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Everything posted by MrLiquid
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LuffyRust 1000x PvP had an incredible experience running Battle Planet. Our players thoroughly enjoyed the map, and many now ask for it by name whenever we discuss future wipes. The map is beautifully designed, performs extremely well, and provides plenty of exciting areas for players to explore, build, fight, and create memorable wipe experiences. We can confidently recommend Nomad and his work. The quality, creativity, and attention to detail are outstanding. You will not be disappointed with Battle Planet! MrLiquid LuffyRust Gaming Network - Luffyrust.com
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- #custom rust map
- #rust map
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(and 2 more)
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Where Would We Be Without SkillTree? SkillTree is not simply another plugin installed on the LuffyRust servers—it has become a fundamental part of the experience our players know and love. It gives players a genuine sense of progression and makes almost everything they do feel worthwhile. Whether they are gathering resources, fighting NPCs, completing events, raiding bases, cooking, fishing, crafting, or exploring the world, they are always working toward their next level, skill point, perk, or ultimate ability. The enormous selection of skills allows every player to develop their character differently. Some focus on gathering and crafting, while others build toward combat, survival, vehicles, cooking, scavenging, or raiding. This creates long-term goals and gives players a reason to keep returning, improving, experimenting, and planning their next upgrade. The customization available to server owners is outstanding. SkillTree can be shaped around virtually any type of Rust server, and its growing collection of add-ons and integrations takes the entire system to another level. On LuffyRust, SkillTree and its add-ons work together to create a much deeper, more rewarding, and more engaging version of Rust. Our players absolutely love it. They discuss their builds, compare levels, plan their skills, chase experience, and genuinely feel the difference as their characters become stronger. Very few plugins have such a noticeable and lasting effect on an entire community. The developer is super responsive, helpful, and clearly committed to supporting and improving the plugin. SkillTree is worth every cent—and then some. SkillTree is polished, feature-rich, endlessly configurable, and delivers incredible value. It is one of those rare plugins that becomes so deeply integrated into your server that you cannot imagine running without it. From everyone at LuffyRust: thank you for creating SkillTree and continuing to expand its ecosystem. Honestly—where would we be without SkillTree?
- 1,637 comments
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- 2
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- #leveling
- #progression
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player.serverInput.IsDown(BUTTON.SPRINT) when the pump is placed. Rust’s Always Sprint setting can report sprint as permanently active, so the plugin mistakenly creates the salt-water version. When another player picks it up, the plugin returns a standard pump item and determines the water type again when they replace it—explaining why it becomes freshwater for them.
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I wonder if this is it, There is a built in function to update pump water type while pressing sprint button (shift key). Its disabled In the config (attached pic). Which is fine and correct, but if the player has auto sprint enabled (attached pic) then it can cause the pump that they craft to pump salt water. Another player can pick up the pump that don't have that issue and replace it and the pump will have fresh water after them placing it. I have done some testing on this.
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when players skin their furnaces with the new industrial, they ca no longer upgrade their furnaces, also found this bug NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.FurnaceUpgrades+OvenComponent.ConsumeFuel (Item fuel, ItemModBurnable burnable) [0x000b6] in <11e2c01ad53245f28a686485b468dbc8>:0 at Oxide.Plugins.FurnaceUpgrades+OvenComponent.Cook () [0x001df] in <11e2c01ad53245f28a686485b468dbc8>:0 at InvokeHandlerBase1[T].DoTick () [0x00120] in <e79bdbd88757469297860e5604f01eb1>:0 at InvokeHandlerBase1[T].LateUpdate () [0x0001f] in <e79bdbd88757469297860e5604f01eb1>:0 This is a FurnaceUpgrades null-handling bug, most likely triggered while creating the charcoal/byproduct item. Cook() obtains ItemModBurnable without validating it, then ConsumeFuel() assumes that component is valid. It also calls ItemManager.Create(...) and immediately uses the returned item without checking whether creation succeeded. When reskinning for industrial skin, it fails Important weakness The plugin does not contain a hook for a furnace being reskinned after it has already been upgraded. There is no OnEntitySkinChanged, spray-can, or equivalent migration handler. Its upgrades are stored against the deployed furnace’s network ID, not against the owner and skin combination.
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Monument Events does have an API your plugin can simply check if an event is running, if so.. dont display UI
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If I can organize access will you be willing?
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I did and I found the issue, nothing on your end tho. seems I has Loottable and StackModifier, somehow stackmodifier ended up on that server, Of course loading after loottable and resetting stacks to vanilla. Sorry to bother you MrLiquid
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can any support for Monument Events get added? so if an event is running, block Monument Choice? as Monument Events has built in protections etc
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Player complaints, on daily restart the stack sizes revert to vanilla, after a plugin reload, all is well again
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Failed to call hook 'Unload' on plugin 'Space v1.5.5' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.Space+SpaceStation.DestroySpaceStation () [0x00095] in <7e92617286314d189a044c58e948af96>:0 at Oxide.Plugins.Space+SpaceClass.DestroySpace () [0x00005] in <7e92617286314d189a044c58e948af96>:0 at Oxide.Plugins.Space+EventManager.StopEvent (System.Boolean unload) [0x0004b] in <7e92617286314d189a044c58e948af96>:0 at Oxide.Plugins.Space.Unload () [0x00005] in <7e92617286314d189a044c58e948af96>:0 at Oxide.Plugins.Space.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01590] in <7e92617286314d189a044c58e948af96>: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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NO! Line 536 player.ClientRPCPlayer(null, player, "OnDied"); REPLACE WITH player.ClientRPC(RpcTarget.Player("OnDied", player)); Save and reload
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Line 536 player.ClientRPCPlayer(null, player, "OnDied"); REPLACE WITH player.ClientRPC(RpcTarget.Player("OnDied", player)); Save and reload
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Line 536 player.ClientRPCPlayer(null, player, "OnDied"); REPLACE WITH player.ClientRPC(RpcTarget.Player("OnDied", player)); Save and reload
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- 12 comments
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- #rust
- #rust edit
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Excellent plugin — highly recommended! LuffyRust recently upgraded to Mark to Teleport, and our players absolutely love it. The plugin does an excellent job of finding safe landing positions, helping prevent players from teleporting inside rocks, monuments, bases, or other inaccessible locations. Performance has been great, and the developer is extremely supportive, responsive, and helpful. Fantastic work and a highly recommended plugin for any Rust server! Luffy On! LuffyRust.com
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oxide mate
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thank you
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ZoneManager has a NoTP flag that blocks teleporting, can you incorporate this into your plugin to block the destination if NOTP flag is set in a zone ?
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no of course not, I was just letting you know
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Parameter name: key at System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) [0x00008] in <e605204d165a49d89ae7579f3d894429>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) [0x00000] in <e605204d165a49d89ae7579f3d894429>:0 at Oxide.Plugins.EventOwner.OnCorpseDropBag (LootableCorpse corpse, DroppedItemContainer container) [0x00012] in <7a1dd93d74ae47c5b725c4e1fadbcb07>:0 at Oxide.Plugins.EventOwner+LootableCorpse_DropItems.OnContainerDropped (DroppedItemContainer container, LootableCorpse corpse) [0x00009] in <7a1dd93d74ae47c5b725c4e1fadbcb07>:0 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.LootableCorpse.DropItems_Patch0(LootableCorpse) at LootableCorpse.DoServerDestroy () [0x00014] in <3fac3f0d072a4cef996ac78978908b22>:0 at BaseNetworkable.DoEntityDestroy () [0x00026] in <3fac3f0d072a4cef996ac78978908b22>:0 at BaseNetworkable.Kill (BaseNetworkable+DestroyMode mode, System.Boolean callOnKilled) [0x00062] in <3fac3f0d072a4cef996ac78978908b22>:0 at BaseCorpse.RemoveCorpse () [0x0000f] in <3fac3f0d072a4cef996ac78978908b22>:0 at InvokeHandlerBase`1[T].DoTick () [0x00120] in <1aacf3981cf84ab4aff9806e296127df>:0 at InvokeHandlerBase`1[T].LateUpdate () [0x0001f] in <1aacf3981cf84ab4aff9806e296127df>:0
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Could StackModifier be the cause? Player was disconnected! (Kicked: RPC Error in DoPlace) Planner.DoPlacement That method is called from Rust’s DoPlace RPC. If the replacement throws an exception, Rust automatically disconnects the player with: Kicked: RPC Error in DoPlace In StackModifier.cs, lines 2530–2598: [AutoPatch] [HarmonyPatch(typeof(Planner), nameof(Planner.DoPlacement))] internal class Planner_DoPlacement_Patch The prefix then replaces the original method entirely: static bool Prefix( Planner __instance, Construction.Target placement, Construction component, ref GameObject __result) Because it always finishes with: return false; Client sends DoPlace RPC ↓ Planner.DoPlace processes it ↓ Planner.DoPlacement is called ↓ StackModifier Harmony prefix executes ↓ Unhandled exception ↓ Rust reports "RPC Error in DoPlace" ↓ Player is kicked Normal Oxide hook exceptions are generally caught and logged as Failed to call hook. A Harmony prefix running inside the RPC is much more likely to escape into Rust’s RPC error handling.
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WallpaperPlanner - Failed to compile: The non-generic method 'BaseEntity.ClientRPC(RpcTarget)' cannot be used with type arguments | Line: 1186, Pos: 41
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PveMode - Failed to compile: 'BasePlayer' does not contain a definition for 'ClientRPCPlayer' and no accessible extension method 'ClientRPCPlayer' accepting a first argument of type 'BasePlayer' could be found (are you missing a using directive or an assembly reference?) | Line: 573, Pos: 24