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m3dus4

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Support Replies posted by m3dus4

  1. Is it possible to create a quest category? For example, those that only need to be fetched could be put in a separate tab so they can be turned in immediately, without having to be picked up, and so they don't clutter the list. Others could be highlighted in different colors depending on the type (bosses, resources, plantations, etc.)

  2. hi,

    any idea why both events arent working?   

    "MushroomMadness": {

          "Enable Event": true,

          "Event Name": "MushroomMadness",

          "Event Description": "Gather wild mushrooms to win!",

          "Event Type (destroy, loot, collect, dispense, fish)": "gather",

          "Event Type (destroy, loot, collect, dispense, fish, gather)": "gather",

          "Event Length (seconds)": 300,

          "Event Entities": [

            "mushroom"


    also:

        "BerryBlast": {

          "Enable Event": true,

          "Event Name": "BerryBlast",

          "Event Description": "Gather wild berries to win!",

          "Event Type (destroy, loot, collect, dispense, fish)": "gather",

          "Event Type (destroy, loot, collect, dispense, fish, gather)": "gather",

          "Event Length (seconds)": 300,

          "Event Entities": [

            "black.berry",

            "blue.berry",

            "green.berry",

            "red.berry",

            "white.berry",

            "yellow.berry"


     

  3. Hi,

    we tested some commands and saw that the inventory.giveto command isnt working.

    18:29 [Info] No players found with name or ID '%STEAMID%'
    18:29 [Info] Command 'inventory.giveto' can only be used by a player

     "Command": "inventory.giveto %STEAMID% FishermansBottle"

    Oh and we use:
    Custom Item Definitions 🙂

  4. 'BetterVanish v1.7.4' is using deprecated hook 'OnTeamInvite', which will stop working on Wednesday, 31 December 2025.

    So can u update to 'OnTeamMemberInvite(PlayerTeam playerTeam, BasePlayer basePlayer, ulong userId)' ?

  5. On 12/19/2025 at 2:14 PM, 0xF said:

    I can add more information about the item to the fallback item, but I will not remove the fallback item. First, never unload the library if you don't want everything to break, it's reckless. Second, custom items are custom, they have their own characteristics. You unload CW and CP, and you can still use the weapons that are available in vanilla Rust.

     

    I will repeat once again, do not unload the library! I will not be responsible for such cases. Just unload every plugin you don't need.

    ok thx ill test it.

  6. Is it possible to implement unloading with fallback to the shortname items defined in the config for custom weapons/protection, e.g. metal.plate.torso without displaying a ! icon and [Fallback item xy]?

    Or a config option: false that deactivates the custom item defined stats and uses the default item stats instead, which are defined in the custom item profiles @ shortname: "XY": for CW and CP. Or alternatively, VIP permissions for Customizable Protection providing default item stat fallback if the permission has been removed from the default server group for purge day (24 hours of PvP before a wipe).

  7. I noticed a few issues and feature requests regarding the plugins and wanted to bring them up here, since posts under “Discussion” seem to get overlooked sometimes.

    • The boss’s main loot container and the legendary white stash can still fall below the ground if the terrain allows it. This can make the loot inaccessible.

    So i ask imthenewguy
    It would be great if the legendaryitemperks NPC drop container logic could be changed to use inventory space instead. Additionally, could the hotbar be considered a valid inventory space for the plugin’s give command, with a fallback to the main inventory if possible?


    For BossMonster:
    Could item text (lore) be added as well, so ItemPerks-enhanced items can be used in the loot pool for maybe  5x tools etc. ?
    This was requested a few weeks ago, but I’m not sure if it was seen in Discussion Channel..

    Thanks for your work on these plugins, and I appreciate you taking the time to look into this.

  8. I noticed a few issues and feature requests regarding the plugins and wanted to bring them up here, since posts under “Discussion” seem to get overlooked sometimes.

    • The boss’s main loot container and the legendary white stash can still fall below the ground if the terrain allows it. This can make the loot inaccessible.

     It would be great if the legendaryitemperks NPC drop container logic could be changed to use inventory space instead. Additionally, could the hotbar be considered a valid inventory space for the plugin’s give command, with a fallback to the main inventory if possible?

  9. WegetsomeRcon errors:

    Failed to call hook 'CmdConsoleClans' on plugin 'Clans v1.1.50' (IndexOutOfRangeException: Index was outside the bounds of the array.) at Oxide.Plugins.Clans.CmdConsoleClans (ConsoleSystem+Arg arg) [0x01ac0] in <8218db44961f45049ced1e26177d3bb8>:0 at Oxide.Plugins.Clans.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0356f] in <8218db44961f45049ced1e26177d3bb8>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <112d89ea5d3348c8b949af0ab1a866d2>:0

  10. We get some ofthis Errors.

    Failed to call hook 'OpenOutputStorage' on plugin 'IndustrialRecycler v1.8.91' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.IndustrialRecycler.OpenStorage (ConsoleSystem+Arg arg, System.Boolean isInput) [0x0009c] in <8218db44961f45049ced1e26177d3bb8>:0 at Oxide.Plugins.IndustrialRecycler.OpenOutputStorage (ConsoleSystem+Arg arg) [0x00000] in <8218db44961f45049ced1e26177d3bb8>:0 at Oxide.Plugins.IndustrialRecycler.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0095a] in <8218db44961f45049ced1e26177d3bb8>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <112d89ea5d3348c8b949af0ab1a866d2>:0

  11. Hi,

    My community really loves the Smart Sorter plugin, but we’ve noticed that it’s currently one of the biggest performance issues we’re facing.

    I couldn’t find any real optimization options in the config settings, and the hook time is far higher than that of any of the other large plugins we use.


    So u can check the Webhooktime.

    Any ideas how to optimize this?

    With a low pop of 40-50 Player  we relaized significant fps drops.

    grafik.png

  12. Player get Kicked fully random. by shooting some weapons with and without perks.

    we run some Server but just 1 With Customizable Weapons and here we get a lot of RPC Error in CLProject kicks.

    By Unloading this Plugin RPCKicks are gone.
    It always happens at specific points on the map. Not every monument is affected.

    and there are conflicts with skilltree:

    Calling hook OnWeaponModChange resulted in a conflict between the following plugins: SkillTree - True (Boolean), CustomizableWeapons (False (Boolean))

    Calling hook OnWeaponModChange resulted in a conflict between the following plugins: SkillTree - True (Boolean), CustomizableWeapons (False (Boolean))

    Calling hook OnWeaponModChange resulted in a conflict between the following plugins: SkillTree - True (Boolean), CustomizableWeapons (False (Boolean))

    Calling hook OnWeaponModChange resulted in a conflict between the following plugins: SkillTree - True (Boolean), CustomizableWeapons (False (Boolean))

    Calling hook OnWeaponModChange resulted in a conflict between the following plugins: SkillTree - True (Boolean), CustomizableWeapons (False (Boolean))

    Calling hook OnWeaponModChange resulted in a conflict between the following plugins: SkillTree - True (Boolean), CustomizableWeapons (False (Boolean))


    =================================

    NullReferenceException: Object reference not set to an instance of an object

      at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.BaseEntity.SignalBroadcast_Patch1(BaseEntity,BaseEntity/Signal,string,Network.Connection,string,single)

      at BaseProjectile.CLProject (BaseEntity+RPCMessage msg) [0x001e9] in <cde2dca44871446d98f64fecfe08c217>:0

      at BaseProjectile.OnRpcMessage (BasePlayer player, System.UInt32 rpc, Network.Message msg) [0x000f0] in <cde2dca44871446d98f64fecfe08c217>:0

    UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)

    UnityEngine.DebugLogHandler:LogException(Exception, Object)

    UnityEngine.Logger:LogException(Exception, Object)

    UnityEngine.Debug:LogException(Exception)

    BaseProjectile:OnRpcMessage(BasePlayer, UInt32, Message)

    BaseEntity:SV_RPCMessage(UInt32, Message)

    ServerMgr:OnRPCMessage(Message)

    ServerMgr:OnNetworkMessage(Message)

    Facepunch.Network.Raknet.Server:ProcessRead(NetRead)

    MonoMod.Utils.DynamicMethodDefinition:Network.BaseNetwork.Cycle_Patch0(BaseNetwork)

    MonoMod.Utils.DynamicMethodDefinition:ServerMgr.Update_Patch0(ServerMgr)

    1x5.xx71.94:xx4xx/7000549456472/*******e kicked: RPC Error in CLProject

  13.  

    Hi we get some Rcon Messages.

    00:19 [Error] Failed to call hook 'OnEntityTakeDamage' on plugin 'ItemPerks v1.0.26' (NullReferenceException: Object reference not set to an instance of an object.)
      at Oxide.Plugins.ItemPerks.OnEntityTakeDamage (BasePlayer victim, HitInfo info) [0x00184] in <b749e1ddcacf4e54b28d253a9419b135>:0 
      at Oxide.Plugins.ItemPerks.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0286b] in <b749e1ddcacf4e54b28d253a9419b135>:0 
      at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 
      at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <112d89ea5d3348c8b949af0ab1a866d2>:0 
      at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <112d89ea5d3348c8b949af0ab1a866d2>:0 


    00:25 [Error] Failed to call hook 'GiveLegendaryCMD' on plugin 'ItemPerksLegendaryItems v1.0.5' (NullReferenceException: Object reference not set to an instance of an object)
      at BasePlayer.GiveItem (Item item, BaseEntity+GiveItemReason reason) [0x0004c] in <194c814d6c8a49c3b6eb5270571eef80>:0 
      at Oxide.Plugins.ItemPerksLegendaryItems.GiveLegendaryCMD (ConsoleSystem+Arg arg) [0x0016e] in <3d463100b1d44ebe9e0b1bcb210ca189>:0 
      at Oxide.Plugins.ItemPerksLegendaryItems.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00c7f] in <3d463100b1d44ebe9e0b1bcb210ca189>:0 
      at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 
      at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <112d89ea5d3348c8b949af0ab1a866d2>:0 
      at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <112d89ea5d3348c8b949af0ab1a866d2>:0 
    00:25 [Warning] [DEBUG] Plugin compilation is already queued: CustomizableWeapons (0.023 ago)
     

    grafik.png


  14. player get kicked alltime.


    RPC Error in CLProject

    Exception while calling NextTick callback (NullReferenceException: )

      at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component)

      at Oxide.Plugins.TwigsDecay.TryInitBlockDecay (BuildingBlock block) [0x00000] in <b66ab93d02cf458295f4cc0a74b915e0>:0

      at Oxide.Plugins.TwigsDecay+<>c__DisplayClass17_0.<OnEntitySpawned>b__0 () [0x00000] in <b66ab93d02cf458295f4cc0a74b915e0>:0

      at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Oxide.Core.OxideMod.OnFrame_Patch0(Oxide.Core.OxideMod,single)

  15. Hi, we start our Purge and unload some plugins also this here.

    now player get a lot of red error msg @screen.
    they also complain that the perk weapons just disappear.

    i saw this messaages.

    (16:41:40) | Item's Held Entity not removed!Burn Onyx M249 3X -> m249.entity[265680014]

    (16:41:40) | Item's Held Entity not removed!Burn Pixelblaster 5X DMG -> rocket_launcher.entity[265680060]

    (16:41:40) | Item's Held Entity not removed!Burn Gold M249 2X -> m249.entity[265680067]

    player also reported now kick messages: RPC Error in MoveItem

  16. Hi is it possible to add the Customizable Weaposn etc. also as loot for player?

    so i create a new skin bind it with a name. and insert this in loottable but when player pickup the loot the perk values arent showing its just shows me vanilla values..

    here are 2 pics. boss loot cfgand weapon cfg.
     

    grafik.png

    grafik.png

  17. Weve set a limit max 15 Planter.

    I get some Feedbacks and Question from my Players/Team.

    is the farmers pro 15 max per base or per tc cause some Player were messing around it and had 2 farmers pro box at base but only 15 planters were appllied.

    To my understanding it's tied to the owner of the TC there is no config setting available to change that. so this is by causation keeping insane autofarm farms under control.

    So a TC limit would be nice.

  18. get a lot of console error.

     

    Failed to execute OnFrame callback (Specified cast is not valid.) at object Oxide.Plugins.AdvancedHitBar.OnEntityTakeDamage(BaseCombatEntity entity, HitInfo info)+() => { } in /home/rustserver/serverfiles/carbon/plugins/AdvancedHitBar.cs:line 169 at void Carbon.Managers.CarbonProcessor.Update() in /__w/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 63

     

  19. 6 hours ago, Whispers88 said:

    Let me know how you go with the latest update. It should resolve all pending issues. 
    I recommend the following steps if you are still having issues:
    1. Unload Skinner
    2. Delete the Data/Skinner/PlayerUsageData.json and the Data/Skinner/DefaultCraftSkins.json
    3. Check your config and use the following settings:
     

      "Skin Import Settings": {
        "Dev Mode - unlocks all skins": false,
        "Cache player skins (Better for performance, requires relogging to update skins list": false,
        "Auto Remove DLC and Paid Skins from Imports": true,
        "Allow Owned Skins": true,
        "Allow Skin sharing for teams": false
      },

    4. Load the skinner plugin

    Doing this steps but dont work for me.

    After loading my old skinner.cfg with tons of skins it will dispapear/overwrite with your new config.
     the skinner data folder is empty. it just shows me a ImportedSkins.json which is empty.

    (06:36:48) | Requested 'Skinner' for compilation

    (06:36:48) | [Skinner] Configuration appears to be outdated; updating and saving

    (06:36:48) | [Skinner] Configuration changes saved to Skinner.json

    (06:36:49) | Loaded plugin Skinner v2.9.97 by Whispers88 [246ms]

    (06:36:49) | [Skinner] Steamworks Updated, Updating Skins

    (06:36:49) | [Skinner] Configuration changes saved to Skinner.json

    (06:36:49) | [Skinner] Skin indexing complete. 5807 Workshop skins were indexed

    (06:36:49) | Skinner v2.9.97 by Whispers88 hook 'OnServerInitialized' took longer than 100ms [508ms]

    (06:37:29) | InvalidOperationException: Collection was modified; enumeration operation may not execute.


    Question: by using your new cfg where can i insert in the config file all my skins? i miss the  

    "Imported Skins List": {

     

    i know that all these skins will moved to the data folder but first for migration it nee dto be configured in config/skinner.cfg file where can i insert all my skins?
    cause my old cfg seems not be working.


     

  20. 21 hours ago, imthenewguy said:

    That error is not matching up with the video.

    That error would appear once the player attempts to apply the perk to the specified weapon, where as in the video, it seems like its having errors after selecting the perk, which is handled by the SelectEnhancement method, not the ConfirmEnhancement method. Is there a missing error here?

    SelectEnhancement no logger errors with such header

  21. 1 hour ago, dustyhansen said:

    Compile error on the latest update:

    Failed compiling 'Skinner.cs':
      1. 'ItemSkin' does not contain a definition for 'itemid' and no accessible extension method 'itemid' accepting a first argument of type 'ItemSkin' could be found (are you missing a using directive or an assembly reference?) [CS1061]
         (Skinner 62 line 322)

     

    search for:
    _contentToItemID[skin.id] = itemSkin.itemid;

    and replace it with:
    _contentToItemID[skin.id] = itemSkin.itemDefinition.itemid;


    tested by myself but all my skins are gone ^^ just 20 skins in my new data/skinner import file ^^

    (16:22:37) | [Skinner] Configuration appears to be outdated; updating and saving
    (16:22:37) | [Skinner] Configuration changes saved to Skinner.json
    (16:22:37) | Loaded plugin Skinner v2.9.96 by Whispers88 [209ms]
    (16:22:37) | [UpdatesChecker] Skipping plugin Skinner : Non standard version number 2.9.94 BETA.
    (16:22:38) | [Skinner] Steamworks Updated, Updating Skins
    (16:22:38) | [Skinner] Configuration changes saved to Skinner.json
    (16:22:38) | [Skinner] Skin indexing complete. 5600 Workshop skins were indexed
    (16:22:38) | Skinner v2.9.96 by Whispers88 hook 'OnServerInitialized' took longer than 100ms [794ms]

  22. 2 hours ago, Aeryn Sun said:

    same here...

     

    08/13 08:18:25 | Error while compiling Skinner: 'ItemSkin' does not contain a definition for 'itemid' and no accessible extension method 'itemid' accepting a first argument of type 'ItemSkin' could be found (are you missing a using directive or an assembly reference?) | Line: 322, Pos: 62

     

    this is the line in question:

     

                            _contentToItemID[skin.id] = itemSkin.itemid;

     

    probably an easy fix, but i don't know enough about these cs files and how to properly fix this.

    u can try this:

     

    search for:
    _contentToItemID[skin.id] = itemSkin.itemid;

    and replace it with:
    _contentToItemID[skin.id] = itemSkin.itemDefinition.itemid;

  23. Failed executing console command 'ipconfirmenhance' in 'Item Perks v1.0.25 by imthenewguy' [callback] (Object reference not set to an instance of an object)
       at string Oxide.Plugins.ItemPerks.GetOwnershipDescription(BasePlayer player, Item item, bool found) in /home/rustserver/serverfiles/carbon/plugins/ItemPerks.cs:line 1852
       at void Oxide.Plugins.ItemPerks.EnhanceExistingItem(BasePlayer player, Item item, Perk perk) in /home/rustserver/serverfiles/carbon/plugins/ItemPerks.cs:line 5093
       at void Oxide.Plugins.ItemPerks.ConfirmEnhancement(Arg arg) in /home/rustserver/serverfiles/carbon/plugins/ItemPerks.cs:line 5060
       at object System.Reflection.RuntimeMethodInfo.Invoke(object obj, BindingFlags invokeAttr, Binder binder, object[] parameters, CultureInfo culture)

    Server is running ItemPerks Legendary Items 1.0.4 as well

    Ive dealt with a few player reports now, over past four days where ekits randomly become unusable, when you try to select a piece of gear for enhancement, no armour or weapons shows up for selection, even if the item has no enhancement on it.

    When a new kit of the same type is spawned in, it works fine. Reloading the plugin doesn't resolve it.

    video showcasing: https://cdn.discordapp.com/attachments/1404559758144311357/1404559760371749137/RUST_2025.08.11_-_21.01.44.01.mp4?ex=689c4a76&is=689af8f6&hm=3b929006f1667c66aaafbbe849efc37d0cf2defb2827d3f79b0e7048691ea037&

  24. 5 hours ago, Ravensx said:

    is this in the plug in file itself? Do you know what line it was? were the change needs to be done?

     

    its in the cs file just search for 
    List<Item> foundItems = container.inventory.FindItemsByItemID(itemId);

    and replace irt with:
    replace with:
    List<Item> foundItems = container.inventory.itemList

  25. oki it seems its not working.

    im running your latest version.

    New admin comma nd:
    /ol.validatecache -> force start cache validation
    /ol.cacheinfo -> prints all information about current cache records
    /ol.sync -> force start sync plugin cache and server entities
    grafik.png.b9eac6be490905bf9fe51d0881aa6c03.png


    grafik.png.d64f6f055ead8f81f684de8fa5e66093.pnggrafik.png.e7eeba97c51d229daa60d1e33209639b.png

     

     

    So i reached the limit
    then i type: /ol.validatecache nothing special 
    /ol.cacheinfo -> prints all information about current cache records check screenshoorts ive a foundi limit of 20 oO
    /ol.sync -> force start sync plugin cache and server entities ->  after that i can build again.


    So i think thats the wrong way or im i wrong?
    when my player build their base and destroy some foundation they cant use this command and reached the building limit.i think thats not the best idea to enter all the time this commands.

     

    grafik.png

  26. Would it be possible to add a configuration option that allows for integration with external loot-injecting plugins? Specifically to support Zeode's Heli/Bradley Signals, which provides an internal custom loot table we like to use for multiplying your plugins loot table. Simply disabling custom loot injection for these crate types in the Loot Table & Stacksize interface, will result in vanilla crate contents.

     

            "Loot Options": {

              "Use custom loot table to override crate loot": true,

              "Minimum number loot items in crate (0 - 12)": 9,

              "Maximum number loot items in crate (0 - 12)": 10,

              "Allow duplication of loot items": true,

              "Maximum number of BPs in each crate": 2,

              "Custom loot table": [

     

            "Extra Loot Options": {

              "Use extra loot table (NOTE: Total of crate loot + extra items cannot exceed 12)": false,

              "Minimum number extra items to add to crate": 3,

              "Maximum number extra items to add to crate": 4,

              "Allow duplication of extra items": true,

              "Maximum number of BPs in each crate": 2,

              "Extra loot table": [

     

    Neither of these work modifying crate contents when Loot Table & Stacksize is loaded.

    The goal would be to allow your plugin to detect and respect loot changes made by these plugins, or at least provide a toggle/config setting that enables compatibility. This would offer greater flexibility for servers that already use loot injection systems and wish to avoid conflicts or unintended overrides - if possible.

     

    Thank you very much for considering this request.

  27. so if possible plz add the option for group entities that would be huge. ❤️
     

    also my staff member told me:
    the limit plugins appear to have a missing update interval for example as Clans, updating every 60 sec. if said interval set to high players recently connected do not show up in the current connected player list in clans for invitations. 

     

  28. no hel.p no fix?
     

    so as example.

    i set a default limit for foundations to 20 when i remove 1 foundation it said still limit reached. 

    https://medal.tv/de/games/rust/clips/kAE6scChq1LepParR?invite=cr-MSxFb3osMjIxMDMwODc2


    and the problem is also for planter and other stuff.

    just a reload from that plugin helps and limit works again any way to fix this? 
    https://medal.tv/de/games/rust/clips/kAEoP1hQKwUgvzdU1?invite=cr-MSxCZVMsMjIxMDMwODc2

     

    just a pluigin reload helps here..

  29. Hi,

    first of all, thank you for your work on the BossMonster plugin – it’s been a great addition to our server.

    I wanted to ask if you'd consider adding a feature that assigns the boss loot only to the player who dealt the most damage with a cooldowen timer.

    Ideally, the plugin would track damage per player during the boss fight, and once the boss dies, only the top damage dealer would be allowed to loot (or receive the loot directly).

    This would help prevent loot stealing and reward the most active participants in the fight.

    Let me know if this could be added, or if there's a way I could hook into the plugin logic to implement this myself.

    Thanks again for your time and effort!

    Best regards,

  30. Hi some Player reported since last FP Update + BetterTC Update that Wallpaper spawns in and outside fully randomly from time to time.

    We also use BuildingSkins which was updated about 8 month ago so ive 0 idea  what exactly causing this problem.

     

    randi.png

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