-
Posts
175 -
Joined
-
Last visited
Content Type
Profiles
Warranty Claims
Downloads
Forums
Store
Services
Downloads Plus Support
DOWNLOADS EXTRA
Reels
Everything posted by miniMe_rust
-
'OnServerInitialized' failing after 3-Sep update
miniMe_rust replied to miniMe_rust's Support Report in Support
I've got this problem on both of my Carbon servers. When I reload MonumentOwner I see this in the log: Failed to call internal hook 'OnServerInitialized' on plugin 'MonumentOwner v1.8.3' [352240293] (Object reference not set to an instance of an object) at void Oxide.Plugins.MonumentOwner.OnServerInitialized() in /home/container/carbon/plugins/MonumentOwner.cs:line 529 at object Oxide.Plugins.MonumentOwner.InternalCallHook(uint hook, object[] args) in MonumentOwner.cs/Internal:line 695 Find my config attached. Thanks in advance for looking. MonumentOwner.json -
Failed to call internal hook 'OnServerInitialized' on plugin 'MonumentOwner v1.8.3' [352240293] (Object reference not set to an instance of an object) at void Oxide.Plugins.MonumentOwner.OnServerInitialized() in /home/container/carbon/plugins/MonumentOwner.cs:line 529 at object Oxide.Plugins.MonumentOwner.InternalCallHook(uint hook, object[] args) in MonumentOwner.cs/Internal:line 695 ... during first server start after force wipe - very likely showing at every server restart. The plugin though appears to be working fine.
-
Free vs Premium (from the umod.org plugin page) It's been enjoyable being able to provide the community with free quality plugins for several years, trying to answer everyones questions, and implementing your ideas. However desperate times call for desperate measures and I need to make some changes. Thank you for understanding why the plugin was split into 2 versions. The premium version includes all 5 difficulties, player lockouts, buyable events, an improved ranked system, options to spawn npcs inside of bases, and a probability modifier to set a specific chance for each item to spawn. The free version does not contain these features and has one difficulty setting (normal mode). As of 3.0.1, dynamic difficulties have been added to the premium version.
-
Hey @nivex, a quick question: A player asked to make "super serum" (supertea) available on my PvE server. I'm using Raidable Bases, and therefore I'm looking into adding it to the Raidable Bases loot table. Since "super serum" is definitely o.p. I want to make it as hard to get as possible - so I'm thinking of making it so, that with a probability of 50:50 you can find 1 (one) "super serum" in a nightmare base. I edited `carbon/data/RaidableBases/Difficulty_Loot/Nightmare.json` and added this on top of the file: { "shortname": "supertea", "name": null, "text": null, "blueprint": false, "skin": 0, "amount": 1, "amountMin": 1, "probability": 0.5, "stacksize": -1 }, Is this correct for what I want to achieve? Allowing a player to find not more than 1 (one) "Super Serum" with a chance of only 50% in the entire nightmare raidable base? Or do I have to add another setting to limit it to max. 1? Thanks in advance for looking at this.
-
NullReferenceException: Object reference not set to an instance of an object
miniMe_rust replied to Friendly Factions's Support Report in Support
Hey there! Instead of this: "Files": null, "Blacklist": null you can do this: "Files": [], "Blacklist": [] and it will work! -
Hi nivex, I got reports from players complaining that Raidable Bases "/buyraid" is taking more scrap from players' inventories than what is set up in the config. I have made it so, that players always have to pay for their raids, easy is 1000 scrap, medium 2000, and so on. Here is where it gets weird: When the player has the scrap in stacks less than 1000 (the default) the correct amount of scrap is taken. But if you happen to have bigger stacks - like you get 2500 scrap from a raidable base in just 1 stack, the entire stack is taken as if it were a normal stack with 1000 scrap. In both cases (see screenshots) the payment would have been 4000 scrap for an expert base. In both cases all the scrap was taken, and the player overpaid. How to reproduce: Configure "/buyraid" to use scrap - in this case an expert base will be 4000 scrap. Give yourself enough scrap in 2 or 3 stacks, the stacks exceed 1000 and in total you have more than the required 4000 scrap in inventory. Perform "/buyraid". See that your scrap is gone, and you overpaid. I'm not sure whether this is a new problem, or Raidable Bases always has been like this. However, this wipe was the first time ever a player complained, and it was not just one - another player decided to volunteer and reproduced the problem. So you should have no difficulties to reproduce for yourself. I'm using Raidable Bases on Carbon. Thanks in advance for looking into this.
-
Nice. My fix and nothing else is what went into version 1.0.7 - no thank you, no mention. Lovely! Some people like to walk over others and largely ignore their customers otherwise. I will look for alternatives and walk away from this plugin.
-
There only seems to be this minor issue - when the plugin loads or reloads, e.g. when you use /sprules and change something, it seems SimplePVE has something like a split personality. I'm running it on Carbon. [SimplePVE] Cleaning up... [SimplePVE] Initializing rules..... Trying to register permission 'simplepve.admin' but already used by another plugin. (Requestee plugin 'SimplePVE') Trying to register permission 'simplepve.adminloot' but already used by another plugin. (Requestee plugin 'SimplePVE') Trying to register permission 'simplepve.admindamage' but already used by another plugin. (Requestee plugin 'SimplePVE') [SimplePVE] New Rules data loaded successfully. Loaded plugin SimplePVE v1.3.2 by Ifte [2779ms] [SimplePVE] Images loaded......
-
The simplest fix could be to replace line 287: original: player.ClientRPCPlayer(null, player, "RPC_OpenLootPanel", box.panelName); replace with: player.ClientRPC(RpcTarget.Player("RPC_OpenLootPanel", player), box.panelName); Not sure if the author agrees, but it seems to work for me. I'm leaving this here as a suggestion.
-
* failed plugins (1) line stacktrace BankCell.cs 287:20 'BasePlayer' does not contain a definition for 'ClientRPCPlayer' and no accessible extension method 'ClientRPCPlayer' accepting a first argument of ty... pe 'BasePlayer' could be found (are you missing a using directive or an assembly reference?)
-
Thank you! I just read the update news, and I'm truly happy to see that you're really thinking ahead, especially how PVE and the new Apartment Complex are supposed to be handled, and I think that @Iftebinjan really covered all the essentials with config options. Let's hope for little to no bugs Can't wait to set it up after wipe.
-
OnRaidableBasePurchased hook seems to not work anymore
miniMe_rust replied to miniMe_rust's Support Report in Support
Thanks nivex, the updated hook works perfectly fine, once I mirrored the changes to the signature in my logger. I can see why those elements have been removed - for me that hook is now perfect as it is -
OnRaidableBasePurchased hook seems to not work anymore
miniMe_rust posted A Support Report in Support
Hey nivex, it seems since your changes to /buyraid the OnRaidableBasePurchased hook either does not fire anymore, or the signature changed. Until before that update my logger caught purchases reliably, but not anymore: > OnRaidableBasePurchased(string owner, Vector3 eventPos, string gridLabel, int mode, bool allowPVP, float unknownId, float loadTime, string BaseName, DateTime spawnDateTime, DateTime despawnDateTime) Thanks in advance for checking and for your great work -
Hey nivex, I got several reports from players on my servers, that Raidable Bases did spawn the very same base 2 or even 3 times in a row, which can be very annoying. Hence the question whether the "randomly" selected raidable bases can be made more "random", e.g. by adding them to a list so that you can see that this base was spawned recently, and Raidable Bases picks another one? Oh, on my servers players have to use "/buyraid" but I don't allow to choose which base to spawn. That is the random part I'm speaking of. I have roundabout 20-35 different raidable bases per difficulty from easy, medium, hard, expert up to nightmare. All the bases are correctly added to config and can be spawned. Usually bases are picked in more-or-less random order. But *sometimes* the plugin picks the same base several times in a row. Understandable, that players don't like it. It would be great if you could look into this. Thanks again for a great plugin and all your hard work! Here is the original feedback from one of my players:
-
Hey guys! Any idea where I can check items which have recently been removed from the game? I've got 1 raidable base (a large one with copypaste file >2MB) which gives me this error, which looks like an invalid item copypaste tried to spawn and fell flat on it's face: Failed to execute OnFrame callback (Object reference not set to an instance of an object) at void Oxide.Plugins.CopyPaste.PasteEntity(Dictionary<string, object> data, PasteData pasteData, BaseEntity parent) in /home/container/carbon/plugins/CopyPaste.cs:line 2614 at void Oxide.Plugins.CopyPaste.PasteLoop(PasteData pasteData) in /home/container/carbon/plugins/CopyPaste.cs:line 1636 at void Oxide.Plugins.CopyPaste.PasteLoop(PasteData pasteData)+() => { } in /home/container/carbon/plugins/CopyPaste.cs:line 1640 at void Carbon.Managers.CarbonProcessor.Update() in /home/runner/work/Carbon/Carbon/src/Carbon/src/Processors/CarbonProcessor.cs:line 63 Due to the sheer size of the copypaste file and no information on what to look for I don't know how I can fix the base. Also the error message is not really telling anything - it does not mention what item it was chewing on when it crashed. Any help appreciated -update- I have extracted the prefabs from the copypaste json file prefabs.txt
-
- 233 comments
-
- #jtedal
- #mad mappers
-
(and 7 more)
Tagged with:
-
- 233 comments
-
- 1
-
-
- #jtedal
- #mad mappers
-
(and 7 more)
Tagged with:
-
Same here. I first thought the player's minicopter was bugged, but another player couldn't unmount their submarine (so yes, other vehicles are affected, too). It turned out players can't unmount their vehicles when inside a monument, but when they returned to their bases mounting and unmounting worked fine again. Went back to version 1.7.4 - that solved the vehicle problem.
- 233 comments
-
- 1
-
-
- #jtedal
- #mad mappers
-
(and 7 more)
Tagged with:
-
Please support new NPCs introduced with Naval Update
miniMe_rust replied to miniMe_rust's Support Report in Support
I'm sorry to say the new update 1.7.5 is not good. Players can't unmount their vehicles (minicopter, submarine, etc.) when inside a monument's boundaries. I had to roll back to 1.7.4 for now. -
Please support new NPCs introduced with Naval Update
miniMe_rust replied to miniMe_rust's Support Report in Support
Please have a look at either small or large oil rigs "scientist2" -
Hello jtedal, the Naval Update (Feb. 5th) introduced new NPC variants that are currently not covered by the Monument Owner loot protection. While older NPCs are protected, these new entities (specifically at Oil Rigs) can be looted by anyone according to player complaints, allowing non-owners to steal the loot. Could you please add these new NPC types to the protection logic to ensure consistent behavior across all monument types? Thanks for your great work and for keeping this plugin updated!
-
Can't access one of my NPC Shops anymore
miniMe_rust replied to miniMe_rust's Support Report in Support
Huh, then Facepunch must have removed that item quietly. What a pity, players loved that window. Thanks for digging that up - I'm gonna remove that item and hopefully solve it that way. Thanks for your support