Mike6FO
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Everything posted by Mike6FO
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May have finally found the issue. Found RF C4 left behind on the tracks after it got stuck again. Was able to duplicate the issue. Also placed some down before the tracks. A bradley did pick one up as it was driving over and then became stuck on the tracks down the road.
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EDIT: Disregard...will do new ticket.
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I've tried many times to duplicate this on my test box (same map), but can't. Haven't had any more reports on live either. So I'm going with it was a fluke and not an issue anymore.
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Generated on RustMaps then 2 custom monuments added. I'll DM you the link to map and config file.
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Happened in the same spot again, so maybe map issue? Vendor not involved. First Bradley and going opposite direction this time. Was able to ram it with a car and got it to move. Track doesn't appear to be any higher than other crossings, so not sure what it's getting stuck on.
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Not sure the sequence of events, if the 2nd Bradley got stuck on the train tracks first or if the traveling vendor spawned in the middle and caused the hang. But the vendor did drive into the 1st Bradley and got stuck (this was the actual vendor, not one of the convoy vehicles). Someone did attack it during this, so the NPCs were out in the screenshots. After the NPCs remounted their vehicles I removed the vendor, but convoy was still stuck. No errors in console.
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Failed to call hook 'OnEntitySpawned' on plugin 'BetterNpcNames v1.2.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.BetterNpcNames.UpdateName (NPCPlayer npc) [0x00074] in <1b0c747b204940edae286eea7e427bc3>:0 at Oxide.Plugins.BetterNpcNames.OnEntitySpawned (BaseEntity entity) [0x00018] in <1b0c747b204940edae286eea7e427bc3>:0 at Oxide.Plugins.BetterNpcNames.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00373] in <1b0c747b204940edae286eea7e427bc3>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0 When NPCs are spawning from NPC-Raiders. Unsure if any others are causing it. Could only correlate it with NPC-Raiders.
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HAHA., Yea, not sure why the TC placement isn't logging on my test server, but it's working on live and that's what counts. Maybe a Linux vs Windows issue? Test is Linux, live is Windows. But the TC position coordinates on Discord posts would be nice to add back if possible.
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Just got the plugin, but have a couple questions: Can the positions (for TC) be added into the Discord messages like shown on description page, or is that from a previous version? I see them in the UI, but would be helpful to have them in the Discord message too. Not a big of a deal though. Also, TC placement doesn't seem to log, only the auth at placement. Would this be possible to add to differentiate the original placement from other auths? I see TCPlace is setup in the lang file, but it doesn't show in log or Discord. Nevermind, placement is indeed logging on live server, just not my test server for some reason.
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2.6.4 looks good! Thank you Khan!
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Just loaded 2.6.3 on latest staging and getting this: 10/03 12:39:28 | [Stack Modifier] Default Item's are missing! Notify DEV! Create Support Ticket!: Frankenstein Mask_-1647389398_frankensteinmask_1 Mummy Mask_809689733_mummymask_1 Frontier Suit_-105415879_hazmatsuit.frontier_1 Waterwell NPC Jumpsuit_-874908751_jumpsuit.waterwellnpc_1 Radioactive Water_1811780502_water.radioactive_2147483647 Blunderbuss_-880412831_blunderbuss_1 Frontier Hatchet_1937380239_frontier_hatchet_1 High Caliber Revolver_-92315244_revolver.hc_1 10/03 12:39:30 | KeyNotFoundException: The given key '-1647389398' was not present in the dictionary.
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- 767 comments
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- #shop
- #shop ui
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(and 25 more)
Tagged with:
- #shop
- #shop ui
- #store
- #market
- #server rewards
- #gui shop
- #custom items
- #rust shop
- #mevent
- #market system
- #marketplace
- #buy
- #sell
- #in game
- #economics
- #humannpc
- #market and magazine
- #gui
- #money exchange
- #rust shop plugin
- #shop system
- #best shop
- #best rust shop
- #shop items
- #shop mevent
- #shop in menu
- #shop gui
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2.6.1 fixes it. Thank you sir!!!
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Also seeing this on load. I think that's the gas compression attachment? KeyNotFoundException: The given key '-1767794021' was not present in the dictionary. at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <f98723dd4586469db5213ec59da723ca>:0 at Oxide.Plugins.StackModifier+<ModifyStacks>d__23.MoveNext () [0x000bb] in <e0adcb9ee167429198efbab626b2cc52>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <470ec865e9cd405cbc45cdbc22bb3c0c>:0
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Can't change pages in the GUI and getting this in console: [Stack Modifier] foreach threw Exception: Holosight, 442289265, weapon.mod.holosight 500000, False Failed to call hook 'ConsoleEditorShow' on plugin 'StackModifier v2.6.0' (KeyNotFoundException: The given key 'weapon.mod.holosight' was not present in the dictionary.) at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <f98723dd4586469db5213ec59da723ca>:0 at Oxide.Plugins.StackModifier.CreateEditorItemEntry (Oxide.Plugins.StackModifier+_Items dataItem, System.Single ymax, System.Single ymin, System.String catName, System.String text) [0x0023f] in <9dc18a324b9848fca67c4edb880a0040>:0 at Oxide.Plugins.StackModifier.ShowEditor (BasePlayer player, System.String catid, System.Int32 from, System.Boolean fullPaint, System.Boolean refreshMultipler, System.Boolean filter, System.String input) [0x00637] in <9dc18a324b9848fca67c4edb880a0040>:0 at Oxide.Plugins.StackModifier.ConsoleEditorShow (ConsoleSystem+Arg arg) [0x00089] in <9dc18a324b9848fca67c4edb880a0040>:0 at Oxide.Plugins.StackModifier.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0059d] in <9dc18a324b9848fca67c4edb880a0040>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <795304323ac74a298b8ed190a1dfa739>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0
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- 193 comments
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- #stacks
- #rust stacks
- (and 22 more)
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Is the gas compression overdrive attachment not going to be in final public? Testing on staging and getting error, but that may be why. 09/05 13:30:25 | [Stack Modifier] Default Item's are missing! Notify DEV! Create Support Ticket!: Gas Compression Overdrive_-1767794021_weapon.mod.gascompressionovedrive_1 09/05 13:30:26 | [Stack Modifier] 100% 09/05 13:30:26 | [Stack Modifier] Modifying Stacks 09/05 13:30:26 | KeyNotFoundException: The given key '-1767794021' was not present in the dictionary.
- 193 comments
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- #stacks
- #rust stacks
- (and 22 more)
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On Staging: KeyNotFoundException: The given key '962186730' was not present in the dictionary. at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <ff4e3fe86250407285eaebda8f185c35>:0 at Oxide.Plugins.StackModifier+<ModifyStacks>d__23.MoveNext () [0x000bb] in <41e14c3d08e34f89a95dc444e359f004>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <e808736c84f0469fbbf710d80a904487>:0
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Possible issue with Aug 1 force wipe: (On Staging w/ Staging Oxide) Error while compiling NpcRaiders: 'NpcRaiders.NpcRaider.CreateCorpse(BasePlayer.PlayerFlags, Vector3, Quaternion, List<TriggerBase>)': no suitable method found to override | Line: 2156, Pos: 40 I know things can change before tomorrow though.
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Failed to compile: Cannot convert type 'BasePlayer.EncryptedValue' to 'int' | Line:259, Pos:58
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Looks like the latest staging fixed the issue. New crane in place. Does leave behind the 2 items that were blocking the ladder and the camera is mostly inside the cab now. But can be manually fixed in RustEdit.
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Looks like a known issue with the crane. Removing the crane solves the problem for now.
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I had previously removed the water issue and it's been running good. But appears to have a new issue with this month's staging. Map is good until I add the factory in. Exception (cs:96708): NullReferenceException: Object reference not set to an instance of an object. DeferredMeshDecal+InstanceData..ctor (UnityEngine.Renderer renderer, UnityEngine.Material material, System.Int32 submeshIndex) (at <00000000000000000000000000000000>:0) DeferredMeshDecal.PrepareLinks (UnityEngine.Material[] mats) (at <00000000000000000000000000000000>:0) DeferredMeshDecal.OnEnable () (at <00000000000000000000000000000000>:0) GameManager.CreatePrefab (System.String strPrefab, UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) (at <00000000000000000000000000000000>:0) Prefab.Spawn (UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) (at <00000000000000000000000000000000>:0) World.Spawn (System.String category, Prefab prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale) (at <00000000000000000000000000000000>:0) World.Spawn (ProtoBuf.PrefabData prefab) (at <00000000000000000000000000000000>:0) World+<Spawn>d__79.MoveNext () (at <00000000000000000000000000000000>:0) WorldSetup+<InitCoroutine>d__19.MoveNext () (at <00000000000000000000000000000000>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <00000000000000000000000000000000>:0) GameManager:CreatePrefab(String, Vector3, Quaternion, Vector3, Boolean) Prefab:Spawn(Vector3, Quaternion, Vector3, Boolean) World:Spawn(String, Prefab, Vector3, Quaternion, Vector3) World:Spawn(PrefabData) <Spawn>d__79:MoveNext() <InitCoroutine>d__19:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
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Was on 2.3.9, upped to 2.4.1 and got the issue. Compared the config files, and they read as identical. Attaching both for you. The one listed as StackModifier1.json is the version after the upgrade was installed. StackModifier.json StackModifier1.json
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Well, I may be wrong on that. Health isn't changing but looks like other aspects may still be getting changed.