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Everything posted by 0athbound
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Just an automatic sorting system that the player built with in game industrial conveyors, splitters, combiners, etc. from the industrial automation update from several months ago.
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Basically I had a player complaining that NPC Raid Flares don't work and after an hour of troubleshooting, I figured out that if raid flares are placed into an automated sorting system, they are converted back into normal flares. So the player was just throwing normal flares on the ground and telling me that the plugin was broken. Obviously, the immediate fix for this was to keep the raid flares out of the sorting system and in a normal box but I was curious if there is anything else that can be done tp prevent this from happening?
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I am having the same issue. I have removed the text to fix it for now but disabling it in the config does absolutely nothing.
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- 26 comments
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- 26 comments
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The plugin hasn't been working so I updated to the newest version and that doesn't work either. I get this in the console: 04/25 13:36:47 | >>> o.reload Hud 04/25 13:36:48 | Failed to initialize plugin 'Hud v2.1.17' (JsonReaderException: Error parsing Infinity value. Path '', line 1, position 1.) at Newtonsoft.Json.JsonTextReader.ParseNumberPositiveInfinity (Newtonsoft.Json.ReadType readType) [0x0006e] in <271c58b7a8684db5a2c92be17a81f252>:0 at Newtonsoft.Json.JsonTextReader.ParseValue () [0x00199] in <271c58b7a8684db5a2c92be17a81f252>:0 at Newtonsoft.Json.JsonTextReader.Read () [0x0004c] in <271c58b7a8684db5a2c92be17a81f252>:0 at Newtonsoft.Json.JsonReader.ReadAndMoveToContent () [0x00000] in <271c58b7a8684db5a2c92be17a81f252>:0 at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.ReadForType (Newtonsoft.Json.JsonReader reader, Newtonsoft.Json.Serialization.JsonContract contract, System.Boolean hasConverter) [0x00043] in <271c58b7a8684db5a2c92be17a81f252>:0 at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize (Newtonsoft.Json.JsonReader reader, System.Type objectType, System.Boolean checkAdditionalContent) [0x000d9] in <271c58b7a8684db5a2c92be17a81f252>:0 at Newtonsoft.Json.JsonSerializer.DeserializeInternal (Newtonsoft.Json.JsonReader reader, System.Type objectType) [0x00053] in <271c58b7a8684db5a2c92be17a81f252>:0 at Newtonsoft.Json.JsonSerializer.Deserialize (Newtonsoft.Json.JsonReader reader, System.Type objectType) [0x00000] in <271c58b7a8684db5a2c92be17a81f252>:0 at Newtonsoft.Json.JsonConvert.DeserializeObject (System.String value, System.Type type, Newtonsoft.Json.JsonSerializerSettings settings) [0x0002d] in <271c58b7a8684db5a2c92be17a81f252>:0 at Newtonsoft.Json.JsonConvert.DeserializeObject[T] (System.String value, Newtonsoft.Json.JsonSerializerSettings settings) [0x00000] in <271c58b7a8684db5a2c92be17a81f252>:0 at Oxide.Core.Configuration.DynamicConfigFile.ReadObject[T] (System.String filename) [0x00028] in <157a94ee66ab4a7991faecd1eb84be3b>:0 at Oxide.Core.DataFileSystem.ReadObject[T] (System.String name) [0x00021] in <157a94ee66ab4a7991faecd1eb84be3b>:0 at Oxide.Plugins.Hud.LoadData () [0x0003f] in <e3d23f10f3b546159f977be73b5569f8>:0 at Oxide.Plugins.Hud.Init () [0x00000] in <e3d23f10f3b546159f977be73b5569f8>:0 at Oxide.Plugins.Hud.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01216] in <e3d23f10f3b546159f977be73b5569f8>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <23ba99f131254889867c71f0bd137b1d>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <157a94ee66ab4a7991faecd1eb84be3b>:0 at Oxide.Core.Plugins.CSPlugin.HandleAddedToManager (Oxide.Core.Plugins.PluginManager manager) [0x00043] in <157a94ee66ab4a7991faecd1eb84be3b>:0 04/25 13:36:48 | Unloaded plugin Hud v2.1.17 by AhigaO#4485
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I don't see a cooldown specified in the config and I have players saying that they completed one raid, then tried to do another and it just wasted the NPC Raid Flare items. Just trying to figure out if there is a default cooldown or if another plugin is conflicting and causing issues.
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Thank you for the help and all of your great plugins. My server would be a terribly boring place without all of your hard work.
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I contacted the host provider to confirm that the server is running on a Windows machine and it is. I will attach my server log to this reply. I converted it to a json file, as .log is not supported by this platform. I really appreciate the help. serverlog.json
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I use a dedicated server host that uses a browser based UI. When I restart the server, I simply click a "restart" button. I assumed this was a "correct way". Do I need to use "o.unload *" to unload all plugins before restarting the server or something? This is a really frustrating issue bc I run a PVE server where Raidable Bases are an enormous portion of our content and also the most expensive premium plugin that I am aware of, not to mention other 3rd party base packages on top of that. So there's no way I am going to get rid of the plugin and there are obviously no other plugins like it as an alternative. This issue of bases not despawning is basically ruining the server and I am desperate to find a fix for this before Thursday.
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Some bases have been completed by players and never respawned and others look like they were never touched and either didn't despawn at all or partially despawned. Sometime the base is despawned but the outer wall is left behind, or maybe a few doors are just left floating. I have noticed a few here and there over the last week but now it's starting to get bad. If I fly over the map, I see at least five of these leftover almost immediately. I have read other supports requests on a similar topic but haven't been able to find anything useful to resolve this. Is it something within my Raidable Bases config or should I contact the dev of copypaste? Hoping to get this sorted out for good before wipe next Thursday. Any help is appreciated.
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Edit: I am 80% sure I fixed the issue (we haven't been able to test all raids as we have 100+ possible spawns) by having "Ignore Containers That Spawn With Loot Already" set to false and "Empty All Containers Before Spawning Loot" set to true in the oxide/data/RaidableBases/profiles/NIghtmareBases.json (and for all other difficulties just in case).
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thanks for the quick response. Which file would I find this option? I'm looking now.... Edit: found it. Thanks so much!
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Hello, I added these base files to my data/copypaste folder and then added each base name to data/RaidableBases/Profiles/Nightmare Bases.json and got them spawning super easily. I didn't touch any of my loot table files at all. Now some NM raids are spawning with over 400,000 HQM in their TC (this is a completely insane amount compared to the usual). I have checked my base loot and difficulty loot tables and none of the values have changed nor reflect such a large amount of HQM. I see in the product description that it mentions some kind of demo loot (Default_Loot.json) but that file just contains an empty set of brackets and nothing else. This really has me stumped, any help is greatly appreciated.
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Makes sense to me. Thanks for the response.
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On my server we use the Nivex tier 3 bundle and have Easy and Medium tier set to all stone, Hard is sheet metal, and Expert and NM are Armored. If we added this pack along with the existing bases in each tier and kept the same material grade config, do you think it that the raid cost would vary greatly between the pack we have and your base pack? Just want to make sure that adding this base pack won't throw off the balance of cost/reward that we have worked so hard to achieve.
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Can I add this in addition to the Nivex tier 3 package or does it act as a replacement? On my server we have Easy and Medium tier all stone, Hard is sheet metal, and Expert and NM are Armored. I notice some of these are wood so would if added to the existing Easy tier would make them stone. Would this greatly effect the average raid cost when they are converted to stone?
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I have a player that is complaining that they aren't gaining any xp when crafting now that they have maxed tier 1 and 2 crafting speed perks. They are saying that the xp gained diminished as the crafting speed perks increased. I have xp gain for crafting set to .5 per craft and when they upgraded to 95% increased crafting speed, they were receiving .03 xp per craft. And then at 100% craft speed, receiving 0xp. I tested this and confirmed it as well. Is the xp gain intended to diminish or is this a bug or something that I'm missing in the config?
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You are awesome. Thank you.
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@Paul H.Did you do anything to fix the issue or it just worked itself out when you reloaded the plugin? Have had players reporting floating NPCs at excavator for the last few days and trying to figure it out.