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Everything posted by Wile E.
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- 33 comments
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- #gruber
- #mad mappers
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- 33 comments
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- #gruber
- #mad mappers
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I also have lots of floaters on the Dreamland map. I have the Dreamland custom data files installed. I thought I only had Water and Train set to spawn npc's so this is pretty random and nowhere near any monument. I have the road data disabled - I thought.
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- 248 comments
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- #eventmanager
- #manager
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(and 5 more)
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Strange stuff. I can no longer have either hqm quarry or stone quarry spawn. I am running the Dreamland map which has two stone quarries. I used the command /killmonument when I was standing at one of them and now have been totally unable to spawm the stone quarry again. I have deleted everything to do with Dynamic Monuments, even the language files but no joy. I suspect this is operator error on my own but I can't sort this. I set everything to false except at the start of the config: "Additional Respawn settings": { "Allow spawn of monuments from the list below? [true/false]": true, "A list of locations that will spawn in addition to random ones [presetName - amount]": { "stoneQuarryRuins": 1, "hqmQuarryRuins": 1, "observationTower": 2, "highHouse": 2, "lostOutpost": 1 All that spawned was a single highHouse and a single observationTower. Nothing else. Any feedback on this greatly appreciated Plus, I have made changes with the server stopped and dumped the save.json in the Data folder
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This is a bit of weird question perhaps. I can't say when exactly this happens but I regularly get spammed in Console with many lines like this: [FileSystem] Not Found: assets/content/ui/ui.background.tiletex.psd (UnityEngine.Sprite) I thought it was because of Dynamic Monuments but that plugin does not use this at all. However, it appears that EventsManager does. It has been recommended to ignore this unless I notice some graphic missing but that has been difficult to track down. I manage to always stress about things like this and with the server challenges I have faced in the last number of weeks I hate ignoring anything that appears to be abnormal
- 248 comments
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- #eventmanager
- #manager
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(and 5 more)
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- 12 comments
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- #rust custom
- #custom map
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- 91 comments
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- #restart
- #rustplugin
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(and 5 more)
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- 91 comments
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- #restart
- #rustplugin
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(and 5 more)
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After trying some other methods to control auto-restarts, including the popular Timed Execute, I came across this gem. Make sure to set your time correctly by converting UTC. Personally I like this site for that: https://www.timebie.com/std/universal.php This plugin has a few fantastic extra options besides restarts including, Rewards & checking for uMod updates. crash, the Dev for AutoRestart provides outstanding support if it is needed. If you are looking for ways to auto-restart your server this is an excellent way to do it.
- 91 comments
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- 1
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- #restart
- #rustplugin
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(and 5 more)
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fwiw, the restart works correctly for me. Run /restart cancel then once it shows it is cancelled run (for example on time) /restart 30 How many plugins do you have ? Do you have any other plugins that control time ? Can you post a list of your plugins ? If it is a long list you are welcome to dm me the list and I will see if any plugin jumps out at me.
- 91 comments
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- #restart
- #rustplugin
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(and 5 more)
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@Death There is zero information on the bases page indicating what you learn when you extract the base files. For example, this is in the Nightmare base folder: Please note: Some bases have twig so find "Change Building Material Tier To" in oxide/data/RaidableBases/Profiles/.json and use a grade that works for your server in each profile. I don't believe a customer should learn after making this purchase that they will need to edit all the base files to deal with twig.
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We chatted about the node version and you linked a version you said should work. It did not for me. You were then going to reach out the following day to help through Discord but i never heard from you until this comment now. Can this "project" not be updated to work with the newer Node version ? Mind you, this all sounds rather odd to me. I figure it must have worked for you at some point or you would probably not have released it. Did anyone test it ? If anyone else is paying attention to this thread that has had success setting up this bot please contribute what you know because it may well help.
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Anyone else notice this in Console: [EventsManager] Config update detected! Updating config values... [EventsManager] Config update completed! Those lines show up every time the plugin is loaded. Not sure if anything actually is changing/updating but you would think it would not be there every time the plugin loads.
- 248 comments
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- #eventmanager
- #manager
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(and 5 more)
Tagged with:
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Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.RaidProtection+ProtectedEntity.get_FounderUserId () [0x00006] in <2aed0b6af59b4315a3984b24f174aa83>:0 at Oxide.Plugins.RaidProtection+ProtectedEntity.get_HasFounder () [0x00000] in <2aed0b6af59b4315a3984b24f174aa83>:0 at Oxide.Plugins.RaidProtection+ProtectedCupboardManager+<>c__DisplayClass8_0.b__0 (Oxide.Plugins.RaidProtection+ProtectedEntity x) [0x00000] in <2aed0b6af59b4315a3984b24f174aa83>:0 at System.Linq.Enumerable+WhereEnumerableIterator`1[TSource].ToList () [0x0001b] in :0 at System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in :0 at Oxide.Plugins.RaidProtection+ProtectedCupboardManager.GetCupboardsForFounder (System.UInt64 userId) [0x00028] in <2aed0b6af59b4315a3984b24f174aa83>:0 at Oxide.Plugins.RaidProtection+<>c__DisplayClass175_0.b__0 () [0x00018] in <2aed0b6af59b4315a3984b24f174aa83>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in :0
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For me I can't edit any of the File_Cabinet_C prefabs as noted in the attached video. I spent a bit of time trying to see if any other prefabs show similar issues but so far File_Cabinet_C prefabs are the only ones. File_Cabinet_C No Edit.mp4
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This issue is persisting and the NPC will shoot at and kill players flying in minis.