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DOWNLOADS EXTRA
Everything posted by hid333
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- 7 comments
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- 1
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- #realism
- #realistic
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(and 6 more)
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I checked again, and no message appears saying I don't have permission. When I'm in a safe zone or a place where I have TC permission, I can open the redeem inventory with the items output correctly. The settings are as follows, and I haven't edited the Lang file. { "Redeem Commands": [ "redeem" ], "PopUp API Preset": "Legacy", "Redeem Storage Item Reminder (in seconds, 0 to disable)": 600, "Redeem Inventories": { "default": { "Default Redeem Inventory (only one)": true, "PopUp Message (configurable in lang file)": false, "Redeem Only In Safezone": true, "Redeem Only If Authed": true, "Allow When No Cupboard (works is option above is true)": false, "Wipe Storage Content On Server Wipe": false }, "market": { "Default Redeem Inventory (only one)": true, "PopUp Message (configurable in lang file)": true, "Redeem Only In Safezone": true, "Redeem Only If Authed": true, "Allow When No Cupboard (works is option above is true)": false, "Wipe Storage Content On Server Wipe": false } } }
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I understand. If that's the case, it may be that something on our side is affecting it and preventing it from displaying, so I'll check. The function itself is not affected in any other way.
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There will be no response if you do not have permission due to the following settings, etc. It would be helpful if an error message stating that you do not have permission was displayed. I have not tried the safe zone, but if it is the same, I would appreciate it if you could do the same. "Redeem Only If Authed": true,
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I've confirmed that I can receive items purchased on the ”redeem market”, but how can I receive items if RedeemStorageAPI.cs isn't installed? If it's required, I'd like it to be listed as a required plugin. Also, please add a button to open RedeemStorage on the shopystock UI.
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I asked Chat GPT to transcribe the conversation and ask about the cause and solution. I'm not sure if this is correct. Assertion failed UnityEngine.Debug:Assert(Boolean) %5736d4887977614dab5fd27059527f0407cbde44:%6af9e06a84010b9ad6c39ef72bddf816722ae73(Int32) %223daeeeeed9a84db08987cc29967c8af0d2c9cc5:%00ebb273af85c6e6085990c0ce8a4af5ecdf6182(Vector2i, Vector2i, %5736d4887977614dab5fd27059527f0407cbde44) %223daeeeeed9a84db08987cc29967c8af0d2c9cc5:%00ebb273af85c6e6085990c0ce8a4af5ecdf6182(Bounds) WaterVisibilityTrigger:OnDisable() <LoadLevelAsync>d__7:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) What's happening? (Cause) This is a log indicating that Unity's Assert (a safety check for developers) failed. UnityEngine.Debug:Assert(Boolean) → A halt check occurred because a condition that should have been true was false. WaterVisibilityTrigger:OnDisable() → Occurs when the trigger controlling water visibility (underwater and surface visibility) is disabled. <LoadLevelAsync>d__7:MoveNext() → Occurs during map/scene loading. In other words, When the WaterVisibilityTrigger is disabled during loading, the internal state becomes unexpected, causing the Assert to fail. The most common causes are one of the following: Possible causes Abnormal water trigger (bounds/coordinates) on the custom map/monument side Range is 0 (no size) Bounds are inverted (min > max) Out-of-world location Negative scale/extreme scale Temporary bug in Rust itself (e.g., immediately after an update) Corrupted client-side cache/configuration
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When I exit the server, I get the error in the attached image. After a quick search, it appears to be a water trigger error. It doesn't occur on other maps. Please check and resolve it.
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The angle of the bridge near AB11 is bad, causing the locomotive to get stuck and not be able to pass. The train was fine. Please fix this.
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I thought that specifying Deposit/Withdraw Permission would create new permissions and allow me to use the function by assigning them, but even when I set it as shown below, the permissions were not displayed and I was unable to assign them. I was able to use it by leaving the permissions blank. I assumed that new permissions could not be set here, and only existing permissions could be set here, but is that correct? "Deposit/Withdraw Config": { "Deposit - Enabled": true, "Deposit - Required Permission (not required, if empty)": "shoppystock.depo", "Withdraw - Enabled": true, "Withdraw - Required Permission (not required, if empty)": "shoppystock.with",
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I just purchased it and haven't actually used it yet, so I'm not sure when this message is displayed, but I'm wondering if the following 0 and 1% should actually be {0} and {1}%. \lang\en\ShoppyStock.json "Event_ExtremeDemand": "Event ExtremeDemand increased price of 0 by 1%! This message can be changed in /lang/en/ShoppyStock.json file!", "Event_HighDemand": "Event HighDemand increased price of 0 by 1%! This message can be changed in /lang/en/ShoppyStock.json file!", "Event_VeryHighDemand": "Event VeryHighDemand increased price of 0 by 1%! This message can be changed in /lang/en/ShoppyStock.json file!", "Event_NegativeDemand": "Event NegativeDemand increased price of 0 by 1%! This message can be changed in /lang/en/ShoppyStock.json file!", "Event_UltraNegativeDemand": "Event UltraNegativeDemand increased price of 0 by 1%! This message can be changed in /lang/en/ShoppyStock.json file!",
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It seems that regular players can remove the signs.
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What do you mean by "date files"? Are you referring to the files under "data"? If it's a file under "data", I downloaded and unzipped the latest versions of default, jungle, and Christmas.
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One player is receiving a message saying that the global cooldown limit has been reached and a signal is being returned. Other players can call in a helicopter without any problems when they throw, but this is the only player experiencing this issue. They're normal players, so there's no difference in permissions or anything like that. Please tell me why this is occurring. Also, is there a log file somewhere that manages the cooldown times for teams and individual players? (For example, under /data) I'm guessing that the fact that the player is throwing something is recorded there, causing this issue, but I can't find any such log data. I'm wondering where it's managed.
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I checked because the plugin wouldn't start unless I fixed the linter errors. If I manually remove all invalid commas, the plugin errors go away and it starts. If I delete and relocate the data directory and configuration files and then reload the plugin (resetting it to its full default state), I get the following error: Failed to call hook 'OnServerInitialized' on plugin 'DynamicMonuments v1.2.5' (FormatException: Input string was not in a correct format.) at System.Number.ThrowOverflowOrFormatException (System.Boolean overflow, System.String overflowResourceKey) [0x0001a] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0 at System.Number.ParseUInt64 (System.ReadOnlySpan`1[T] value, System.Globalization.NumberStyles styles, System.Globalization.NumberFormatInfo info) [0x00019] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0 at System.UInt64.Parse (System.String s, System.Globalization.NumberStyles style, System.IFormatProvider provider) [0x0001d] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0 at System.Convert.ToUInt64 (System.String value, System.IFormatProvider provider) [0x00006] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0 at System.String.System.IConvertible.ToUInt64 (System.IFormatProvider provider) [0x00000] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0 at System.Convert.ChangeType (System.Object value, System.Type conversionType, System.IFormatProvider provider) [0x00128] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0 at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.EnsureType (Newtonsoft.Json.JsonReader reader, System.Object value, System.Globalization.CultureInfo culture, Newtonsoft.Json.Serialization.JsonContract contract, System.Type targetType) [0x0007c] in <271c58b7a8684db5a2c92be17a81f252>:0
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All of the monument data under the data directory gives me a JSON linter error. Is it correct to use this as is? Should I fix it and use it?
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Is this the same as the DLC? If it's the same as DLC, I feel like it would fall under the terms of use, but what do you think? Is it okay to use it?
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I'm using the full-screen Template NEW RUST. Settings etc. cannot be provided immediately. Please check first as it will be displayed if you revert to the old version of the plugin.
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Authentication is not working properly, so please try this. The ADD ITEM button has disappeared since V2.4.10. It's the same in the latest version. I confirmed that it displayed normally when I reverted to V2.4.7.
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I can't find the add button even when I go into edit mode.
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I also purchased the Jungle and Christmas versions. Since the Christmas season is over, I removed them from the data folder, and the game would no longer load and launch. When I downloaded the latest version again, this problem occurred. Also, it seems that removing Christmas or Jungle after adding them will result in an error. (You need to set auto spawn to false.) What a surprise validator error...I fixed them one by one. There was also a typo in one of the jungle monuments. I hope they check it carefully before release.
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The contents of the crate are empty. I thought there might be something wrong with the LootManager settings, so I deleted all the files and reinstalled it, but the result was the same. Other Christmas monuments and regular Dynamic Monuments have their contents in the boxes normally. I'm using the Loot Table & Stacksize GUI. How can I resolve this issue?
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The server is restarted twice a day, and I just restarted it, but no problems occurred. I think this happens when you register for the first time after the wipe, but I'm not sure of the timing.