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Everything posted by TuxGeek
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Ive noticed that air convoy will crash sometimes into different monuments, like dome and then its just the patrol helis left. When this happens sometimes the patrol heli will go under the map and cause an error spamming console. CPU use skyrockets when this happens. is there anything i can do to prevent air convoy from doing this behavior?
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I do have a test server, I can make a new server from scratch also to do this, since the dependencies are not listed, what are all of the dependencies?
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ive reloaded copypaste and same error
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sorry i didnt realize it was a different command included with the plugin, I get the error below when running that command Failed executing chat command 'pastegeodes' in 'Geodes v2.2.4 by Wrecks' [callback] (String was not recognized as a valid Boolean.) at bool bool.Parse(ReadOnlySpan<char> value) x 2 at bool Convert.ToBoolean(string value, IFormatProvider provider) at bool string.System.IConvertible.ToBoolean(IFormatProvider provider) at bool Convert.ToBoolean(object value) at void Oxide.Plugins.Geodes.PasteGeodeShed(BasePlayer player, Vector3 spawnPosition) in /home/container/carbon/plugins/Geodes.cs:line 1211 at void Oxide.Plugins.Geodes.CmdSpawnGeodeHouse(BasePlayer player, string command, string[] args) in /home/container/carbon/plugins/Geodes.cs:line 61 at object System.Reflection.RuntimeMethodInfo.Invoke(object obj, BindingFlags invokeAttr, Binder binder, object[] parameters, CultureInfo culture)
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i can paste the base in with /paste geodes, but there is no npc in the base, i dont really want to paste the base in manually when its part of the plugin either
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Im on a linux dedicated machine using pterodactyl, maybe its a linux thing?
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I was able to paste the base with the old file manually with /paste geodes and the base went in without any error, when the dynamic spawn is set to false the npc and building will not spawn at outpost, but there is no error. when set to true the error exists even with the new copypaste file
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here is my list of plugins on that server, i will paste the building into that server in a min, im on another server i run right now helping a player out plugin-list.txt
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I get the error only when the dynamic spawn of the base is true, when set to false the error isnt there
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I have the geodes.json data file in the copy paste folder, here is my config Geodes.json
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I don't see any dependencies in the plug-in page, but I don't use dynamic spawn
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Hello, i run a carbon server and im getting this error in console when i load the plugin Loaded plugin Geodes v2.2.4 by Wrecks [137ms] [Geodes] MarkerManager needs to be loaded to have Rockhound's Location Displayed! Timer of 1s has failed in 'Geodes v2.2.4 by Wrecks' [callback] (String was not recognized as a valid Boolean.) at bool bool.Parse(ReadOnlySpan<char> value) x 2 at bool Convert.ToBoolean(string value, IFormatProvider provider) at bool string.System.IConvertible.ToBoolean(IFormatProvider provider) at bool Convert.ToBoolean(object value) at void Oxide.Plugins.Geodes.PasteGeodeShedFromConfig(Vector3 spawnPoint) in /home/container/carbon/plugins/Geodes.cs:line 1235 at void Oxide.Plugins.Geodes.OnServerInitialized()+() => { } in /home/container/carbon/plugins/Geodes.cs:line 850 at Timer Oxide.Plugins.Timers.In(float time, Action action)+() => { } in /__w/Carbon/Carbon/Carbon.Core/Carbon.Components/Carbon.Common/src/Oxide/Libraries/Timer.cs:line 50
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thank you, i thought i had it enabled but it wasnt.
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I run a carbon server. I had the event crash recently in my outpost, the player was not able to kill the scientists or loot them after they were killed, the crates were able to be looted though.
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i was not able to replicate the bug with the updated plugin
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I run a carbon server. I found a bug where if i add animals to the farm and use hover loot to take the animal back out the animal is born instantly. Animal-Farm-Bug.mp4
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i deleted the lang file and let it recompile but it used the old order still so i set the 0 and 1 in the correct order for "losttitle". "tooktitle" was already correct
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Hello, i run a carbon pve server. I am getting the following error spamming my console. Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/ColliderWorld"
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i do not however the problem is fixed, The last backup i have is from right before force wipe and everything worked at that time. Here is the file from that time though PlayerRanks.json
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i deleted the file and it compiled however i never edited the file so im curious as to how that happened
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Hello, with the newest version of the plugin on carbon im getting this error Requested 'PlayerRanks' for compilation Failed to compile 'PlayerRanks': (Invalid character after parsing property name. Expected ':' but got: ,. Path 'clan', line 29, position 13.) at bool Newtonsoft.Json.JsonTextReader.ParseProperty() at bool Newtonsoft.Json.JsonTextReader.ParseObject() at bool Newtonsoft.Json.JsonTextReader.Read() at object Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateDictionary(IDictionary dictionary, JsonReader reader, JsonDictionaryContract contract, JsonProperty containerProperty, string id) at object Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, object existingValue) at object Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, object existingValue) at object Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize(JsonReader reader, Type objectType, bool checkAdditionalContent) at object Newtonsoft.Json.JsonSerializer.DeserializeInternal(JsonReader reader, Type objectType) at object Newtonsoft.Json.JsonSerializer.Deserialize(JsonReader reader, Type objectType) at object Newtonsoft.Json.JsonConvert.DeserializeObject(string value, Type type, JsonSerializerSettings settings) at Dictionary<string, string> Newtonsoft.Json.JsonConvert.DeserializeObject<Dictionary<string, string>>(string value, JsonSerializerSettings settings) x 2 at Dictionary<string, string> Oxide.Core.Libraries.Lang.GetMessageFile(string plugin, string lang) in /__w/Carbon/Carbon/Carbon.Core/Carbon.Components/Carbon.Common/src/Oxide/Libraries/Lang.cs:line 93 at new Oxide.Core.Libraries.Lang(BaseHookable plugin) in /__w/Carbon/Carbon/Carbon.Core/Carbon.Components/Carbon.Common/src/Oxide/Libraries/Lang.cs:line 14 at void Oxide.Plugins.RustPlugin.Setup(string name, string author, VersionNumber version, string description) in /__w/Carbon/Carbon/Carbon.Core/Carbon.Components/Carbon.Common/src/Oxide/RustPlugin.cs:line 43 at void Oxide.Plugins.RustPlugin.SetupMod(Package mod, string name, string author, VersionNumber version, string description) in /__w/Carbon/Carbon/Carbon.Core/Carbon.Components/Carbon.Common/src/Oxide/RustPlugin.cs:line 26 at bool Carbon.Core.ModLoader.InitializePlugin(Type type, out RustPlugin plugin, Package package, Action<RustPlugin> preInit, bool precompiled) in /__w/Carbon/Carbon/Carbon.Core/Carbon.Components/Carbon.Common/src/Carbon/Modding/ModLoader.cs:line 236 at IEnumerator Carbon.Managers.ScriptLoader.Compile()+MoveNext() in /__w/Carbon/Carbon/Carbon.Core/Carbon/src/Loaders/ScriptLoader.cs:line 498
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Your welcome, I hope it gives you all the information you need to fix the error. I can check logs to see if there is more information