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Everything posted by MichuX
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Hello! The revoke command after data wipe is not working, tested a lot of times and it did not work. otherwise could be something that I am doing wrong...
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This is spamming on EVERY second on my console: Failed to call hook 'OnCustomNpcTarget' on plugin 'Sputnik v1.3.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.Sputnik+SputnikClass.IsSputnikAgressive () [0x0000f] in <c7ab2492c57048c0b571fd4cf2ede8a1>:0 at Oxide.Plugins.Sputnik.OnCustomNpcTarget (ScientistNPC npc, BasePlayer player) [0x0007c] in <c7ab2492c57048c0b571fd4cf2ede8a1>:0 at Oxide.Plugins.Sputnik.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x001b6] in <c7ab2492c57048c0b571fd4cf2ede8a1>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <87ce9ac9776a48658bc55eae6debe38b>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <18d4f19bbc844191b11ed9e69284d09b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <18d4f19bbc844191b11ed9e69284d09b>:0 Failed to call hook 'OnCustomNpcTarget' on plugin 'Sputnik v1.3.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.Sputnik+SputnikClass.IsSputnikAgressive () [0x0000f] in <c7ab2492c57048c0b571fd4cf2ede8a1>:0 at Oxide.Plugins.Sputnik.OnCustomNpcTarget (ScientistNPC npc, BasePlayer player) [0x0007c] in <c7ab2492c57048c0b571fd4cf2ede8a1>:0 at Oxide.Plugins.Sputnik.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x001b6] in <c7ab2492c57048c0b571fd4cf2ede8a1>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <87ce9ac9776a48658bc55eae6debe38b>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <18d4f19bbc844191b11ed9e69284d09b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <18d4f19bbc844191b11ed9e69284d09b>:0
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- 572 comments
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- 1
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- #rust
- #rust plugin
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Disappointing Experience I recently purchased the Battlefield Map - QuadX for my server, and unfortunately, the experience has been quite disappointing. The map, while visually promising, is plagued with significant issues that detract from the gameplay. Flying Monuments: Several monuments on the map seem to be floating in mid-air, making navigation and engagement challenging. This issue seriously impacts the overall experience. Nonexistent Custom Monuments: The inclusion of custom monuments that do not exist in the game is misleading. Players expect a certain level of authenticity, and the presence of non-existent monuments undermines the credibility of the map. Entrance Tunnels Lead Out of Map: All tunnels leading out of the map result in game crashes, rendering portions of the map unplayable and compromising overall stability. To mitigate this issue, the seller should promptly close all entrances to these problematic tunnels, preventing unintended exits and crashes. No Password for Map Editing: A serious security concern arises from the absence of a shared password for map editing. Despite the map being password-protected, buyers are left without the necessary access to make modifications or improvements. I understand that creating a map is a complex task, and bugs are inevitable. However, these issues significantly impact the playability of the map. I hope the developer can address these concerns in future updates to provide a better experience for users. Suggestions for Improvement: Regular updates to address and fix bugs. Improved communication regarding updates and bug fixes. While the potential of the map is evident, the current state hinders the overall enjoyment. I encourage the developer to actively work on resolving these issues to deliver a more polished product.
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- 46 comments
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- #timedpermissions
- #statusbar
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(and 7 more)
Tagged with:
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- 46 comments
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- #timedpermissions
- #statusbar
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(and 7 more)
Tagged with:
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I found which plugin is causing it. Customizable Weapons is the plugin that is causing it, I already pmed the dev of the plugin because of this bug. Even with raidable bases with Stab 0 damage , it does damage. Only when I disactivate the plugin, everything turns normal.
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After Rust update all melee weapons are very powerful, inside raidable bases I can wipe all easy bases with just a knife or pickaxe hitting 2/3 hits against the wall. I found that was this plugin because I tested 1 by 1 that I have and when I disactivate this everything turns to normal.
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is there a way to disactivate jackhammer to do damage to bases until I/you find what is causing? Thank you so much in advance
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hmm strange, I have any plugin related to bases or damage dealt to bases or hp. Just TruePVE. I need to find out what is it because I did not install any plugin before or after update, not even updated any of what I have, this wipe I just updated 1 plugin, this one thats why I thought that was this. I will see but I didn´t find out what is it yet and it´s been like 2 days finding
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Hello! After the update I got some reports and I tested myself. Everything can be broke with Jackhammer just for 2/3 hits (metal doors, any type of walls, etc). So now with a Jackhammer everything is destroyed with some hits (1 jackhammer enough to wipe all easy base without repair).
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- 1,253 comments
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- 1
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- #leveling
- #progression
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that´s sad that I need other plugin to edit it. In all plugins that I have all of them have loot config on Json file. This is the only one that I don´t have. for example: "Locked Crates setting": { "Time to unlock the Crates [sec.]": 300.0, "Increase the event time if it's not enough to unlock the locked crate? [true/false]": true, "Which loot table should the plugin use? (0 - default; 1 - own; 2 - AlphaLoot; 3 - CustomLoot; 4 - loot table of the Rust objects; 5 - combine the 1 and 4 methods)": 5, "Loot table from prefabs (if the loot table type is 4 or 5)": { "Minimum numbers of prefabs": 1, "Maximum numbers of prefabs": 1, "Use minimum and maximum values? [true/false]": true, "List of prefabs": [ { "Chance [0.0-100.0]": 100.0, "The path to the prefab": "assets/prefabs/deployable/chinooklockedcrate/codelockedhackablecrate.prefab" } ] }, "Own loot table (if the loot table type is 1 or 5)": { "Minimum numbers of items": 1, "Maximum numbers of items": 20, "Use minimum and maximum values? [true/false]": true, "List of items": []
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Yes, the error from the MichuX8.Json is solved (I had almost all bases like that). I deleted the last line of the file JSON (from copypaste) that was written "null" there. (the version of Raidable Bases before this one were ignoring it but now they don´t, so it might more people have the same issue)
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Today it happened again! and I ran into log server and found this error [RaidableBases] MichuX8 could not be read from the disk #1: Newtonsoft.Json.JsonReaderException: Additional text encountered after finished reading JSON content: 0. Path '', line 29106, position 1. at Newtonsoft.Json.JsonTextReader.Read () [0x000c8] 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.Load (System.String filename) [0x0001a] in <18d4f19bbc844191b11ed9e69284d09b>:0 at Oxide.Core.DataFileSystem.GetDatafile (System.String name) [0x00011] in <18d4f19bbc844191b11ed9e69284d09b>:0 at Oxide.Plugins.RaidableBases+<SetupCopyPasteObstructionRadius>d__232.MoveNext () [0x00066] in <1aae4b25ec7343c5baf13ee3bb123a63>:0 InvalidOperationException: Queue empty. at System.Collections.Generic.Queue`1[T].Dequeue () [0x00016] in <2161c9885dd04ff291b79db9349c4b9b>:0 at Oxide.Plugins.RaidableBases+QueueController+<FindEventPosition>d__26.MoveNext () [0x0052e] in <1aae4b25ec7343c5baf13ee3bb123a63>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <8aebd7627ade4efeae84aca54d1d32ad>:0
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Today worked good, I reinstalled all plugins that was connected, If the bug comes again I will disactivate the auto console rbe to solve it
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I mean, I will try to find out what it is, on logs. now only tomorrow at same time but found after I do in console "rbevent expert", it stopped the automatic events, 2 days in a row. lets see tomorrow. I have everything automatic with TimedExecute.
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Yes I have 2.7..8. hmm idk either, I have on my console to manual spawn by command the bases at 22h and 23h raidbases and after that the automatic bases stop working. and it is the second day that happens, Just find out what it is exactly