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Everything posted by BetterDeadThanZed
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Is this map still working? I tried loading it on my test server and when I connected, I was booted and the client side log showed this error: NullReferenceException: Object reference not set to an instance of an object. at MaterialConfig.GetMaterialPropertyBlock (UnityEngine.Material mat, UnityEngine.Vector3 pos, UnityEngine.Vector3 scale) [0x00000] in <00000000000000000000000000000000>:0 at MaterialSetup.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 at GameManager.CreatePrefab (System.String strPrefab, UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) [0x00000] in <00000000000000000000000000000000>:0 at Prefab.Spawn (UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) [0x00000] in <00000000000000000000000000000000>:0 at World.Spawn (System.String category, Prefab prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale) [0x00000] in <00000000000000000000000000000000>:0 at World.Spawn (ProtoBuf.PrefabData prefab) [0x00000] in <00000000000000000000000000000000>:0 at World+<Spawn>d__71.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at WorldSetup+<InitCoroutine>d__15.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 GameManager:CreatePrefab(String, Vector3, Quaternion, Vector3, Boolean) Prefab:Spawn(Vector3, Quaternion, Vector3, Boolean) World:Spawn(String, Prefab, Vector3, Quaternion, Vector3) World:Spawn(PrefabData) <Spawn>d__71:MoveNext() <InitCoroutine>d__15:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
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Yes, it is fixed. Thank you!
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Conflict with deployable nature
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
Do you have an ETA for the next version? I had to remove this until that is fixed because players were able to get unlimited weed from it. -
@bsdinisAre you still supporting this plugin? Still getting this error.
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I use the deployable nature plugin and apprently a player can loot unlimited weed from a deployed hemp plant. I've already contacted@imthenewguyvia DIscord as he's the dev for that plugin.
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- 177 comments
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- 2
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- #monuments lock
- #lock monument
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(and 3 more)
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Ok, all is good. I set this to true and everything works perfectly now: "Disable built-in stack fix (set to true if you have problems with item stacking/splitting)":
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I guess I was doing something wrong and I actually was comparing it with another version 2.0 config so all is good, except I'm still having the stacking issue I described above.
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Let's review. Deleted the config file? Yes. Put the plugin in the plugin folder? Yes. Console says plugin version 2.0 is loaded. Am I missing something?
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Reduced stack size for Sticks to 1 and now they don't disappear because they can't stack, but dragging them to mixing table doesn't work. They stay in the players inventory. Also, you say that the old config isn't compatible with 2.0, but I deleted the config file and it's exactly the same as the old config file. It's no different. I made a backup of my old config before putting this new version on the server and using Notepad++ compare feature, I found there's no difference.
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Put the new version on the server. Gathered hemp and got 2 low quality weed. I unstacked it and then tried stacking it again and I'm down to one. I use the Stacks plugin.
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Excluding areas from static lootables
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
I figured it out, using the "OnlyIfNotInZone" lines. -
I just added a prefab to the next map I am going to run and apparently the floor is made out of items that can be looted with this plugin. Is there a way to exclude an area so this plugin doesn't apply? Here's a screenshot so you get a better understanding: https://steamcommunity.com/sharedfiles/filedetails/?id=2893711717
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I stopped using this before the last update because players wouldn't get cold in the arctic biome. I updated to the latest version today and when I walk around the arctic biome naked, sometimes I get down to 5 degree, but as a naked, it should obviously be much lower than that. Eventually the cold effect doesn't even work. I went into the water and got real cold, exited the water and a few moments later I wasn't cold anymore.
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- 51 comments
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Hey there. Looks like you forgot to put a button in the blue card room to get out!
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Not working with the new update
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
As far as I know, I'm using the default config but here it is: https://pastebin.com/XgpNAsAu -
Not working with the new update
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
The crafting button was green. I had all of the proper components. -
I see your comments about not having time to code, but in the future, is there a chance that the plugin will be able to block an admin from getting economics coins, rust rewards, Skill Tree XP, etc while in admin mode? For my own purposes, I'd want it so the player earns no Economics coins and doesn't get XP towards Skill Tree.
- 144 comments
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- #admin
- #admintool
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(and 31 more)
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- #discord integration
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- #authentication
- #permission
- #permissions
- #log
- #xray
- #adminplugins
- #administrator
- #administrative
- #administrative tools
- #administration
- #administration tool
- #admintoggle
- #admint
- #adminto
- #admintog
- #admintogg
- #admintoggl
- #player
- #player toggle
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- #auth switch
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Config file keeps reseting
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
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Config file keeps reseting
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
It appears Rustonaut hasn't been on here in 2 months. Does anyone know if there's a fix for this?