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Everything posted by Grumpy Old Man
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- 201 comments
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- #jtedal
- #mad mappers
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(and 7 more)
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- 65 comments
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- #recycler
- #industrial
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(and 2 more)
Tagged with:
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- 201 comments
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- #jtedal
- #mad mappers
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(and 7 more)
Tagged with:
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- 65 comments
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- #recycler
- #industrial
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(and 2 more)
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Just got it today, and test it, very nice, i was looking for a cool recycler like this for long. just one question, how you get the two bags on the right side of it ? wen i place one to test it and configure it, no bag. its not that importent, the input and output still there. but the small bag make it more, visible. thanks, and great work
- 65 comments
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- #recycler
- #industrial
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(and 2 more)
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- 2 comments
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- #tarkov
- #gas station
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(and 5 more)
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- 1,407 comments
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- #leveling
- #progression
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- 50 comments
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- #adem
- #madmappers
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(and 6 more)
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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!
- 50 comments
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- #adem
- #madmappers
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(and 6 more)
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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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- 50 comments
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- #adem
- #madmappers
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(and 6 more)
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- 159 comments
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- #customizablequests
- #dezlife
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(and 5 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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- 159 comments
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- 2
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- #customizablequests
- #dezlife
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(and 5 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
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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
