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Everything posted by BetterDeadThanZed
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I just got this plugin today and a player pointed out something. When you put resources in the mixing table, the splitting window for the resources in the table is covered up. Is there a way to change this? I'm attaching two screenshots. One shows it with the Ganja plugin enabled and one without it enabled to clarify what I mean. Maybe the Ganja UI can be moved above the Mixing Table part of the UI?
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I don't want to open a second ticket, so I'll add it to this. To test this, I boosted my server. I received no DM even though I have it set to send a DM at start/end and I did not receive the nitro user group on my server. Yes, I created the usergroup prior to installing the plugin. I am using DiscordAuth and it works. My server already has 2 boosts by me, if that matters.. Here is my config: { "Bot token": "DELETED FOR THIS POST", "Set custom status and activity for the discord bot": false, "Bot's activity type: (Game, Listening, Watching, Competing)": "Watching", "Bot's Status": "Nitro Boosters", "Send direct message to boosters on boost start and end": true, "Embed's color": "#F47FFF", "Use with existing linking system (DiscordAuth or DiscordCore)": true, "Check users if they are boosting after every wipe.": true, "Let users use !verify in DM": true, "Let users use !verify in guild channel": true, "ChannelID where players can use !verify (if the previous option is true, leave empty for any channel)": "", "Oxide group's name": "nitro", "Discord Guild ID (optional if the bot is in one guild)": "" }
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Hello. I use DiscordAuth. Do players still need to use the !verify command or is that only if I'm not using an existing linking plugin?
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Receiving this error when trying to spawn the police car or police transport 04/06 21:28:03 | Failed to call hook 'policetransport' on plugin 'PoliceVehicles v1.3.1' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.PoliceVehicles.SpawnPoliceTransport (BasePlayer player) [0x000a6] in <61e429ca0b144d0b806d3ffaa15aa19b>:0 at Oxide.Plugins.PoliceVehicles.policetransport (BasePlayer player) [0x00081] in <61e429ca0b144d0b806d3ffaa15aa19b>:0 at Oxide.Plugins.PoliceVehicles.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x004fa] in <61e429ca0b144d0b806d3ffaa15aa19b>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <60c318df79ed41688ea59335e48d61ad>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <50629aa0e75d4126b345d8d9d64da28d>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <50629aa0e75d4126b345d8d9d64da28d>:0
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Players can still access the quarries
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
I tested this again tonight with the update and it works, mostly. I tried to add a player to the authorized list and I received no response from the command in-game. Then I looked in the console and found that this plugin is conflicting with PreventLooting. Giving my team access worked fine, though. This is the error: 04/06 19:03:31 | Failed to call hook 'QuarryShareCommand' on plugin 'QuarryManager v2.0.3' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.QuarryManager.AddOrRemoveUser (BasePlayer player, System.Boolean isAdding, System.Boolean isRemoving, System.String[] args) [0x00011] in <313ac249abe14a0bad85c62023d5416b>:0 at Oxide.Plugins.QuarryManager.QuarryShareCommand (BasePlayer bPlayer, System.String command, System.String[] args) [0x004da] in <313ac249abe14a0bad85c62023d5416b>:0 at Oxide.Plugins.QuarryManager.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0034e] in <313ac249abe14a0bad85c62023d5416b>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <60c318df79ed41688ea59335e48d61ad>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <50629aa0e75d4126b345d8d9d64da28d>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <50629aa0e75d4126b345d8d9d64da28d>:0 04/06 19:03:44 | Calling hook CanLootEntity resulted in a conflict between the following plugins: PreventLooting - False (Boolean), QuarryManager (True (Boolean)) -
I went into the building and opened the food crate. After I removed everything from it, the fireplace crumbled, like it was the food crate.... the fireplace is gone.
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This has a .map extension instead of .prefab.
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Players can still access the quarries
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
I don't think you understand. It still doesn't work. I had a quarry that I gave no permissions to and the player was able to access the fuel and the output and that error that I posted came up when he accessed them. -
Players can still access the quarries
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
I did another test this morning. I can't get the /qm a command to work. When I type /qm a playername it has no reaction at all. If I type /qm a and nothing, it tells me I have to specify the player name. Also, this is in my console. I think it appeared when the other player accessed (successfully) the quarry: Failed to call hook 'QuarryShareCommand' on plugin 'QuarryManager v2.0.2' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.QuarryManager.AddOrRemoveUser (BasePlayer player, System.Boolean isAdding, System.Boolean isRemoving, System.String[] args) [0x00011] in <1649046b9e3b4cb6a44d0fd993e3c5f4>:0 at Oxide.Plugins.QuarryManager.QuarryShareCommand (BasePlayer bPlayer, System.String command, System.String[] args) [0x004da] in <1649046b9e3b4cb6a44d0fd993e3c5f4>:0 at Oxide.Plugins.QuarryManager.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0034e] in <1649046b9e3b4cb6a44d0fd993e3c5f4>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <60c318df79ed41688ea59335e48d61ad>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <50629aa0e75d4126b345d8d9d64da28d>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <50629aa0e75d4126b345d8d9d64da28d>:0 -
Players can still access the quarries
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
I will test it again. I didn't think that the plugin would be turned off by default. I wouldn't even think there was a setting to do that. -
Players can still access the quarries
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
I just tested this update and the player was able to access the fuel. Now that I type this, I realize should have tested the part where the resources are deposited, but I guess I figured if they can access the fuel, then it's not working as intended anyway. -
I just installed this on my server and I had someone test it out and they can access two quarries that I placed even though they are not shared.. I don't know if it matters, but I use the Prevent Looting plugin along with TruePVE on my server. This is my config: { "General Settings": { "Wipe Data on new save": true }, "Commands": { "Quarry Manager Command": "qm" }, "Chat Settings": { "Chat prefix": "QuarryLocker >>", "Chat prefix colour": "#FF6A13", "Chat icon": 0, "Quarry Share Messages": { "Print a message if team share is enabled": true, "Print a message if team share is disabled": true, "Print a message if a player is added to the share list": true, "Print a message if a player is removed to the share list": true, "Print a message if a player has activated a static quarry": true }, "RCON/Server Console Messages": { "Message the console if someone enables team share": false, "Message the console if someone disables team share": false, "Message the console if someone is added to the share list": false, "Message the console if a player is removed to the share list": false, "Message the console on static quarry lock activated": false } }, "Share Settings": { "Players can toggle other players quarries": false, "Lock quarry containers": false, "Team Sharing": { "Allow team to toggle the quarry": true, "Allow team to open the quarries containers": true }, "Individual Player Sharing": { "Allow added players to toggle the quarry": true, "Allow added players to open the quarries containers": true }, "Static Quarry Sharing": { "Enable static quarry lock": false, "Static Quarry Sharing": { "If the player leaves the dome unlock the static quarry": false } } } }
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- 49 comments
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- 1
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- #performance
- #admintool
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(and 3 more)
Tagged with:
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I was told by Nivex that he will fix this but he's busy fixing other plugins, although from what you guys are saying, this has been fixed. He just hasn't released it.
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I use Furnace Splitter (https://umod.org/plugins/furnace-splitter). I had a player tell me this: "It seems the furnaces are bugged, if you have them upgraded and have multiple stacks of wood in them, after the first stack is burned it no longer burns the other stacks at the increased rates." When he used a small amount, like 2 stacks of 100, it worked fine. When he tried stacks of 100,000 wood (I use a stacks plugin too), it stopped using the upgraded rate after the first stack of 100,000. When he disabled Furnace Splitter, this didn't happen. So, is this an issue that can be fixed on this plugin or do I need to go to the dev of Furnace Splitter?
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I just came here to ask about this myself... someone pointed out no points for killing brad.
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- 586 comments
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- #rust
- #rust plugin
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- 586 comments
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- #rust
- #rust plugin
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In the ticket I opened in Discord (which apparently was closed), I mentioned how non-abandoned bases were getting caught in the radius of the abandoned bases. That makes them raidable when they shouldn't be. Will this be addressed soon? It seems like a major bug. Shouldn't this plugin just make all entities owned by the player raidable, instead of creating a bubble where everything is raidable?
- 586 comments
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- 1
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- #rust
- #rust plugin
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- 586 comments
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- 1
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- #rust
- #rust plugin
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- 586 comments
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- 1
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- #rust
- #rust plugin
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Custom base K, when you go inside and look down into the entrance, you don't see the water until you jump in.
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I am trying to use this on a custom map (Frontier by Gruber) and there's no reaction when I type the /getmonumentpos command. The plugin loads properly with the o.reload command and there's no error in the console.