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Everything posted by Malkizid
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Dungen Elevators not workign sicne update
Malkizid replied to Castiel the Shield's Support Request in Support
Yes the copy paste files must be replaced / updated too - the elevators worked or us after the update and after replacing the copy paste files. -
Hello, is anybody else having problems with elevators in the dungeons ? @Fruster Have you noticed any issues with elevators since Forcewipe ? Facepunch changed some things with elevator behaviour recently and it seems the default base designs elevators dont turn on or off anymore, players cant use them.
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RadtownEvent - Failed to compile: The type name 'LootTable' does not exist in the type 'LootManager' | Line: 1594, Pos: 32 Hi, Since I've added this necessary plugin Which supports integration of LootTable & Stacksize Gui its causing RadTownEvent to fail to compile, I use LootTable & Stacksize Gui also by the Kiiing. I've sent a support rquest to the King about the compile error but I wanted to send it to you, so you both know. Assuming you are wokring together on the integrations. I can not tell where the conflict originates from. LootManager is working fine, it imported the loot from other plugins like Caravan etc. Thanks in advance for any info. Regards, Manky
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RadtownEvent - Failed to compile: The type name 'LootTable' does not exist in the type 'LootManager' | Line: 1594, Pos: 32 Hi, Since I've added this necessary plugin by Adem Which supports integration of LootTable & Stacksize Gui its causing RadTownEvent to fail. I have sent this to Adem too.
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Hi Crash, Thank you for the reply, no problem and I appreciate the information, that's good to know, Take your time and I look forward to hear from you when you can. Regards, Manky
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Hi Crash, I hope you are well. Did you have a chance to look into this, do you have *any* info at all on this? I'm getting far too many messages for AutoRestart in console still. Is there a way to reduce these checks ? I'm concerened about the affect on performance and its too much information in the cosnole. every few minutes these messages appear, its not a huge issue but it would be good to know about. Thanks in advance regards, Manky (12:49:30) | [AutoRestart] [INFO] Scheduling next restart: (12:49:30) | [AutoRestart] [INFO] Current time (UTC): 10/29/2025 11:49:30 (12:49:30) | [AutoRestart] [INFO] Next restart (UTC): 10/30/2025 03:30:00 (12:49:30) | [AutoRestart] [INFO] Time until restart: 15.67 hours (56429 seconds) (12:49:30) | [AutoRestart] [WARNING] Invalid restart time calculated, skipping schedule (12:54:30) | [AutoRestart] [INFO] Scheduling next restart: (12:54:30) | [AutoRestart] [INFO] Current time (UTC): 10/29/2025 11:54:30 (12:54:30) | [AutoRestart] [INFO] Next restart (UTC): 10/30/2025 03:30:00 (12:54:30) | [AutoRestart] [INFO] Time until restart: 15.59 hours (56129 seconds) (12:54:30) | [AutoRestart] [WARNING] Invalid restart time calculated, skipping schedule
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- #loot
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- 111 comments
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Heay Kiiiing, Is is possible for me to add more keys manually for more vanilla Npc types? for example some these exist in your default config: "Custom NPC Clothing": { "scientistnpc_junkpile_pistol": [ "scientistnpc_heavy": [ "bandit_conversationalist": [ but I'd like to add the other Scientistnpcprefabs like Cargo, or other MissionproviderNpcs and Safezone Scientists to give them more outfits too. Another nice option for config would be to be able to adjust the speed of the NPC's for example to set the zombies to move very slowly. I like to set zombies to have movement speed of 3 (in NpcSpawnApi terms) So far testing the plugin has been really nice, thanks!
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Hi Mr01sam, If you could add this in the next update that would be helpful, thanks in advance. Regards, Manky | 'WarMode v1.3.10' is using deprecated hook 'OnTeamInvite', which will stop working on Wednesday, 31 December 2025. Please ask the author to update to 'OnTeamMemberInvite(PlayerTeam playerTeam, BasePlayer basePlayer, ulong userId)'
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Hi Crash, thanks for the reply. Sorry for the delay I have no notification here on CF. Attached is my config, as is, however I removed all Custom URL's and Webhooks. The AutoRestart Logs folder in my oxide/logs/AutoRestart folder is empty. I have no logs to send unfortunately and I don't see an option in the config to enable or disable logs, so I'm not sure why there are none. The data folder doesn't have any relevant files, only the AutoRestart Categories, Rewards and DiscordState files Let me know if I can provide any other info to help troubleshoot this, thanks in advance. AutoRestart.json
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(20:03:49) | [AutoRestart] [INFO] Scheduling next restart: (20:03:49) | [AutoRestart] [INFO] Current time (UTC): 10/08/2025 18:03:49 (20:03:49) | [AutoRestart] [INFO] Next restart (UTC): 10/09/2025 03:30:00 (20:03:49) | [AutoRestart] [INFO] Time until restart: 9.44 hours (33970 seconds) (20:03:49) | [AutoRestart] [WARNING] Invalid restart time calculated, skipping schedule Heya Crash, Could you help me troubleshoot this? The server _is_ restarting at the shcheduled times as usual but the checks are happening every few minutes and I keep seeing this warning, invalid time calculaded skipping schedule. Any ideas why, or do you know how I can reduce those checks?
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- #prefab
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- 3 comments
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Heya, sounds like your NPC's all have different attack, aggression and detection ranges. Which I would expect overall, but if they are very diffierent within each convoy preset then this can have the result you described. To have the whole convoy come to the attacking player(s) You will want to make sure the "chase range" is as far as the "sense range" and that thsoe numbers match your damage limit distance. If you want the NPC to always detect the player then also make sure the below option is set to False: "Detect the target only in the NPC's viewing vision cone?": true, Hope that helps
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IT would be very cool, it would definitely be possible but I don't want to step on any toes and speak for Adem I know its not exactly what you were thinking but you can partially achieve this with Convoy aggression level and Bradley targeting and Damage settings in the config. Of course it depends if a player is fighting from their base or not If it there was a setting target a player TC, that would be very interesting (performance might be an issue depending on scan radius)
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the Event zone colour and settings are configurable, if that's what you meant? you can see here at the end of the config: "Event zone": { "Create a PVP zone in the convoy stop zone? (only for those who use the TruePVE plugin)[true/false]": false, "Use the dome? [true/false]": false, (Set this to True) "Darkening the dome": 1, "Use a colored border? [true/false]": true, (set this to True) "Border color (0 - blue, 1 - green, 2 - purple, 3 - red)": 3, (choose the colour you prefer) "Brightness of the color border": 3 (a value of Three is quite bright but you can experiment)
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- #entitylimit
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Greetings @The_Kiiiing Is there a way to get the Prefab ID's so I can manually input the data into the .json file in oxide/data/EntityLimitUi.json ? I like the ui but I sometimes need to edit it outside of the game client. I dont know how to get the prefab ID's or are these genrated by the plugin ? The numbers in the config file, I though they were item ID's but they are not. It takes a very long time to edit in game, as every prefab path must be typed manually and saved. For example in my attached screenshot there is a farming group, I have 5 tiers for each permission group including default In this farming group example I must type every prefab path manually and save it. Then unload the plugin. and edit the json directly to get the prefab number ID's - add them to the other groups then reload the plugin. The problem is that it takes very long and defeats the UI a little bit, requiring a long long amount of work in the ui or combining both editing in the ui and the manual .json editing to save some time. I need to have many groups, so its very tedious and risky (if a misclick is made all the the edits in the ui group can be lost, or when looking at another group in the ui) So to edit without being able to copy or duplicate the prefab paths from the in game ui is difficult. So to add a new item to any group it must be done, very carefully and slowly in the ui - making it a bit redundant. If I can get the prefab number ID's then this would be simple and I can edit the .json directly. It would save lots of time. Do you know how I Can get the number ID's for the prefabs in the game ? Many thanks, Manky
- 25 comments
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- #entitylimit
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