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Everything posted by SirApesALot
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before i reinstall this in my server, has this been remedied?
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Ok seems updating Vanish which had a similar issue, has fixed my compiling error. on restart this appeared then both plug ins loaded correctly: [Vanish] Automatically Harmony patched 'BaseNetworkable.GetConnectionsWithin_Patch2' method. (BaseNetworkable_GetConnectionsWithin_Patch) [Vanish] Automatically Harmony patched 'BaseEntity.SignalBroadcast_Patch2' method. (BaseEntity_SignalBroadcast_Patch) [Vanish] Automatically Harmony patched 'EffectNetwork.Send_Patch2' method. (EffectNetwork_Send_Patch) [Vanish] Automatically Harmony patched 'Item.SetItemOwnership_Patch2' method. (Item_SetItemOwnership_phrase_Patch) [Vanish] Automatically Harmony patched 'Item.SetItemOwnership_Patch2' method. (Item_SetItemOwnership_string_Patch) [Vanish] Automatically Harmony patched 'BasePlayer.Teleport_Patch2' method. (BasePlayer_Teleport_Patch) [Vanish] Load Data
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I was having the same issue, and getting a similar issue from vanish. I updated vanish and it fixed both, not sure why. But this did appear on my console on restart [Vanish] Automatically Harmony patched 'BaseNetworkable.GetConnectionsWithin_Patch2' method. (BaseNetworkable_GetConnectionsWithin_Patch) [Vanish] Automatically Harmony patched 'BaseEntity.SignalBroadcast_Patch2' method. (BaseEntity_SignalBroadcast_Patch) [Vanish] Automatically Harmony patched 'EffectNetwork.Send_Patch2' method. (EffectNetwork_Send_Patch) [Vanish] Automatically Harmony patched 'Item.SetItemOwnership_Patch2' method. (Item_SetItemOwnership_phrase_Patch) [Vanish] Automatically Harmony patched 'Item.SetItemOwnership_Patch2' method. (Item_SetItemOwnership_string_Patch) [Vanish] Automatically Harmony patched 'BasePlayer.Teleport_Patch2' method. (BasePlayer_Teleport_Patch) [Vanish] Load Data This may be totally useless to you, and sorry if i wasted your time. But now both plug ins load correctly on restart
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Plug in not compiling correct on restart
SirApesALot replied to SirApesALot's Support Request in Support
it appears vanish had a similar issue at update. maybe you can implement a similar fix? actually since i used the Vanish update it appears to have done something to my harmony or maybe there was a conflict. [Vanish] Automatically Harmony patched 'BaseNetworkable.GetConnectionsWithin_Patch2' method. (BaseNetworkable_GetConnectionsWithin_Patch) [Vanish] Automatically Harmony patched 'BaseEntity.SignalBroadcast_Patch2' method. (BaseEntity_SignalBroadcast_Patch) [Vanish] Automatically Harmony patched 'EffectNetwork.Send_Patch2' method. (EffectNetwork_Send_Patch) [Vanish] Automatically Harmony patched 'Item.SetItemOwnership_Patch2' method. (Item_SetItemOwnership_phrase_Patch) [Vanish] Automatically Harmony patched 'Item.SetItemOwnership_Patch2' method. (Item_SetItemOwnership_string_Patch) [Vanish] Automatically Harmony patched 'BasePlayer.Teleport_Patch2' method. (BasePlayer_Teleport_Patch) [Vanish] Load Data and now Pumpkinhead loads correcetly, any idea why. Does this help at all lol -
I have to manually reload plug in after restart, getting this error ExType: HarmonyException Failed to initialize plugin 'PumpkinHead v1.2.1' (Exception: Parameter "cache" not found in method static System.Void BasePlayer::OcclusionPlayerFound(BasePlayer player1, BasePlayer player2, System.Single networkTime, System.Boolean ordered)) at HarmonyLib.MethodPatcher.EmitCallParameter (System.Reflection.MethodInfo patch, System.Collections.Generic.Dictionary`2[TKey,TValue] variables, System.Reflection.Emit.LocalBuilder runOriginalVariable, System.Boolean allowFirsParamPassthrough, System.Reflection.Emit.LocalBuilder& tmpInstanceBoxingVar, System.Reflection.Emit.LocalBuilder& tmpObjectVar, System.Boolean& refResultUsed, System.Collections.Generic.List`1[T] tmpBoxVars) [0x00ada] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.MethodPatcher+<>c__DisplayClass35_0.<AddPrefixes>b__0 (System.Reflection.MethodInfo fix) [0x00070] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable`1[T] sequence, System.Action`1[T] action) [0x00014] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.MethodPatcher.AddPrefixes (System.Collections.Generic.Dictionary`2[TKey,TValue] variables, System.Reflection.Emit.LocalBuilder runOriginalVariable) [0x0001b] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.MethodPatcher.CreateReplacement (System.Collections.Generic.Dictionary`2[System.Int32,HarmonyLib.CodeInstruction]& finalInstructions) [0x0029e] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, HarmonyLib.PatchInfo patchInfo) [0x00059] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.PatchClassProcessor.ProcessPatchJob (HarmonyLib.PatchJobs`1+Job[T] job) [0x000be] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 Unloaded plugin PumpkinHead v1.2.1 by Krungh Crow No previous version to rollback plugin: PumpkinHead
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Plug in Currently not compiling right: ExType: HarmonyException Failed to initialize plugin 'PumpkinHead v1.2.1' (Exception: Parameter "cache" not found in method static System.Void BasePlayer::OcclusionPlayerFound(BasePlayer player1, BasePlayer player2, System.Single networkTime, System.Boolean ordered)) at HarmonyLib.MethodPatcher.EmitCallParameter (System.Reflection.MethodInfo patch, System.Collections.Generic.Dictionary`2[TKey,TValue] variables, System.Reflection.Emit.LocalBuilder runOriginalVariable, System.Boolean allowFirsParamPassthrough, System.Reflection.Emit.LocalBuilder& tmpInstanceBoxingVar, System.Reflection.Emit.LocalBuilder& tmpObjectVar, System.Boolean& refResultUsed, System.Collections.Generic.List`1[T] tmpBoxVars) [0x00ada] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.MethodPatcher+<>c__DisplayClass35_0.<AddPrefixes>b__0 (System.Reflection.MethodInfo fix) [0x00070] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable`1[T] sequence, System.Action`1[T] action) [0x00014] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.MethodPatcher.AddPrefixes (System.Collections.Generic.Dictionary`2[TKey,TValue] variables, System.Reflection.Emit.LocalBuilder runOriginalVariable) [0x0001b] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.MethodPatcher.CreateReplacement (System.Collections.Generic.Dictionary`2[System.Int32,HarmonyLib.CodeInstruction]& finalInstructions) [0x0029e] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, HarmonyLib.PatchInfo patchInfo) [0x00059] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.PatchClassProcessor.ProcessPatchJob (HarmonyLib.PatchJobs`1+Job[T] job) [0x000be] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 Unloaded plugin PumpkinHead v1.2.1 by Krungh Crow No previous version to rollback plugin: PumpkinHead
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I'm currently getting the same thing as SlayersRust is, any idea of a fix?
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I'm late to the party for the terms of service change, I have 2 questions 1 as a base builder and 1 as a server owner. I saw you say in to an earlier question, that using DLC skins and such in Raidable Bases is ok as long as they cannot be picked up, is that still true? As I have sold my bases and they have lots of DLC content. If so then I only need to stop any DLC content from dropping in my raids on my server correct? Even if your answer breaks my heart, thanks in advance!
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- 26 comments
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- #ferry terminal
- #ch47
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- 26 comments
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- #ferry terminal
- #ch47
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yes, I am slowly working on fixing all electrical, this is on my to do list, FP really messed me up with 3 updates last year breaking various electrical implements. I managed to get most of my bases fixed, this is on Januarys Itinerary. I promise!
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- 6 comments
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what gather rate and wipe length do you run? it clearly states it was designed for a vanilla gather rate weekly server and were best meant for servers with balanced and not broken loot. They can be bumped down a tier for the new player friendly/ long wipe / broken loot servers. I also included some settings recommendations at the bottom of the page to help increase the difficulty. I also recommend changing your skin settings in config, those garage doors are preskinned to be clear, i wouldn;'t randomize them.
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- 1,468 comments
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- #leveling
- #progression
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Just a heads up this is currently broke and needs an update
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yup, hand me my dunce cap lol, you are correct! Thanks!
