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Everything posted by DocNorris
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Please make it so the npcs get knocked when you kill them. I know you said its not possible to do before but I just seen this mod on here . So it must be possible
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MedalTVRust20251206184745672-tr-edit.mp4
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There is a invisible turret on some of his builds that stop you adding another and cusses a lag spot when you walk over it
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Attack Weapon hatchet.entity[3839251] has no Item Attack Weapon hatchet.entity[3839251] GetParentEntity is null Attack Weapon hatchet.entity[3839251] has no Item Attack Weapon hatchet.entity[3839251] GetParentEntity is not valid Attack Weapon hatchet.entity[3839251] GetParentEntity is null Attack Weapon hatchet.entity[3839251] GetParentEntity is not valid at ResourceDispenser.GiveResources (BasePlayer entity, System.Single gatherDamage, System.Single destroyFraction, AttackEntity attackWeapon) (at <4a8675d0fdb04a78becadde562d78f49>:0) at ResourceDispenser.DoGather (HitInfo info, BaseCorpse corpse) (at <4a8675d0fdb04a78becadde562d78f49>:0) at ResourceDispenser.OnAttacked (HitInfo info) (at <4a8675d0fdb04a78becadde562d78f49>:0) at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.ResourceEntity.OnAttacked_Patch0(ResourceEntity,HitInfo) at TreeEntity.OnAttacked (HitInfo info) (at <4a8675d0fdb04a78becadde562d78f49>:0) at Oxide.Plugins.RoamingNPCs+CustomPet.ServerMeleeAttack () (at /home/container/carbon/plugins/RoamingNPCs.cs:3728) at RustServerMetrics.HarmonyPatches.Delayed.InvokeHandlerBase_DoTick_Patch.InvokeWrapper (InvokeAction invokeAction) (at <308a54f4f86f4a65ae3e6faa7484eae3>:0) at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.InvokeHandlerBase`1[[InvokeHandler, Facepunch.UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]].DoTick_Patch0(InvokeHandlerBase`1<InvokeHandler>) at InvokeHandlerBase`1[T].LateUpdate () (at <1cb0c1a470524bb4a513252921982d15>:0) NullReferenceException: Object reference not set to an instance of an object
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Failed to create agent because it is not close enough to the NavMesh at Oxide.Plugins.RoamingNPCs+MoveController.UpdateControlMove (System.Boolean inWater, System.Boolean isMoving, System.Single depth, System.Single waterLevel) (at /home/container/carbon/plugins/RoamingNPCs.cs:4682) at Oxide.Plugins.RoamingNPCs+MoveController.ThinkUpdate () (at /home/container/carbon/plugins/RoamingNPCs.cs:4668) at RustServerMetrics.HarmonyPatches.Delayed.InvokeHandlerBase_DoTick_Patch.InvokeWrapper (InvokeAction invokeAction) (at <308a54f4f86f4a65ae3e6faa7484eae3>:0) at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.InvokeHandlerBase`1[[InvokeHandler, Facepunch.UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]].DoTick_Patch0(InvokeHandlerBase`1<InvokeHandler>) at InvokeHandlerBase`1[T].LateUpdate () (at <1cb0c1a470524bb4a513252921982d15>:0)
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NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.RoamingNPCex.PluginExtension.IsVisible (BasePlayer player, BasePlayer target, System.Int32 layerMask) (at /home/container/carbon/plugins/RoamingNPCs.cs:7869) at Oxide.Plugins.RoamingNPCs+AttackerState.CheckTarget (BasePlayer player) (at /home/container/carbon/plugins/RoamingNPCs.cs:6102) at Oxide.Plugins.RoamingNPCs+Brain.GetNearestEntity[T] (System.Func`2[T,TResult] func) (at /home/container/carbon/plugins/RoamingNPCs.cs:4380) at Oxide.Plugins.RoamingNPCs+AttackerState.UpdateTarget () (at /home/container/carbon/plugins/RoamingNPCs.cs:6077) at Oxide.Plugins.RoamingNPCs+BattleState`1[T].ThinkUpdate () (at /home/container/carbon/plugins/RoamingNPCs.cs:6199) at RustServerMetrics.HarmonyPatches.Delayed.InvokeHandlerBase_DoTick_Patch.InvokeWrapper (InvokeAction invokeAction) (at <308a54f4f86f4a65ae3e6faa7484eae3>:0) at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.InvokeHandlerBase`1[[InvokeHandler, Facepunch.UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]].DoTick_Patch0(InvokeHandlerBase`1<InvokeHandler>) at InvokeHandlerBase`1[T].LateUpdate () (at <1cb0c1a470524bb4a513252921982d15>:0)
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When will this be fixed ?
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This update has fixed most of the issues though so that is good news
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It got stuck looping the same path I watched it run back and forward for ages. Maybe its because its trying to put a stash right next to a monument
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It just died randomly, You can see it die at the end of the video
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Ive noticed a few have been stuck in a path loop still then eventually the npcs die. This one was running this path for about 10 mins then it died. It also ignores the terrain triggers so it looks like it s running in the air then it crosses the sewer pits. Sadly I missed clipping it. https://medal.tv/games/rust/clips/lukpYRo3keuzAIT6Y?invite=cr-MSxpbUgsMTkzOTAzMTYy&v=30
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Testing it now bud
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I've tested this plugin thoroughly on both a standard and a custom map and ran into a lot of problems. NPCs get stuck at monuments (both normal and custom). (fixed) NPCs get stuck in water. (fixed) NPCs get stuck just roaming in open areas. (fixed) NPCs get stuck looping the same path over and over. (fixed) Npcs Ignore terrain trigger causing them to walk in the air There’s also constant console spam when using voices, even with the data file installed. The only way to stop it is to disable voices in the config. Console spam error (fixed) | [RoamingNPCs Warning]: File uinston2/medical_state/2 not found (fixed) [RoamingNPCs Warning]: File uinston2/medical_state/3 not found (fixed) The plugin also causes noticeable lag and strain on the server when NPCs get stuck. As soon as it’s removed, the lag goes away. (fixed) I like the idea behind it and appreciate the dev’s effort to fix things, but it feels like there hasn’t been enough testing. There are just too many bugs right now. I’ll update my review once these issues are fixed, but at the moment, the plugin isn’t usable. Update Latest Update has fixed most of the issues but there are still a couple that needs sorting
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It was causing loads of lag on my servers as well this time. As soon as I removed the mod it stopped
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I have had to remove the mod again as its way to buggy still
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This one stuck underwater in the river https://medal.tv/games/rust/clips/ltSiJWqZPLV0a3Peg?invite=cr-MSxUY1gsMTkzOTAzMTYy&v=25
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I think this latest update has made them worse
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This one stuck doing the same thing as before https://medal.tv/games/rust/clips/ltSelrvKhafLm6w5s?invite=cr-MSxpTDAsMTkzOTAzMTYy
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This one spawned in a loot room and is now stuck https://medal.tv/games/rust/clips/ltSbKdlSlZU2AB_bl?invite=cr-MSxuOU0sMTkzOTAzMTYy&v=19
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This one stuck on a barrel https://medal.tv/games/rust/clips/ltS8YLDppr9BeKZBZ?invite=cr-MSxjRUksMTkzOTAzMTYy
