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Support Replies posted by mainloot
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I'm actually thinking back on this, probably doesn't even matter since it can be avoided by having a ready ImportSkins.json file so
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skins working great, I just noticed this when loading thousands of skins. It can take a while to complete and while it's in progress, if someone runs /s, it silently fails but logs
Failed executing chat command 's' in 'Skinner v3.0.5 by Whispers88' [callback] (Object reference not set to an instance of an object) at Dictionary<int, List<ulong>> Oxide.Plugins.Skinner.GetPlayerSkins(BasePlayer player, bool update) in /var/www/servers/christmas/carbon/plugins/Skinner.cs:line 2330 at void Oxide.Plugins.Skinner+BoxController.StartAwake() in /var/www/servers/christmas/carbon/plugins/Skinner.cs:line 2998 at void Oxide.Plugins.Skinner.SkinCMD(IPlayer iplayer, string command, string[] args) in /var/www/servers/christmas/carbon/plugins/Skinner.cs:line 1182 at object System.Reflection.RuntimeMethodInfo.Invoke(object obj, BindingFlags invokeAttr, Binder binder, object[] parameters, CultureInfo culture)
It'd be cool if it could tell the player skins are currently loading or something similar. Otherwise works great.
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3 hours ago, Madstayen said:
I updated my server, then downloaded and installed the latest Skinner.cs, installed it, and then was met with the following error:
Failed compiling 'Skinner.cs':
1. Argument 1: cannot convert from 'System.Collections.Generic.HashSet<ProtoBuf.PlayerNameID>' to 'System.Collections.Generic.IEqualityComparer<ulong>' [CS1503]
(Skinner 52 line 2591)
2. Cannot implicitly convert type 'System.Collections.Generic.HashSet<ulong>' to 'System.Collections.Generic.HashSet<ProtoBuf.PlayerNameID>' [CS0029]
(Skinner 56 line 2656)hm, I updated to 3.0.2 and all looks good to me. Are you sure you got the latest running?
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5 hours ago, Mihkel said:
Getting the same error.
Is it for november update only and should not be installed until the update rolls out?that's right, getting it all staged and ready
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Getting this on staging:
Failed compiling 'Skinner.cs': 1. Argument 1: cannot convert from 'System.Collections.Generic.HashSet<ulong>' to 'System.Collections.Generic.IEqualityComparer<ProtoBuf.PlayerNameID>' [CS1503] (Skinner 59 line 2591) 2. Cannot implicitly convert type 'System.Collections.Generic.HashSet<ProtoBuf.PlayerNameID>' to 'System.Collections.Generic.HashSet<ulong>' [CS0029] (Skinner 56 line 2656)
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Was getting
Failed compiling 'AdminMap.cs': 1. Argument 2: cannot convert from 'System.Collections.Generic.HashSet<ulong>' to 'System.Collections.Generic.IEnumerable<ProtoBuf.PlayerNameID>' [CS1503] (AdminMap 87 line 1799)
As a quick fix before force wipe, I was able to fix by changing the authorizedUsers param data type and using BasePlayer.FindByID to get the player's username.
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Honestly though, the prefabs seem fine to me. If there's a way to just silence these warnings, that'd be good enough
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yo J4V1, appreciate the quick response! Looks great. I am still getting the red text on connect though.
CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Santa-Hat" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Santa-Hat" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Santa-Hat" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Box_2" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Present" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Box_2" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Box_2" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Present" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Present" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Present" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Present" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Santa-Hat" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Box_2" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Box_2" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Box_2" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "snowman_LOD1" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Santa-Hat" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Santa-Hat" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Box_2" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Santa-Hat" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "snowman_LOD1" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Box_2" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Box_2" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "snowman_LOD1" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Santa-Hat" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Santa-Hat" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Santa-Hat" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Santa-Hat" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Santa-Hat" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Box_2" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Box_2" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Box_2" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Box_2" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Present" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Present" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Present" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Present" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Present" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Present" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Present" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Present" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Present" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Present" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Present" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Present" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Present" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Present" CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "Box_2" WheelCollider requires an attached Rigidbody to function. WheelCollider requires an attached Rigidbody to function. WheelCollider requires an attached Rigidbody to function. WheelCollider requires an attached Rigidbody to function. CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "snowman_LOD1" [16.4s] Spawning World [3.0s] Processing World [1.0s] Finalizing World [1.9s] Cleaning Up Destroyed 5184 map networkables Threaded texture creation has been enabled!
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Images:
1. grass splat needs to be removed
2. tunnel is misaligned it seems
3. same as 1. -
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I think this might need to be reopened. The way the plugin is unicode-escaped on release causes this error, at least for Carbon-modded servers. Un-escaping it fixes
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Appreciate it Niko, and apologies for coming in so hot, but this is on the high end for prices relative to other maps listed here. I thought for the price that it would have performed better.
To give a summary of my experience:
1. "no string for" issues spamming the console, happens right after world load:
[0.5s] Loading World StringPool.GetString - no string for ID2548670751 StringPool.GetString - no string for ID2548670751 StringPool.GetString - no string for ID1010478693 StringPool.GetString - no string for ID1010478693 StringPool.GetString - no string for ID2525350509 StringPool.GetString - no string for ID2040957429
2. "Failed to create agent" errors then begin spamming the console and do not stop
Failed to create agent because it is not close enough to the NavMesh Failed to create agent because it is not close enough to the NavMesh Failed to create agent because it is not close enough to the NavMesh Failed to create agent because it is not close enough to the NavMesh Failed to create agent because it is not close enough to the NavMesh Failed to create agent because it is not close enough to the NavMesh
3. Lastly and most importantly, the frame drop has brought me down to 2fps at times:
Overall, looks great (probably the best halloween map I've seen so far), but the performance renders it unusable
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I'm requesting a refund due to the significant frame drop and problems within the map. Both my server and client are running on top tier hw (5090 + 9950x3d) and it's bringing frames down to 8-40 fps. Constant navmesh errors spamming the console. This is completely unacceptable for a $50 map. This map is probably the worst performing, yet expensive map I've ever seen. It just doesn't work and the performance is clearly terrible.
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the copy paste style method seems to load everything in the order in which they're present in the data file. IO entities, etc don't wait for foundations to fully spawn. We applied a fix locally and seems to resolve the issue. Hoping to see a similar change implemented here. We can provide a snippet of what we added if that would be helpful
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I think what it might boil down to is spawn order. It's spawning io entities before it spawns the foundations on which it's supposed to live
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Hi,
We got a player report about a base they previously saved not loading properly. It gets to 96%, but then fails to continue. I noticed at time of load, it fails with:
08/29 22:50:25 | Failed to execute OnFrame callback (Object reference not set to an instance of an object.) at void Oxide.Plugins.Creative.MapEntityID(IOEntity ioEntity, JObject ioData, string key) in /var/www/servers/us-build/carbon/plugins/Creative.cs:line 5892 at void Oxide.Plugins.Creative.MapConnectedIDs(IOEntity ioEntity, JObject entityData, bool cp) in /var/www/servers/us-build/carbon/plugins/Creative.cs:line 5833 at Task Oxide.Plugins.Creative.SpawnEntitiesCopyPasteStyle(BasePlayer player, JArray entitiesArray, Vector3 zoneCenterPos, float fileCenterX, float fileCenterY, float fileCenterZ, float fileRotDiff, float fileRotY, Quaternion rotation, string saveName, float terrainYOffset)+() => { } in /var/www/servers/us-build/carbon/plugins/Creative.cs:line 5234 at void Carbon.Managers.CarbonProcessor.Update() in /__w/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 63
it seems connectedTo can be null in some cases and it may not be getting checked?
I've attached a copy of the base json that causes the error if it helps.
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Also, in the event of restarts without wiping, bases that existing before the restart persist. Would be nifty to autosave and delete in this case
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This is the first time this particular server has done this. There was also this error milliseconds before the fatal crash, not sure if it's relevant:
(Filename: /__w/Carbon/Carbon/Carbon.Core/Carbon.Components/Carbon.Common/src/Carbon/Components/HookCaller.cs Line: 956) 2025-08-05 12:50:47.819 2025-08-05 12:50:47.819 ServerMgr:Update() 2025-08-05 12:50:47.819 UnityEngine.Debug:LogException(Exception, Object) 2025-08-05 12:50:47.819 UnityEngine.Logger:LogException(Exception, Object) 2025-08-05 12:50:47.819 UnityEngine.DebugLogHandler:LogException(Exception, Object) 2025-08-05 12:50:47.819 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) 2025-08-05 12:50:47.819 at ServerMgr.Update () [0x0014b] in <6a0cddd1b3834d348f4fc9ac7883d503>:0 2025-08-05 12:50:47.819 at ServerBuildingManager.Cycle () [0x00034] in <6a0cddd1b3834d348f4fc9ac7883d503>:0 2025-08-05 12:50:47.819 at ObjectWorkQueue`1[T].RunQueue (System.Double maximumMilliseconds) [0x00096] in <8d0700d8cbaa4aa19215e982439055eb>:0 2025-08-05 12:50:47.819 at StabilityEntity+UpdateSurroundingsQueue.RunJob (UnityEngine.Bounds bounds) [0x00000] in <6a0cddd1b3834d348f4fc9ac7883d503>:0 2025-08-05 12:50:47.818 at StabilityEntity+UpdateSurroundingsQueue.NotifyNeighbours (UnityEngine.Bounds bounds) [0x00063] in <6a0cddd1b3834d348f4fc9ac7883d503>:0 2025-08-05 12:50:47.818 at StabilityEntity.OnPhysicsNeighbourChanged () [0x00009] in <6a0cddd1b3834d348f4fc9ac7883d503>:0 2025-08-05 12:50:47.818 at BuildingBlock.StabilityCheck () [0x00000] in <6a0cddd1b3834d348f4fc9ac7883d503>:0 2025-08-05 12:50:47.818 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.StabilityEntity.StabilityCheck_Patch0(StabilityEntity) 2025-08-05 12:50:47.818 at Carbon.HookCaller.CallStaticHook (System.UInt32 hookId, System.Object arg1) [0x0000c] in /__w/Carbon/Carbon/Carbon.Core/Carbon.Components/Carbon.Common/src/Carbon/Components/HookCaller.cs:956 2025-08-05 12:50:47.818 NullReferenceException: Object reference not set to an instance of an object 2025-08-05 12:50:47.818 at ServerMgr:Update() 2025-08-05 12:50:47.818 at UnityEngine.Debug:LogException(Exception, Object) 2025-08-05 12:50:47.818 at ServerMgr.Update () (at <6a0cddd1b3834d348f4fc9ac7883d503>:0) 2025-08-05 12:50:47.818 at ServerBuildingManager.Cycle () (at <6a0cddd1b3834d348f4fc9ac7883d503>:0) 2025-08-05 12:50:47.818 at ObjectWorkQueue`1[T].RunQueue (System.Double maximumMilliseconds) (at <8d0700d8cbaa4aa19215e982439055eb>:0) 2025-08-05 12:50:47.818 at StabilityEntity+UpdateSurroundingsQueue.RunJob (UnityEngine.Bounds bounds) (at <6a0cddd1b3834d348f4fc9ac7883d503>:0) 2025-08-05 12:50:47.818 at StabilityEntity+UpdateSurroundingsQueue.NotifyNeighbours (UnityEngine.Bounds bounds) (at <6a0cddd1b3834d348f4fc9ac7883d503>:0) 2025-08-05 12:50:47.818 at StabilityEntity.OnPhysicsNeighbourChanged () (at <6a0cddd1b3834d348f4fc9ac7883d503>:0) 2025-08-05 12:50:47.818 at BuildingBlock.StabilityCheck () (at <6a0cddd1b3834d348f4fc9ac7883d503>:0) 2025-08-05 12:50:47.818 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.StabilityEntity.StabilityCheck_Patch0(StabilityEntity) 2025-08-05 12:50:47.818 at Carbon.HookCaller.CallStaticHook (System.UInt32 hookId, System.Object arg1) (at /__w/Carbon/Carbon/Carbon.Core/Carbon.Components/Carbon.Common/src/Carbon/Components/HookCaller.cs:956) 2025-08-05 12:50:47.818 Server Exception: Building ManagerAlso, had tons of these errors:
2025-08-05 12:49:52.416 Main thread stalling: Write queue at capacity, waiting for write thread... 2025-08-05 12:49:52.416 Main thread stalling: Write queue at capacity, waiting for write thread... 2025-08-05 12:49:52.416 Main thread stalling: Write queue at capacity, waiting for write thread... 2025-08-05 12:49:52.416 Main thread stalling: Write queue at capacity, waiting for write thread... 2025-08-05 12:49:52.416 Main thread stalling: Write queue at capacity, waiting for write thread... 2025-08-05 12:49:52.416 Main thread stalling: Write queue at capacity, waiting for write thread...let me know if you need more info. Pop was ~50
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as we near force wipe, this "main thread stalling" error is getting worse. At a pop of 62, we're getting this message spammed hard. So much that rust admin won't display any logs
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Hi, I previously reported this issue before: https://codefling.com/files/support/21278-main-thread-stalling-write-queue-at-capacity-waiting-for-write-thread/
While the fix applied seems to have lessened the amount of these errors, they're still present.
ps: the recent updates have been awesome and much appreciated!
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Players cant build underwater bases due to the height of the claim zone
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weirdest thing, team building works fine on local, but not in prod. Same configuration, plugin version, environment, etc
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There's nothing worse than accidentally disconnecting without saving your work. It would be real handy if players could enable an autosaving feature where it periodically saves their current plot. In cases like this, they can reconnect and run a command live /autosave restore
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Hi @Ryuk_we're having problems with this as well. Latest version. Players can invite each other and go into each others' claimed plots, but when a non-leader attempts to build or place anything, the placeholder mesh turns blue, but left clicking does nothing. No errors in logs either.
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A player on our build server suggested:
Quoteunclaiming your plot should need a (chat) confirmation
people be clicking wrong buttons in /menu losing all their progress
I think something like this would add to the plugin's overall quality. My two cents: a confirmation box (confirm or cancel) in the middle of the screen that captures keyboard/mouse (demands immediate attention). But however it fits best in your opinion if you choose to adopt this idea.
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It would be nice if the claim sphere stopped bullets from reaching the base
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yo @Reboottesting out the update right now
I have a couple of questions/comments if you have a second:
Are the squares to the right supposed to be jungle? They seem like gravel
there's a small bit of land stretching infinitely downward across the map
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getting this a ton on my server
Failed to call internal hook 'OnStructureUpgraded' on plugin 'Symmetry v1.0.34' [1926574503] (The given key '<redacted-steamid>' was not present in the dictionary.) at bool System.Collections.Generic.Dictionary<ulong, bool>.get_Item(ulong key) at void Oxide.Plugins.Symmetry.OnStructureUpgraded(BuildingBlock BuildingBlock, BasePlayer player, Enum Enum, ulong UInt64) in /var/www/servers/us-build/carbon/plugins/Symmetry.cs:line 560 at object Oxide.Plugins.Symmetry.InternalCallHook(uint hook, object[] args) in Symmetry.cs/Internal:line 468
let me know if you need more info
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We love this plugin btw (and so do the thousands of people who jump on our server to play it) and know it's not easy maintaining this one, let us know if you need more info.
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Hi, when we reach a certain number of players, ~50-60, we get this error spamming our chat:
Main thread stalling: Write queue at capacity, waiting for write thread... Main thread stalling: Write queue at capacity, waiting for write thread... Main thread stalling: Write queue at capacity, waiting for write thread... Main thread stalling: Write queue at capacity, waiting for write thread... Main thread stalling: Write queue at capacity, waiting for write thread... Main thread stalling: Write queue at capacity, waiting for write thread...
we bumped up tickrate, but didn't help. I see people talking in carbon discord about it (not this plugin specifically, just in general): https://discordapp.com/channels/1013291619765723196/1013913915501072456/1134503700417740903
Not sure if there's a wait being mishandled.
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Just wondering if this map is going to get jungle biome added
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we get this feature request all the time. If there's a way to make the plot ownable by a team in general, or the team leader can grant some ownership to a team member, that would be awesome.
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Hi,
One of our players reported that auto-electricity button in the menu wasn't working. We were able to duplicate their issue. Attached is a video of what we're experiencing.
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I think its position needs to be adjusted, currently players can't play it
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17 hours ago, Ryuk_ said:
1- I see that you still have 3 missing images -> "Images are now hosted on LegacyStudio CDN, Please backup your config file, delete it and reload the plugin with this new update." it will generate the new image urls.
2- A few days ago there was a plugin rollback, because some functions (including the one to delete fondations/deployables ) were slowing down the server or not working for OXIDE users, but it worked fine for carbon, next update will have it again (and fixed for oxide users)yep, I did just that. I moved my original config elsewhere, let it regenerate the default one, then just added a different title. What I posted it pretty default config:
{ "svar: Disable Terrain Violation Kick": true, "svar: Disable Structure Decay": true, "svar: Always Day": true, "svar: Creative - All Users": true, "svar: Creative - FreePlacement": false, "svar: Creative - FreeBuild": true, "svar: Creative - FreeRepair": true, "Menu Title": "MAINLOOT • BUILD", "Menu Autodoors (true = on | false = off)": false, "Menu Autowindows (true = on | false = off)": false, "Menu Autoelectricity (true = on | false = off)": false, "Menu Buildingrade (true = on | false = off)": false, "Info Menu": false, "Weather Panel": false, "BuildCost Panel": true, "Lobby Area Position": { "x": 0.0, "y": 0.0, "z": 0.0 }, "Plot Radius DEFAULT (default: 50f)": 50.0, "Plot Radius VIP(default: 100f)": 100.0, "Saved Bases Slots DEFAULT (default: 8)": 8, "Saved Bases Slots VIP (default: 30)": 30, "Plot Clear/Despawn": true, "Plot Despawn Time (default: 300f)": 300.0, "Plot MapMarker": true, "Plot Building Upgrade Effect": true, "Plot Sphere Prefab": "assets/prefabs/visualization/sphere.prefab", "player: Clear Inventory on Disconnect": false, "player: Vehicle Manager Spawn Limit (def: 5)": 5, "Fly Keybind": "lighttoggle", "Keybind: Building Upgrade": "FIRE_PRIMARY", "Keybind: Building Downgrade": "FIRE_SECONDARY", "Keybind: Display/Close Menu": "FIRE_THIRD", "Keybind: Removal Tool (require hammer in hand)": "RELOAD", "Keybind: Change Building Grade": "USE", "Claim Plot Command List": [ "claim", "c" ], "Unclaim Plot Command List": [ "unclaim", "u" ], "Fly Command List": [ "noclip", "fly", "f" ], "God Command List": [ "god", "g" ], "Building Grade Command List": [ "bgrade", "b" ], "Open Main Menu Command List": [ "menu", "m" ], "Open Weather Menu Command List": [ "weather", "time" ], "Save Base Command List": [ "save", "guardar" ], "Load Base Command List": [ "load", "cargar" ], "Info Panel Command List": [ "help", "info" ], "IMGUR CLIENT ID": "XXX", "Paste.ee Auth Token (Required for multiple servers)": "PASTE.EE TOKEN HERE", "ImgBB Api Key (Needed for Base image saving system if imgur does not work.)": "IMGBB API KEY", "Loading base (building block) delay time (default: 100 milliseconds)": 100, "Loading base (deployables) delay time (default: 200 milliseconds)": 200, "Log Errors (false by default)": false, "Info Panel - Left Top Panel Text": "<b><size=30><color=white>COMMAND LIST </color> </size> </b> \n <b><color=yellow>/claim - /c</color></b> <color=white>Claim a plot</color> \n <b><color=yellow>/unclaim - /u</color></b> <color=white>Unclaim current plot</color> \n <b><color=yellow>/noclip - /fly - /f</color></b> <color=white>Enable/Disable Noclip (FLY)</color> \n <b><color=yellow>/god - /g</color></b> <color=white>Enable/Disable GodMode</color> \n <b><color=yellow>/bgrade 0 to 4 - /b 0 to 4</color></b> <color=white>Change the current building grade</color> \n <b><color=yellow>/menu - /m</color></b> <color=white>Open Main Menu</color> \n <b><color=yellow>/weather - /time</color></b> <color=white>Allow the user to change the local weather</color> \n <b><color=yellow>/save base_name - /guardar base_name</color></b> <color=white>Save the current building in the claimed plot.</color> \n <b><color=yellow>/load base_name - /cargar base_name</color></b> <color=white>Load a saved base in the claimed plot.</color> \n <b><color=yellow>/help - /info</color></b> <color=white>Open the info menu</color> \n <b><color=yellow>/invite player_name</color></b> <color=white>Invite a player to your team</color>\n <b><color=yellow>/cost</color></b> <color=white>Enable/Disable COST UI</color>", "Info Panel - Left Down Panel Text": "<b><size=30><color=white>KEYBIND LIST </color> </size> </b> \n <b><color=yellow>Middle Mouse Button</color></b> <color=white>Open/Close Main Menu</color> \n <b><color=yellow>F Key</color></b> <color=white>Enable/Disable Noclip</color> \n <b><color=yellow>R Key + Hammer in Hand</color></b> <color=white>Removal Tool</color> \n <b><color=yellow>SHIFT + Hammmer in Hande + Left Mouse Button</color></b> <color=white>Upgrade Building</color> \n <b><color=yellow>SHIFT + Hammmer in Hande + Right Mouse Button</color></b> <color=white>Downgrade Building</color> \n <b><color=yellow>SHIFT + E Key</color></b> <color=white>Change Building Grade</color>", "Info Panel - Right Top Panel Text": "<b><size=30><color=white>HOW TO ADD MORE INFO? </color> </size> </b> \n<b><color=yellow>«b» BOLD TEXT «/b»</color></b> \n<i><color=yellow>«i» ITALIC TEXT «/i»</color></i> \n<b><color=yellow>«color=color here (red/white...)» COLORED TEXT «/color»</color></b> \n<b><color=yellow>«size=size here (1,5,20,34...)» BIGGER/SMALLER TEXT «/size»</color></b> \n", "Info Panel - Right Down Panel Text": "Add more text here if you want... (Modify the config file!)", "MySQL Data": [ { "Server": "SERVER", "Username": "USERNAME", "Password": "PASSWORD", "Database": "DATABASE NAME", "Port": 3306 } ], "Resources: Give Player Resources": [ "wood", "stones", "sulfur", "cloth", "leather", "lowgradefuel", "metal.refined", "gunpowder", "hqm", "metal.fragments", "fat.animal", "skull.human", "gears", "pipes", "stash.small", "grenade.beancan", "propanetank", "roadsigns", "rope", "semibody", "sheetmetal", "tarp", "techparts", "targeting.computer", "cctv.camera", "riflebody", "scrap", "smgbody", "explosives", "metalspring", "electricfuse", "metalblade", "metalpipe", "ladder.wooden.wall", "skull.wolf", "sewingkit" ], "ImageData": [ { "ImageName": "twigs", "ImgUrl": "https://cdn.legacystudio.com.ar/Materials/twigs.png" }, { "ImageName": "wood", "ImgUrl": "https://cdn.legacystudio.com.ar/Materials/wood.png" }, { "ImageName": "stones", "ImgUrl": "https://cdn.legacystudio.com.ar/Materials/stones.png" }, { "ImageName": "metal fragments", "ImgUrl": "https://cdn.legacystudio.com.ar/Materials/metal.fragments.png" }, { "ImageName": "high quality metal", "ImgUrl": "https://cdn.legacystudio.com.ar/Materials/metal.refined.png" }, { "ImageName": "wood_dlc", "ImgUrl": "https://cdn.legacystudio.com.ar/Materials/10226.png" }, { "ImageName": "adobe", "ImgUrl": "https://cdn.legacystudio.com.ar/Materials/10220.png" }, { "ImageName": "bricks", "ImgUrl": "https://cdn.legacystudio.com.ar/Materials/10223.png" }, { "ImageName": "brutalist", "ImgUrl": "https://cdn.legacystudio.com.ar/Materials/10225.png" }, { "ImageName": "ScrapCopter", "ImgUrl": "https://cdn.legacystudio.com.ar/Vehicles/scrap-heli.png" }, { "ImageName": "MagnetCrane", "ImgUrl": "https://cdn.legacystudio.com.ar/Vehicles/magnet-crane.png" }, { "ImageName": "Chinook", "ImgUrl": "https://cdn.legacystudio.com.ar/Vehicles/JjRociu.png" }, { "ImageName": "AttackHelicopter", "ImgUrl": "https://cdn.legacystudio.com.ar/Vehicles/attack-helicopter.png" }, { "ImageName": "Sedan", "ImgUrl": "https://cdn.legacystudio.com.ar/Vehicles/psn6fvX.png" }, { "ImageName": "RidableHorse", "ImgUrl": "https://cdn.legacystudio.com.ar/Vehicles/ridable-horse.png" }, { "ImageName": "2ModuleCar", "ImgUrl": "https://cdn.legacystudio.com.ar/Vehicles/modular-vehicle-2.png" }, { "ImageName": "3ModuleCar", "ImgUrl": "https://cdn.legacystudio.com.ar/Vehicles/modular-vehicle-3.png" }, { "ImageName": "4ModuleCar", "ImgUrl": "https://cdn.legacystudio.com.ar/Vehicles/modular-vehicle-4.png" }, { "ImageName": "Snowmobile", "ImgUrl": "https://cdn.legacystudio.com.ar/Vehicles/snowmobile.png" }, { "ImageName": "RowBoat", "ImgUrl": "https://cdn.legacystudio.com.ar/Vehicles/rowboat.png" }, { "ImageName": "Rhib", "ImgUrl": "https://cdn.legacystudio.com.ar/Vehicles/rhib.png" }, { "ImageName": "SoloSubmarine", "ImgUrl": "https://cdn.legacystudio.com.ar/Vehicles/submarine-solo.png" }, { "ImageName": "DuoSubmarine", "ImgUrl": "https://cdn.legacystudio.com.ar/Vehicles/submarine-duo.png" }, { "ImageName": "Tugboat", "ImgUrl": "https://cdn.legacystudio.com.ar/Vehicles/tugboat.png" }, { "ImageName": "Minicopter", "ImgUrl": "https://cdn.legacystudio.com.ar/Vehicles/minicopter.png" }, { "ImageName": "HotAirBallon", "ImgUrl": "https://cdn.legacystudio.com.ar/Vehicles/balloon.png" }, { "ImageName": "Bike", "ImgUrl": "https://cdn.legacystudio.com.ar/Vehicles/bicycle.png" }, { "ImageName": "MotorBike", "ImgUrl": "https://cdn.legacystudio.com.ar/Vehicles/motorbike.png" }, { "ImageName": "MotorBikeSideCar", "ImgUrl": "https://cdn.legacystudio.com.ar/Vehicles/motorbike-sidecar.png" }, { "ImageName": "UpVote", "ImgUrl": "https://cdn.legacystudio.com.ar/Vehicles/rCaZzhq.png" }, { "ImageName": "DownVote", "ImgUrl": "https://cdn.legacystudio.com.ar/Vehicles/F9I5jQc.png" }, { "ImageName": "garage_door", "ImgUrl": "https://cdn.legacystudio.com.ar/Misc/wall.frame.garagedoor.png" }, { "ImageName": "heater", "ImgUrl": "https://cdn.legacystudio.com.ar/Misc/heather.png" }, { "ImageName": "flasherlight", "ImgUrl": "https://cdn.legacystudio.com.ar/Misc/flasherlight.png" }, { "ImageName": "electricfurnace", "ImgUrl": "https://cdn.legacystudio.com.ar/Misc/electricfurnace.png" }, { "ImageName": "industrial", "ImgUrl": "https://cdn.legacystudio.com.ar/Misc/industrialwalllight.png" }, { "ImageName": "animatedneon", "ImgUrl": "https://cdn.legacystudio.com.ar/Misc/animatedneon.png" }, { "ImageName": "double_wooden_door", "ImgUrl": "https://cdn.legacystudio.com.ar/Misc/door.double.hinged.wood.png" }, { "ImageName": "double_metal_door", "ImgUrl": "https://cdn.legacystudio.com.ar/Misc/door.double.hinged.metal.png" }, { "ImageName": "double_hqm_door", "ImgUrl": "https://cdn.legacystudio.com.ar/Misc/door.double.hinged.toptier.png" }, { "ImageName": "simple_wooden_door", "ImgUrl": "https://cdn.legacystudio.com.ar/Misc/door.hinged.wood.png" }, { "ImageName": "simple_metal_door", "ImgUrl": "https://cdn.legacystudio.com.ar/Misc/door.hinged.metal.png" }, { "ImageName": "simple_hqm_door", "ImgUrl": "https://cdn.legacystudio.com.ar/Misc/door.hinged.toptier.png" }, { "ImageName": "Window_Wooden", "ImgUrl": "https://cdn.legacystudio.com.ar/Misc/wall.window.bars.wood.png" }, { "ImageName": "Window_Metal", "ImgUrl": "https://cdn.legacystudio.com.ar/Misc/wall.window.bars.metal.png" }, { "ImageName": "Window_Hqm", "ImgUrl": "https://cdn.legacystudio.com.ar/Misc/wall.window.bars.toptier.png" }, { "ImageName": "Window_Glass_Reinforced", "ImgUrl": "https://cdn.legacystudio.com.ar/Misc/wall.window.glass.reinforced.png" }, { "ImageName": "Embrasure_Shutters", "ImgUrl": "https://cdn.legacystudio.com.ar/Misc/shutter.wood.a.png" }, { "ImageName": "Embrasure_Metal_Vertical", "ImgUrl": "https://cdn.legacystudio.com.ar/Misc/shutter.metal.embrasure.b.png" }, { "ImageName": "Embrasure_Metal_Horizontal", "ImgUrl": "https://cdn.legacystudio.com.ar/Misc/shutter.metal.embrasure.a.png" }, { "ImageName": "autoturret", "ImgUrl": "https://carbonmod.gg/assets/media/items/autoturret.png" } ], "KitData": [ { "Item ID": 200773292, "Item Skin ID": 3326537103, "Player Container Type (Main, Belt, Wear)": 1 }, { "Item ID": 237239288, "Item Skin ID": 2483395996, "Player Container Type (Main, Belt, Wear)": 2 }, { "Item ID": 1751045826, "Item Skin ID": 2483392049, "Player Container Type (Main, Belt, Wear)": 2 } ], "Blocked Items": [ "firework.boomer.blue", "firework.romancandle.blue", "firework.boomer.champagne", "firework.boomer.green", "firework.romancandle.green", "firework.boomer.orange", "firework.boomer.pattern", "firework.boomer.red", "firework.romancandle.red", "firework.volcano.red", "firework.boomer.violet", "firework.romancandle.violet", "firework.volcano.violet", "firework.volcano", "electric.igniter" ] }
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Hi Ryuk, with the latest update, I'm no longer seeing wipe to foundations or wipe deployables button
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but sounds like a fix is still in progress
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I am running carbon so it sounds like we're all good!
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Hi, one of our players submitted feedback that the default image for doors, windows, etc remains selected after they make a different choice. Attached is a video they submitted
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update: the first time this happened to me (on foundation), I was able to log back in and remove it with remove tool. But this wall frame, the same one in the video, attempting to remove it boots me every time with the same error. Added another picture for reference. Maybe because it's in terrain?
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Hi, great plugin so far. I have noticed that sometimes when trying to remove a block (happened to me with foundation and wall frame so far), it kicks me and throws an error in server logs:
Exception (cs:111282): NullReferenceException: Object reference not set to an instance of an object. BasePlayer.%2821aa1f47ab4c2e9bf3711868c8aa34fe78308d () (at <00000000000000000000000000000000>:0) BasePlayer.%45112f961b1f2fb54e7f5f00664c85baf19d2fc0 (%419c4e251d8f57c823411f79f7117c911d21313d %28343b102ab1cbd7b683a7734044eefa8ed70d58, System.Single %d31e277af7ff0a3b5b204c429fb820dfe37dcee9) (at <00000000000000000000000000000000>:0) BasePlayer.ClientUpdateLocalPlayer (System.Single %500be4fa074d9c81009c05ad5512507b3400a602) (at <00000000000000000000000000000000>:0) BasePlayer.%ada377f05d61fc5a4468e67534200dba1e0e136b (System.Single %500be4fa074d9c81009c05ad5512507b3400a602) (at <00000000000000000000000000000000>:0) Client.Update () (at <00000000000000000000000000000000>:0)
I've also attached a video since I was recording when it happened the second time.
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Hi,
Just wanted to reach out and see if it's possible to release this plugin with a default config alongside it. When new configuration options are added, this would be useful for diffing owners' current config to see exactly what was added and where.
Let me know!
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Oh nice, thanks for the response, yep all looks good
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I see there's code in here to disable ThirdPersonView on destroy, but it stays in third person. The oxide forums I've read suggest there's currently no way to get back out of third person once set from a plugin, but they're a few years old. I tried taking a whack at solving it, but no luck.
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Attached is an image showing the primary issue (top and bottom right): sometimes, some of the UI elements don't get cleaned up when skinner is closed. Initially, I noticed this error in logs when it happens:
NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.Skinner+BoxController.OnDestroy () [0x000c0] in <d600f4f3223b46b1a12eddfd22098c4f>:0
So I checked out this function and saw that it happens here:
if (backpack != null) backpack.contents.onPreItemRemove -= PosWatch;All I did to fix it was mimic what you do in StartItemSkin method and also check to see if backpack.contents is null, e.g.:
if (backpack != null && backpack.contents != null) backpack.contents.onPreItemRemove -= PosWatch;Hope this helps anyone experiencing the same issue.
map looks great, just going through the map and checking things out. I found a couple map bugs particularly with tunnels. I attached images of the ones I found with my position at the top left corner. Let me know if you need more info.









Hi Ryuk, with the latest update, I'm no longer seeing wipe to foundations or wipe deployables button

Requesting pagination for player listings
in Admin Menu
Posted
Hi,
We run a medium pop server that sees on average 2000 players daily. With this volume of players, The offline players tab takes a really long time to load and causes server stutters. I was wondering if general performance improvements and/or pagination are on the roadmap. Let me know!
Thanks!