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Everything posted by Sapnu
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yep that fixed it lol . ill add it to my server bat file and remove it once you find you a fix
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i am using a metal hammer . i also set the percentage to 100 and nothing happens
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ok so it compiles fine now . but if i give myself an anvil and the hammer then try hitting it with the hammer nothing happens at all . this is with the default config that it generated . i have placed a normal ak inside and have hqm on me . its not taking hqm from me nor is the counter increasing . I dont get any errors in console either
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Sorry for the late reply i will check the plugin when i get home
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Error while compiling AnvilUpgrade: 'CuiInputFieldComponent' does not contain a definition for 'PlaceholderId' | Line: 3248, Pos: 29.. i comented it out then i get this error also Failed to call hook 'OnServerInitialized' on plugin 'AnvilUpgrade v1.0.1' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.CustomItemDefinitions+PluginContext.PatchMutateMethod (System.Type argumentType, System.Type patchClass) [0x00000] in <db1b5d1ffb8a421ebdc2848b6bdad6ff>:0 at Oxide.Plugins.AnvilUpgrade.Entry () [0x0001d] in <db1b5d1ffb8a421ebdc2848b6bdad6ff>:0 at Oxide.Plugins.AnvilUpgrade.OnServerInitialized (System.Boolean initial) [0x00003] in <db1b5d1ffb8a421ebdc2848b6bdad6ff>:0 at Oxide.Plugins.AnvilUpgrade.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0028b] in <db1b5d1ffb8a421ebdc2848b6bdad6ff>: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 <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0
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i get another error now . Error while compiling AnvilUpgrade: 'CuiInputFieldComponent' does not contain a definition for 'PlaceholderId' and no accessible extension method 'PlaceholderId' accepting a first argument of type 'CuiInputFieldComponent' could be found (are you missing a using directive or an assembly reference?) | Line: 2554, Pos: 71
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Error while compiling AnvilUpgrade: 'ServerPrefabs.LogError(string, Exception)' is inaccessible due to its protection level | Line: 79, Pos: 17
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the only other thing i can think of is if i build a base that has metal building blocks with the shipping container skin on them and they are all set to the same color . when i load the base back in each block will be a random color . also if i build say a stone wall with a skin on it then upgrade it the symmetrical walls will turn into twig
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Yes that is exactaly what i mean . Since you already have all of the data stored in a file to spawn the base back in could you re add them to the cache when they spawn ? . And maybe add the symmetry type used to the save file for that base so it can be reapplied when its finished spawning ? . There isnt any rush for the weather stuff the admin panel sounds really useful and should come first
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sorry to be a pain . if i load in a base and set symmetry it applies fine but if i want to edit the base like remove an exsisting wall the symmetrical walls/walls dont get removed . its the same with upgrading and such . apart from that it seems perfect so far and my players are really enjoying the plugin . the only other nice features would be allowing players to change the weather and time of day for thier own build plot
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Hello i have 2 suggestions. 1. With symmetry would it be possible to add a pause . so that players can remove a single item or wall or what ever without having to turn it off . Right now if the user turns it off to remove a single wall or to place a single box or any deployable when they turn it back on they need to reset the symmetry and when they do so what ever was built before hand is no longer included in the symmetry. so if they go to upgarde a wall the symmetrical walls dont get upgraded ect 2. Again with symmetry can you make it so if a user rotates a wall the symmetrical walls also rotate
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here is a video of what is going on . the only plugins loaded are .image libary, permissions manager and tc upgrades
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that plugin is the only plugin i had installed
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still no updates ?
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is there any updates on this issue yet
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no i only have this one installed
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if i try and upgrade anything on the base to default hqm from the ui it turns into twig . but if i do it with the hammer it works fine . then if i try and change the skin for the hqm to the new one foundations look like they turn into floors and then the base will start to decay even if there is enough stuff in the toolcupboard