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Everything posted by VENIQQ
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I was able to reopen manually when I removed default cooldown setting from config. Being stupid - was/is the issue in my case.
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Can't reopen also if closed manually via commands...
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Thanks, this worked as a temporary workaround
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This was fixed by adjusting default UserName column type in MySQL. You can fix it for the plugin by adjusting ALTER TABLE StoredDataT_pve MODIFY UserName VARCHAR(64) CHARACTER SET utf8mb4 COLLATE utf8mb4_unicode_ci; I suppose you can fix this in your code by forcing "UserName" column charset to utf8 when table is initially created by the plugin. line 867. _mySql.ExecuteNonQuery(Sql.Builder.Append($"CREATE TABLE IF NOT EXISTS {config.DB.TableName2} (userID BIGINT(17) PRIMARY KEY, ActStats BOOLEAN, PlayTimeAll INT(10), KillAll INT(10), DeathAll INT(10), FirstCon INT(10), LastCon INT(10), UserName VARCHAR(64), ActTOPChat BOOLEAN);"), _mySqlConnection);
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1) damage multipliers - again, see the original message, config was shared there... "Damage Multipliers for calculate to become the Event Owner": { "Npc": 1.0, "Bradley": 2.0, "Helicopter": 1.0 }, What is available (spawned): 1) All crates spawn inside container on cargoship (the one with doors) 2) Hackable crate also is spawned in same container 3) yes, custom NPCs spawned at the Harbor and on the deck of the ship 4) yes, Default NPCs spawn 5) yes, Bradley spawns
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Please see the error log - it's version 2.4.1 So it's not fixed yet
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I want to change values sent to discord channel e.g. change "HarborEvent" value to "My Specific Event name". 1) it's not editable in JSON config. I can only change in-game chat prefix "Chat settings". In discord it it still stays "HarborEvent" regardless of the value I use here. "Chat setting": { "Do you use the chat? [true/false]": true, "Prefix of chat messages": "[Ventspils Harbor]" }, 2) It's not available in lang files as well, as you can see below { "PreStart": "{0} Valuable cargo will begin unloading from the cargo ship at harbor in <color=#55aaff>{1}</color>!", "Start": "{0} The cargo ship <color=#738d43>arrives</color> at harbor in (square <color=#55aaff>{1}</color>)\nCargo unloading will <color=#738d43>begin</color> soon!\nCamera: <color=#55aaff>{2}</color>", "PreFinish": "{0} Cargo ship unloading will <color=#ce3f27>finish</color> in <color=#55aaff>{1}</color>!", "Finish": "{0} Cargo ship unloading <color=#ce3f27>completed</color>! The ship will head away from the island now", "SetOwner": "{0} Player <color=#55aaff>{1}</color> <color=#738d43>has received</color> the owner status for the <color=#55aaff>Harbor Event</color>", "EventActive": "{0} This event is active now. To finish this event (<color=#55aaff>/harborstop</color>), then (<color=#55aaff>/harborstart</color>) to start the next one!", "EnterPVP": "{0} You <color=#ce3f27>have entered</color> the PVP zone, now other players <color=#ce3f27>can damage</color> you!", "ExitPVP": "{0} You <color=#738d43>have left</color> the PVP zone, now other players <color=#738d43>cannot damage</color> you!", "HeliArrive": "{0} A patrol helicopter <color=#ce3f27>has been called</color> to protect some of the important loot at the harbor!", "KillBradley": "{0} <color=#55aaff>{1}</color> <color=#738d43>destroyed</color> the tank!", "OpenDoor": "{0} <color=#55aaff>{1}</color> <color=#738d43>started</color> unloading a container with valuable loot!", "NTeleportation": "{0} You <color=#ce3f27>cannot</color> teleport into the event zone!", "SendEconomy": "{0} You <color=#738d43>have earned</color> <color=#55aaff>{1}</color> points in economics for participating in the event", "NoCommand": "{0} You <color=#ce3f27>cannot</color> use this command in the event zone!" }
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It would be great if you could add localisation keys for Discord event name (and messages). I had it changed directly in the plugin, however that is overwritten each time new version is released.
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1) I get this error when Harbor event starts: 11/04 07:50:03 | Failed to run a 0.20 timer in 'HarborEvent v2.4.1' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.HarborEvent+ControllerHarborEvent.EnablePveMode (Oxide.Plugins.HarborEvent+PveModeConfig config, BasePlayer player) [0x002d8] in <de2c5c89a2874bb594ca616e76f07ec2>:0 at Oxide.Plugins.HarborEvent+<>c__DisplayClass89_0.<Start>b__1 () [0x0001b] in <de2c5c89a2874bb594ca616e76f07ec2>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <15f61ddda771464d8246ebdce8ff4811>:0 2) Ownership doesn't work - not becoming event owner after bots or tank is killed. I'm using PVE version of the plugin. Here are the settings from MonumentOwner related to PVE: "PVE Mode Setting (only for users PveMode plugin)": { "Use the PVE mode of the plugin? [true/false]": true, "The amount of damage that the player has to do to become the Event Owner": 300.0, "Damage Multipliers for calculate to become the Event Owner": { "Npc": 1.0, "Bradley": 2.0, "Helicopter": 1.0 }, "Can the non-owner of the event loot the crates? [true/false]": false, "Can the non-owner of the event hack locked crates? [true/false]": false, "Can the non-owner of the event loot NPC corpses? [true/false]": false, "Can the non-owner of the event deal damage to the NPC? [true/false]": false, "Can the non-owner of the event do damage to Bradley? [true/false]": false, "Can the non-owner of the event do damage to Patrol Helicopter? [true/false]": false, "Can an Npc attack a non-owner of the event? [true/false]": false, "Can Bradley attack a non-owner of the event? [true/false]": false, "Can Patrol Helicopter attack a non-owner of the event? [true/false]": false, "Allow the non-owner of the event to enter the event zone? [true/false]": true, "Allow a player who has an active cooldown of the Event Owner to enter the event zone? [true/false]": true, "The time that the Event Owner may not be inside the event zone [sec.]": 300, "The time until the end of Event Owner status when it is necessary to warn the player [sec.]": 60, "Prevent the actions of the RestoreUponDeath plugin in the event zone? [true/false]": true, "The time that the player can`t become the Event Owner, after the end of the event and the player was its owner [sec.]": 86400.0, "Darkening the dome (0 - disables the dome)": 12 }, I also have MonumentOwner plugin - but I don't see any points shown to me when event starts. Existing Harbor ownership just disappears
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Just FYI - I've renamed STCanGainXP to CanGainXp in source code, and reloaded both plugins - EXP still not being updated in XPanel
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So will you patch the plugin?
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Always shows 0LVL and 0 exp - doesn't work after latest RUST update
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@ThePitereq Would it be a huge effort to add a hook before tank is purchased or purchase initiated? So other plugins could use it to check if some conditions are met - and if not - prevent the purchase. For example if user is TC authed. Or alternatively add that as a config option in the plugin itself - prevent any purcahses if not in TC auth zone. My reasoning is that players exploit monuments for taking extra-hard tanks - so they are not hit by mlrs or by a tank and can shoot it relatively easy
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Thanks for the reply. Yes, that makes sense. But in my opinion it would be logical to support this since non-owners can OWN bradley, which is essential part of the monument. Anyway, adjusted your plugin to block bradley damage if not owner, it's just unfortunate that this can't be natively supported.
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Or at least - if there is a cooldown for monument it should be possible to block entrance for THAT SPECIFIC monument (not all). Otherwise players take bradley even if they have cooldown for the monument or they are not even the owners of the monument - damage gets through.
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"Can deal damage to NPCs if not an owner": false, "Can deal damage to tanks if not an owner": false, But non-owners can still shoot down any NPC + Shoot down a tank easily. Please fix
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SkillTree probably hooks into OnCollectiblePickup, not sure if any other plugin does. It doesn't happen for all collectibles and I haven't tested which ones exactly are causing this
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I'm on latest version and still receive these errors. I don't use abovementioned plugin I don't have any custom loot added to collectible pickups as well - so wondering why this keeps popping up 14/03/2026 02:15:23 | Failed to call hook 'OnCollectiblePickup' on plugin 'Loottable v2.2.9' (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00107] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0 14/03/2026 02:15:23 | Failed to call hook 'OnCollectiblePickup' on plugin 'Loottable v2.2.9' (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00107] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0 14/03/2026 02:15:13 | Failed to call hook 'OnCollectiblePickup' on plugin 'Loottable v2.2.9' (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00107] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0 14/03/2026 02:15:13 | Failed to call hook 'OnCollectiblePickup' on plugin 'Loottable v2.2.9' (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00107] in <15f61ddda771464d8246ebdce8ff4811>:0
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Hey, I liked the plugin idea, and while setting this up had a few recommendations how I think would make it even better: 1) You might want to count cooldown from the moment player actually sends loot, NOT from the moment they have entered "/delivery" command. As they might fail to purchase the drone (not enough scrap) or the other recepient might refuse to accept etc. I had cooldown enabled when I had not enough scrap in the inventory and then had to wait for the cooldown... 2) It would be nice if chat prefix would be customizable/localiseable and not hardcoded as currently player.ChatMessage($"<color=#30e398>[Drone Delivery]</color> {msg}"); 3) Localisation option for control panel & buttons without changing .cs file would be nice
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Is it possible to support skinning for ChestStacks chests? After latest RUST update if you skin a chest to new skin - then all chests above are broken. I was told by ChestStacks author that this is due to Skinner and not ChestStacks functionality... Not sure what is the best way to fix this. Related topic with video - https://codefling.com/files/sc/27741-stack-boxs-breaking/#findComment-137863
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@MonsterIs there any way to strip player names from characters that prevent DB write? Can this be embedded in one of the releases so that I don't need to GPT-shitcode this?
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For us - if you skin the first box - it breaks all boxes above. Rust 2026-03-09 11-16-17.mp4
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Some players are reporting that stacked chests break also when interacting with pipes and storage adaptors. However I can't verify what exactly breaks them as we tried to reproduce and it didn't happen all the time
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Anyone who will upload latest version, please confirm if it won't break existing stacked chests again thx