation
 - #locking
 - #vehicles
 - #deployables
 - #furnaces
 - #mining
 - #quarries
 - #construction
 - #doors
 - #protection
 - #weapons
 - #turrets
 - #storage
 - #customization
 - #admin
 - #utilities
 - #access
 - #teams
 - #door closer
 - #auto closing
 - #auto lock
 - #code lock
 - #key lock
 - #lock everything
 - #windows
 - #windows lock
 - #wood shutters lock
 - #medieval
 - #medieval entities
 - #mounted ballista
 - #battering ram
 - #catapult
 - #siege tower
 - #ballista
 - #medieval large wood box
 - #farm
 - #farming
 - #farm lock
 - #farming lock
 - #triangle planter box
 - #triangle rail road planter
 - #single plant pot
 - #beehive
 - #chicken coop
 - #cooking workbench
 - #engineering workbench
 - #hopper
 - #abyss horizontal storage tank
 - #abyss vertical storage tank
 - #black box
 - #flight control codelock
 - #wall cabinet
 - #clothing mannequin
 - #krieg storage crates
 - #krieg storage barrel
 
 
 
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	Did you just change the entire plugin ? my config file now do not have "Loot Drop": for anything its all vanish !! and i see a folder in DATA. do we have to redo all the loot again from scratch and in DATA folder ? its not in Config no more? you should had a big warning that explain it , you will loos all your work in config it's now in DATA, save it before updating it ! something like this !! thats not fun at all
 
