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Everything posted by K9N_Twitch
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Feature Request: Support for localizing Task Names in language files
K9N_Twitch posted A Support Report in Support
Hi, I am really enjoying using RoamTasks on my server. It’s a great addition to the player experience! I would like to suggest a feature that would be very helpful for non-English or multi-language servers: The ability to translate Task Names via the plugin's language files (Localization). [Current Situation] Currently, it seems that task names are defined directly in the configuration or hardcoded, which makes it difficult to provide translated task descriptions for players who speak different languages. [Proposed Change] It would be amazing if the task names could be registered in the oxide/lang (or Carbon equivalent) files. For example: Instead of displaying a raw string from the config, the plugin could look for a lang key such as "Task_CollectWood". This would allow us to provide translations like "木材を収集する" for Japanese players or "Collect Wood" for English players automatically based on their client language. [Benefit] This change would significantly improve the accessibility and professional feel of the plugin for international communities. Thank you for considering this request and for your hard work on this plugin! -
Background images failing to load (Rust logo placeholder appearing in MGAlerts)
K9N_Twitch posted A Support Report in Support
Hi, I am reporting an issue with MGAlerts where the background images for the text boxes are failing to load. Currently, instead of the custom background, the default Rust logo placeholder is being displayed. [Issue Description] The plugin attempts to download background assets from megargan.foxplugins.ru, but the requests are timing out (Request timeout). This results in the UI displaying the fallback Rust logo, making the text boxes look broken or unprofessional. [Error Context] It seems the image hosting server used for your plugins (foxplugins.ru) is currently unreachable. Could you please provide an update with mirrored image links or allow us to use local assets as a workaround? Thank you for your assistance. -
All default icons failing to download (Request timeout on megargan.foxplugins.ru)
K9N_Twitch posted A Support Report in Support
Hi, I am experiencing an issue where all panel icons fail to load on my server. According to the logs, the default image host megargan.foxplugins.ru is timing out for every request. [Error Log] 2026/04/6 07:10:49 | [MgPanel] Interface loaded successfully! 2026/04/6 07:10:46 | [MgPanel] Generating interface... 2026/04/6 07:10:41 | [MgPanel] Downloading images... 2026/04/6 07:10:36 | [MgPanel] Downloading images... 2026/04/6 07:10:31 | [MgPanel] Downloading images... 2026/04/6 07:10:26 | [MgPanel] Downloading images... 2026/04/6 07:10:21 | [MgPanel] Downloading images... 2026/04/6 07:10:20 | Image batch (MgPanel) has been stored successfully 2026/04/6 07:10:20 | Image failed to download! Error: Request timeout - Image Name: https://megargan.foxplugins.ru/Image/MgPanel/clock.png_0 - Image URL: https://megargan.foxplugins.ru/Image/MgPanel/clock.png 2026/04/6 07:10:16 | [MgPanel] Downloading images... 2026/04/6 07:10:11 | [MgPanel] Downloading images... 2026/04/6 07:10:06 | [MgPanel] Downloading images... 2026/04/6 07:10:01 | [MgPanel] Downloading images... 2026/04/6 07:09:59 | MgPanel storage process at 86% (6/7) 2026/04/6 07:09:59 | Image failed to download! Error: Request timeout - Image Name: https://megargan.foxplugins.ru/Image/MgPanel/plate.png_0 - Image URL: https://megargan.foxplugins.ru/Image/MgPanel/plate.png 2026/04/6 07:09:56 | [MgPanel] Downloading images... 2026/04/6 07:09:51 | [MgPanel] Downloading images... 2026/04/6 07:09:46 | [MgPanel] Downloading images... 2026/04/6 07:09:41 | [MgPanel] Downloading images... 2026/04/6 07:09:38 | MgPanel storage process at 71% (5/7) 2026/04/6 07:09:38 | Image failed to download! Error: Request timeout - Image Name: https://megargan.foxplugins.ru/Image/MgPanel/window.png_0 - Image URL: https://megargan.foxplugins.ru/Image/MgPanel/window.png 2026/04/6 07:09:35 | [MgPanel] Downloading images... 2026/04/6 07:09:30 | [MgPanel] Downloading images... 2026/04/6 07:09:25 | [MgPanel] Downloading images... 2026/04/6 07:09:20 | [MgPanel] Downloading images... 2026/04/6 07:09:17 | Image failed to download! Error: Request timeout - Image Name: https://megargan.foxplugins.ru/Image/MgPanel/tank.png_0 - Image URL: https://megargan.foxplugins.ru/Image/MgPanel/tank.png 2026/04/6 07:09:15 | [MgPanel] Downloading images... 2026/04/6 07:09:10 | [MgPanel] Downloading images... 2026/04/6 07:09:05 | [MgPanel] Downloading images... 2026/04/6 07:08:58 | [MgPanel] Downloading images... 2026/04/6 07:08:56 | MgPanel storage process at 43% (3/7) 2026/04/6 07:08:56 | Image failed to download! Error: Request timeout - Image Name: https://megargan.foxplugins.ru/Image/MgPanel/cargo.png_0 - Image URL: https://megargan.foxplugins.ru/Image/MgPanel/cargo.png 2026/04/6 07:08:53 | [MgPanel] Downloading images... 2026/04/6 07:08:48 | [MgPanel] Downloading images... 2026/04/6 07:08:43 | [MgPanel] Downloading images... 2026/04/6 07:08:37 | [MgPanel] Downloading images... 2026/04/6 07:08:35 | MgPanel storage process at 29% (2/7) 2026/04/6 07:08:35 | Image failed to download! Error: Request timeout - Image Name: https://megargan.foxplugins.ru/Image/MgPanel/heli.png_0 - Image URL: https://megargan.foxplugins.ru/Image/MgPanel/heli.png 2026/04/6 07:08:32 | [MgPanel] Downloading images... 2026/04/6 07:08:27 | [MgPanel] Downloading images... 2026/04/6 07:08:22 | [MgPanel] Downloading images... 2026/04/6 07:08:17 | [MgPanel] Downloading images... 2026/04/6 07:08:14 | Image failed to download! Error: Request timeout - Image Name: https://megargan.foxplugins.ru/Image/MgPanel/cheenook.png_0 - Image URL: https://megargan.foxplugins.ru/Image/MgPanel/cheenook.png 2026/04/6 07:08:12 | [MgPanel] Downloading images... 2026/04/6 07:08:07 | [MgPanel] Downloading images... 2026/04/6 07:08:02 | [MgPanel] Downloading images... 2026/04/6 07:07:55 | [MgPanel] Downloading images... 2026/04/6 07:07:52 | [Image Library] Starting order MgPanel 2026/04/6 07:07:50 | [MgPanel] Downloading images... 2026/04/6 07:07:41 | [MgPanel] Downloading images... 2026/04/6 07:07:28 | [MgPanel] Downloading images... 2026/04/6 07:06:57 | [MgPanel] Downloading images... 2026/04/6 07:06:57 | [MgPanel] Thank you for choosing Mg Panel!! It seems your image hosting server is currently down or inaccessible. Could you please update the default image URLs in the plugin or provide an alternative mirror? Thank you. -
Issue Report: Prison Monument and Red Door Door Logic / Exit Blocking (Eden Falls)
K9N_Twitch replied to K9N_Twitch's Support Report in Support
I have found further critical issues at the monument named "ALCATRAZ" (located at grid T1). 1. Card Reader / Puzzle Failure There is a building in the back with a Blue Card Reader, but the scanner is completely non-functional (inactive). I confirmed that a Test Generator is placed on the rooftop (it has no ON/OFF switch), and there is loot inside the building, but the door cannot be opened because the card reader does not respond. Given that a Research Table is placed inside and the door is blue, it is clearly intended to be a functional puzzle, but the IO logic seems broken. 2. Physical Clipping / Movement Issues There are multiple spots where players get stuck (Stuck points). Specifically, in several areas, attempting to "jump up" causes the player to hit the ceiling/roof, making movement extremely difficult or impossible in certain sections. Could you please check the IO entity links for the ALCATRAZ monument and the clipping masks for the ceilings? -
Issue Report: Prison Monument and Red Door Door Logic / Exit Blocking (Eden Falls)
K9N_Twitch posted A Support Report in Support
Hi, I am running the Eden Falls map on a Carbon environment and have encountered a few critical issues at specific monuments. Issue 1: Prison Monument (R2 style) At the Prison-like building (similar to R2), there is a puzzle requiring 2 Blue Keycards. However, when both cards are used, only the left door opens. It is currently impossible to proceed or exit the area properly from this point. Issue 2: Red Door at J18 Location (Grid): J18 Action: Entered through the Red Keycard door. Current Situation: After entering, there is no visible or functional exit route, leaving the player trapped. Reproducibility: This appears to happen 100% of the time.(Resolve) Could you please verify if these door entities or puzzle logic triggers are compatible with the current Rust update and Carbon environment? Especially at J18, players are getting stuck with no way out. Thank you for your hard work on this amazing map. -
Compilation error after recent Rust update (Surprise Trap)
K9N_Twitch posted A Support Report in Support
こんにちは。最近のRustのワイプ/アップデート後、コンパイルエラーが発生しています。 CS0117: 'TerrainMeta' does not contain a definition for 'Terrain' Line: 287 Column: 29 [環境] - フレームワーク: Carbon - プラグインバージョン: (最新バージョン) 多くのプレイヤーから、トラップ関連のエンティティに関する同様の問題が報告されています。プラグインが最新のRustアセンブリと互換性を持つようにアップデートが必要かどうか確認していただけますでしょうか? ありがとう。 -
Weaponry max ammo bonus does not apply to AK / HMLMG / M249
K9N_Twitch posted A Support Report in Support
Hi, I would like to report a possible issue with the Weaponry max ammo bonus. Current behavior: I tested AK, HMLMG, and M249, and the max ammo bonus from Weaponry does not seem to apply at all. Example: AK has 30 rounds without extended magazine and 38 rounds with extended magazine. This behavior does not change at all even when Weaponry should provide a max ammo bonus. Config used for Weaponry: - useweaponmechanics = true - maxammo = 0.12 - maxammolimit = 1.6 - reloadhook = OnMagazineReload - excludedweapons = empty Additional test: I also tried changing reloadhook from OnMagazineReload to OnWeaponReload. However, when I do that, the extended magazine attachment stops functioning correctly. So at the moment: - OnMagazineReload = extended mag works, but Weaponry max ammo bonus does not apply - OnWeaponReload = extended mag breaks / does not function correctly Tested weapons: - AK - HMLMG - M249 Could you please confirm whether this is a known issue or whether Weaponry max ammo is not intended to work with these weapons / attachments? If needed, I can also provide my full config and additional test results. -
A similar issue
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[Bug Report] Missing Red Card Reader at Small Oil Rig
K9N_Twitch replied to K9N_Twitch's Support Report in Support
Thank you for the detailed explanation. I understand that the oil rig components are built during the initial startup and sometimes these glitches happen. Regarding the wipe, my server is on a fixed schedule and the next wipe is 8 days away. I cannot perform a full wipe right now as it would disrupt the community, so I have decided to accept the current situation as-is for the remainder of this cycle. However, I would very much appreciate it if you could PM me the most recent version of the map you mentioned. I will use that version for the upcoming wipe in 8 days. Hopefully, it will resolve the oil rig issue and the other ticket (the underground tunnel collision) as well. Thanks again for your support and for offering the unreleased build! -
[Bug Report] Missing Red Card Reader at Small Oil Rig
K9N_Twitch replied to K9N_Twitch's Support Report in Support
[RustEdit Automatic Updater] [RustEdit] - The RustEdit extension is up to date! -
[Bug Report] Missing Red Card Reader at Small Oil Rig
K9N_Twitch replied to K9N_Twitch's Support Report in Support
Thank you for the clarification on the 4-digit code. I now understand it's just the vanilla RF frequency for the alarms. Regarding RustEdit.dll, I can confirm that I am already running the latest version. In fact, all electrical components and card readers on other custom maps work perfectly on this same server. This issue with the missing card reader is occurring exclusively on "The Heart of the City." Since a server restart didn't fix the issue and my RustEdit is up to date, it's highly likely that this specific map file has a prefab conflict or a loading error. Before I commit to a full server wipe (which is a huge burden for my community), is there any other way to manually force the card reader to spawn, or could you double-check the prefab integrity for the Small Oil Rig in your latest map build? -
[Bug Report] Missing Red Card Reader at Small Oil Rig
K9N_Twitch replied to K9N_Twitch's Support Report in Support
The situation is now urgent as I am receiving a sudden spike in inquiries and complaints from my players who are stuck at the Oil Rig. I need to clarify one thing immediately to provide them with an answer: I found a 4-digit code written on the wall near the red card room. Is this an intended puzzle/riddle you added to this map? Should players be using this code somewhere instead of a card key? If this is a deliberate custom mechanic, I will announce it to my community as a "riddle." However, if it's supposed to be a standard card reader and the code is unrelated, I need to know so I can consider further technical steps. Please let me know as soon as possible so I can address the influx of player questions. -
[Bug Report] Missing Red Card Reader at Small Oil Rig
K9N_Twitch replied to K9N_Twitch's Support Report in Support
Thank you for the explanation. I tried restarting the server, but the card reader is still missing. Interestingly, I found a mysterious 4-digit code on the wall near the red room. Is this part of a custom puzzle you've implemented for this map? If so, should players be looking for a code input instead of a card reader? Or is the code related to something else entirely? I'd like to confirm if this is an intended "riddle" before I consider a full server wipe. -
Hi, I found another issue on "The Heart of the City" map regarding the Small Oil Rig. Location: Small Oil Rig, Red Keycard Room The Issue: The Red Card Reader (the sliding part) is missing from its usual position. I confirmed the Red Crate is present inside the room via the map icon and visual inspection. The door is locked as expected, but there is no card reader entity to interact with, making it impossible to unlock the room. It seems the card reader entity was accidentally deleted in the map editor or is buried behind the wall texture. Could you please check the prefab placement at the Small Oil Rig's Red Room? Thank you!
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[Critical Bug Report] Anti-cheat kick and inventory loss at W19 Underground Tunnel
K9N_Twitch posted A Support Report in Support
Hi, I would like to report a critical technical issue on the "The Heart of the City" map that results in player kicks and complete inventory loss. Location: W19 Underground Tunnel Action: Simply moving through the tunnel at normal speed. The Issue: While walking through the tunnel at W19, players are suddenly kicked from the server. Upon reconnecting, the player is dead and their entire inventory is lost (likely due to the corpse spawning inside or under the terrain). Technical Details: Kick Reason: Inside Terrain Violation Level 200 Cause: The server's anti-hack system is incorrectly detecting the player as being "inside the terrain" while they are traversing this specific underground section. It appears there may be a collision mesh gap or a height-check inconsistency in the tunnel assets at this coordinate. Could you please investigate the collision at W19 and see if the terrain bounds need adjustment to prevent these false positives? For now, I have to disable antihack.terrain_protection to keep the area playable, but a map-side fix would be greatly appreciated. -
CS0117: 'Pool' does not contain a definition for 'FreeList' Line: 1263 Column: 18
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1. 'Pool' does not contain a definition for 'GetList' [CS0117] (AutoPingEnemy 55 line 73)
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Technical Issue Report: Equipment Slot Conflict with Headlight Plugin
K9N_Twitch replied to K9N_Twitch's Support Report in Support
Hi beee, thanks for checking in. To be honest, I'm still not 100% sure about the exact cause, but the issue hasn't been reported or observed on my server recently. Currently, the plugin is working fine without any problems. I've been keeping my server and Carbon build updated, so perhaps a recent update resolved the conflict. If the issue occurs again, I'll make sure to capture the logs and let you know. Thanks for your support! -
Issue with XPerience.cs compilation on Carbon - Missing MySqlConnector (CS0246)
K9N_Twitch posted A Support Report in Support
Hi, I am trying to run XPerience on the latest version of Carbon, but I've encountered a compilation error that prevents the plugin from loading. Error Message: Failed compiling 'XPerience.cs': 1. The type or namespace name 'MySqlConnector' could not be found (are you missing a using directive or an assembly reference?) [CS0246] Environment: Plugin: XPerience Framework: Carbon (Latest version) Issue: It seems the plugin is looking for MySqlConnector.dll, which is not present in the default environment or not being correctly referenced by the compiler. Questions: Does this plugin require a specific version of MySqlConnector.dll to be manually placed in the root/carbon/managed or RustDedicated_Data/Managed folder? Is there a configuration to use SQLite instead of MySQL to avoid this dependency? If a specific DLL is required, could you please provide a link to the compatible version or instructions on how to include it for Carbon? Thank you for your help. -
Technical Issue Report: Equipment Slot Conflict with Headlight Plugin
K9N_Twitch replied to K9N_Twitch's Support Report in Support
Thank you for checking. Since you were unable to replicate the issue, I will monitor the situation after my scheduled server restart tomorrow. If the issue persists after the restart, I will provide more detailed logs and request to reopen this ticket. For now, I will pause the inquiry. Thank you for your time. -
Technical Issue Report: Equipment Slot Conflict with Headlight Plugin
K9N_Twitch replied to K9N_Twitch's Support Report in Support
Thank you for your response. Here are the answers to your questions: 1. Can you wear the helmet normally with /headlight off? I was using the "automatic" setting, so I hadn't tried manual toggling. However, I confirmed that when I UNLOADED the plugin, the issue was immediately resolved and I could wear the helmet normally. 2. Did you try reloading the plugin? Yes, I attempted to reload the plugin, but it did not make any difference. The slot conflict persisted. 3. Was the server restarted? No, the server has not been restarted since the issue appeared, as players are currently active. 4. Did you recently add any new plugins? No, I have not added any new plugins recently. -
Technical Issue Report: Equipment Slot Conflict with Headlight Plugin
K9N_Twitch posted A Support Report in Support
Description: I am reporting an issue where the miner's hat provided by the "Headlight" plugin occupies one equipment slot, preventing the player from equipping additional headgear (such as helmets). Observed Facts: 1. Slot Occupancy: The player is unable to equip a 7th item (e.g., a helmet) when 6 items are already worn. It appears the miner's hat is internally occupying one of the 6 standard equipment slots. 2. Change in Behavior: Until yesterday, it was possible to wear headgear alongside the miner's hat. This issue started occurring today without any configuration changes on my end. 3. Lack of Error Logs: No error messages are displayed on the screen or in the console when the equipment fails to be equipped. 4. Hazmat Suit Exception: The miner's hat functions correctly and is visible even when a Hazmat suit is worn. 5. Verification Steps Taken: A full re-login was performed, but the issue persists. Inquiry: Could you please confirm if this is an intended specification change or a potential bug? If it is a bug, do you have plans for a fix to restore the previous functionality? -
Technical question about prefab respawn behavior of map-provided base structures
K9N_Twitch posted A Support Report in Support
Hello, I’m running your map on a Carbon-based Rust server and I’d like to ask a technical question regarding how some map-provided structures are spawned and managed. We are investigating an issue where elevators inside map-provided, base-like structures become duplicated over time. This does not affect official monuments (e.g. Missile Silo), which behave correctly and never duplicate. Observed behavior Elevators that are part of map-provided base-style structures sometimes spawn more than once at nearly identical positions This results in multiple elevator entities (including doors) overlapping When a player presses the elevator button, they are kicked with Kicked: RPC Error in Server_RaiseLowerFloor Removing duplicated elevator entities temporarily fixes the issue The duplication may occur after plugin reloads or other server-side reinitialization events Players are not placing these elevators manually Important clarification These structures appear to be map-provided prefabs, not events and not CopyPaste builds They are buildable / interactable like normal bases They do not seem to be treated as official monuments by the engine Technical questions To better understand and handle this safely on the server side, could you clarify: Are these base-style structures spawned only once during world generation, or can they be spawned again at runtime? Is there any logic that respawns these prefabs if entities already exist in the same location? Are elevators included as child prefabs that may be re-instantiated on reload or chunk reinitialization? Is there a reliable way to identify these entities as “map-owned” versus player-placed? Is there a design reason these structures are not handled as monuments? Our goal is to avoid touching intended map content while preventing entity duplication that causes RPC errors. If helpful, I can provide logs, exact coordinates, or screenshots showing the duplicated elevators. Thank you very much for your time and for creating the map. Best regards, -
# Issue: UnderwaterGuard.cs Causes Continuous NullReferenceException on Gasoline Map
K9N_Twitch posted A Support Report in Support
Hello, I am experiencing a problem with the **Gasoline** map on Codefling. The map includes a plugin called **UnderwaterGuard.cs**, and when this plugin is enabled, the server starts spamming the following error: When the plugin is **disabled**, all errors stop. When **enabled**, the errors spam nonstop and the server becomes unstable (e.g., crafting delays, resource nodes not working, etc.). It seems like the plugin is creating or interacting with an entity that has a missing or invalid transform, causing Rust’s `NetworkPositionTick()` to throw a NullReferenceException repeatedly. Could you please check the plugin or provide an updated/fixed version? Thank you. -
[BUG REPORT] NullReferenceException caused by 'UnderwaterGuard.cs' after using the Boston New Land map
K9N_Twitch replied to K9N_Twitch's Support Report in Support
NullReferenceException at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component) at BaseEntity.NetworkPositionTick () [0x00000] in <c12abd4afb5e449f8fde8ab0d000e143>:0 at InvokeHandlerBase`1[T].DoTick () [0x00138] in <cddf7cb413194091a47148a30f3fc280>:0 at InvokeHandlerBase`1[T].LateUpdate () [0x0001f] in <cddf7cb413194091a47148a30f3fc280>:0 server.txt