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Lumin

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Everything posted by Lumin

  1. Lumin

    Failed to call hook

    I am unsure when it comes to this line of code all i know it spams the console for each time a player kills a barrel "Failed to call hook 'OnEntityDeath' on plugin 'GatherLootMultiplier v1.6.1' (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.GatherLootMultiplier.OnEntityDeath (LootContainer container, HitInfo info) [0x0004c] in <f82fdc69939e4bcf84d9527e885fb8ac>:0 at Oxide.Plugins.GatherLootMultiplier.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0046f] in <f82fdc69939e4bcf84d9527e885fb8ac>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <112d89ea5d3348c8b949af0ab1a866d2>:0 Calling kill - but already IsDestroyed!? loot_barrel_1"
  2. Lumin

    Differently timed intervals

    Would it be possible to implement an automated start sequence so the event no longer requires a manual in-game command? Ideally, the system could execute on a timed interval (e.g., every 60 minutes) without requiring the server owner to be online. The event should initialize at predefined spawn points — for example, along the outer perimeter of the map, specifically on beach-level coordinates. No Admin Presence Required - The system should run completely autonomously without requiring the server owner or admins to be online. - Manual command override should remain available but optional. Automated Spawn Logic - When triggered, the event should spawn at predefined coordinate ranges. - Recommended behavior: - Select random spawn points along the outer edge of the map, constrained to beach-level terrain only. - This could be accomplished by scanning for terrain topology flags such as Beach, Shoreline, or using heightmap + biome validation. { "EnableAutoStart": true, "EventIntervalMinutes": 60, "SpawnOnBeachesOnly": true, "SpawnBoundaryOffset": 150, "DebugLogging": false } This kind of implementation would allow the event to self-regulate, stay consistent even when staff are offline, and provide predictable gameplay loops for players.
  3. Lumin

    Uqbar

    Any chance of an update
  4. Lumin

    2025 Hapis Island

    Why does the map monuments show up like this
  5. A Video on how this plugin works for sell alot more sales, i like this idea and when i am going to restart my server back up i'll be adding this plugin to the server
  6. Failed to initialize plugin 'XDQuest v8.5.5' (UnauthorizedAccessException: Access to the path "/home/container/oxide/data/XDQuest/PlayerInfo.json" is denied.) at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <f98723dd4586469db5213ec59da723ca>:0 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.IO.FileOptions options) [0x00000] in <f98723dd4586469db5213ec59da723ca>:0 at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int,System.IO.FileOptions) at System.IO.StreamWriter..ctor (System.String path, System.Boolean append, System.Text.Encoding encoding, System.Int32 bufferSize) [0x00055] in <f98723dd4586469db5213ec59da723ca>:0 at System.IO.StreamWriter..ctor (System.String path) [0x00008] in <f98723dd4586469db5213ec59da723ca>:0 at (wrapper remoting-invoke-with-check) System.IO.StreamWriter..ctor(string) at System.IO.File.WriteAllText (System.String path, System.String contents) [0x00026] in <f98723dd4586469db5213ec59da723ca>:0 at Oxide.Core.Configuration.DynamicConfigFile.WriteObject[T] (T config, System.Boolean sync, System.String filename) [0x0003f] in <8cb2d664f1574f2b96d53f1c1869d96a>:0 at Oxide.Core.DataFileSystem.WriteObject[T] (System.String name, T Object, System.Boolean sync) [0x00007] in <8cb2d664f1574f2b96d53f1c1869d96a>:0 at Oxide.Core.DataFileSystem.ReadObject[T] (System.String name) [0x0000f] in <8cb2d664f1574f2b96d53f1c1869d96a>:0 at Oxide.Plugins.XDQuest.LoadPlayerData () [0x0001b] in <41340713d1514e5585af84528227ea55>:0 at Oxide.Plugins.XDQuest.Init () [0x00006] in <41340713d1514e5585af84528227ea55>:0 at Oxide.Plugins.XDQuest.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00743] in <41340713d1514e5585af84528227ea55>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <8cb2d664f1574f2b96d53f1c1869d96a>:0 at Oxide.Core.Plugins.CSPlugin.HandleAddedToManager (Oxide.Core.Plugins.PluginManager manager) [0x00043] in <8cb2d664f1574f2b96d53f1c1869d96a>:0 Unloaded plugin XDQuest v8.5.5 by DezLife No previous version to rollback plugin: XDQuest I have reinstalled everything twice, am i missing something
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  7. Lumin

    Doesn't work with True PVE

    how did you fix it as i am also having the same problem
  8. Lumin

    Add permissions

    So that the admins or certain players have the access to the plugin, as base designer i need to make quick adjustments in videos but i dont want the rest of my player base having access to the 0 gibs specially if its during a purge on the server its unfair in that kind of way
  9. Lumin

    Reloading the plugin

    /skin the ingame chat would just do nothing i would have to go into console every day and type o.reload Skinner
  10. Lumin

    Reloading the plugin

    I keep having to reload the plugin via console for the ingame command to work, its soo frustrating, i mean its only for me to use but still
  11. Lumin

    Weather

    There is a possibility of making the outside of the UI clear so when we make changes to create a new preset then we can see it change in real time when transitions are set to 1 second
  12. just beware when you upload it into the plugins folder the server crashes
  13. Lumin

    Admin Pass

    an easier way is to /prod the lock
  14. Lumin

    Add permissions

    Can you make so it its a permission to be assigned to certain players and ranks
  15. Lumin

    Bag Timer Status

    this happens everytime a bag is placed down and the ui bar above the health bar doesnt show Failed to call hook 'OnEntitySpawned' on plugin 'BagTimerStatus v1.0.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.BagTimerStatus.UpdateBagStatuses (System.UInt64 userID, System.Boolean remove) [0x00154] in <32ca3bae14e147b9b52df0611264083e>:0 at Oxide.Plugins.BagTimerStatus.OnEntitySpawned (SleepingBag bag) [0x00000] in <32ca3bae14e147b9b52df0611264083e>:0 at Oxide.Plugins.BagTimerStatus.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0019a] in <32ca3bae14e147b9b52df0611264083e>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0 Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.BagTimerStatus.UpdateBagStatuses (System.UInt64 userID, System.Boolean remove) [0x00154] in <32ca3bae14e147b9b52df0611264083e>:0 at Oxide.Plugins.BagTimerStatus+<>c__DisplayClass14_0.<CanRenameBed>b__0 () [0x00025] in <32ca3bae14e147b9b52df0611264083e>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <beb2b64691c64e2b95b99491bd85442c>:0 Failed to call hook 'OnEntitySpawned' on plugin 'BagTimerStatus v1.0.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.BagTimerStatus.UpdateBagStatuses (System.UInt64 userID, System.Boolean remove) [0x00154] in <32ca3bae14e147b9b52df0611264083e>:0 at Oxide.Plugins.BagTimerStatus.OnEntitySpawned (SleepingBag bag) [0x00000] in <32ca3bae14e147b9b52df0611264083e>:0 at Oxide.Plugins.BagTimerStatus.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0019a] in <32ca3bae14e147b9b52df0611264083e>:0
  16. Lumin

    Limit Entities

    having an issue when players are able to still put down various items above the limits like planters 36/24, the limit is 24 but they are still able to go over it
  17. PLAYERS ARE COMING WITH THIS MESSAGE WHEN THEY TRY TO PLANT ITEMS
  18. Lumin

    Isle of Rust

    I really want to purchase this map but i can't since its not world update 2.0
  19. Lumin

    Synecdoche

    Is this getting an update for world update 2.0 ?
  20. the " What's New in Version 1.2.11 See changelog Released October 5 fix Entity is NULL but still in save list" patch did not work for me and the console spam is insane Entity is NULL but is still in saveList - not destroyed properly? door.hinged.industrial.d Entity is NULL but is still in saveList - not destroyed properly? researchtable_deployed Entity is NULL but is still in saveList - not destroyed properly? crate_basic Entity is NULL but is still in saveList - not destroyed properly? crate_basic Entity is NULL but is still in saveList - not destroyed properly? box.wooden.large Entity is NULL but is still in saveList - not destroyed properly? crate_basic Entity is NULL but is still in saveList - not destroyed properly? table.deployed Entity is NULL but is still in saveList - not destroyed properly? bed_deployed Entity is NULL but is still in saveList - not destroyed properly? door.hinged.industrial.d Entity is NULL but is still in saveList - not destroyed properly? crate_normal Entity is NULL but is still in saveList - not destroyed properly? crate_basic Entity is NULL but is still in saveList - not destroyed properly? door.hinged.industrial.d Entity is NULL but is still in saveList - not destroyed properly? table.deployed Entity is NULL but is still in saveList - not destroyed properly? door.hinged.toptier Entity is NULL but is still in saveList - not destroyed properly? crate_normal Entity is NULL but is still in saveList - not destroyed properly? bed_deployed Entity is NULL but is still in saveList - not destroyed properly? box.wooden.large Entity is NULL but is still in saveList - not destroyed properly? door.hinged.industrial.d Entity is NULL but is still in saveList - not destroyed properly? researchtable_deployed Entity is NULL but is still in saveList - not destroyed properly? codelockedhackablecrate Entity is NULL but is still in saveList - not destroyed properly? door.hinged.industrial.d Entity is NULL but is still in saveList - not destroyed properly? table.deployed Entity is NULL but is still in saveList - not destroyed properly? sofa.deployed Entity is NULL but is still in saveList - not destroyed properly? door.hinged.industrial.d Entity is NULL but is still in saveList - not destroyed properly? door.hinged.toptier Entity is NULL but is still in saveList - not destroyed properly? table.deployed Entity is NULL but is still in saveList - not destroyed properly? crate_basic Entity is NULL but is still in saveList - not destroyed properly? box.wooden.large Entity is NULL but is still in saveList - not destroyed properly? researchtable_deployed Entity is NULL but is still in saveList - not destroyed properly? secretlabchair.deployed Entity is NULL but is still in saveList - not destroyed properly? door.hinged.industrial.d Entity is NULL but is still in saveList - not destroyed properly? secretlabchair.deployed Entity is NULL but is still in saveList - not destroyed properly? secretlabchair.deployed Entity is NULL but is still in saveList - not destroyed properly? door.hinged.toptier Entity is NULL but is still in saveList - not destroyed properly? sofa.deployed Entity is NULL but is still in saveList - not destroyed properly? codelockedhackablecrate Entity is NULL but is still in saveList - not destroyed properly? crate_basic Entity is NULL but is still in saveList - not destroyed properly? table.deployed Entity is NULL but is still in saveList - not destroyed properly? secretlabchair.deployed Entity is NULL but is still in saveList - not destroyed properly? bed_deployed Entity is NULL but is still in saveList - not destroyed properly? door.hinged.industrial.d Entity is NULL but is still in saveList - not destroyed properly? sofa.deployed Entity is NULL but is still in saveList - not destroyed properly? researchtable_deployed Entity is NULL but is still in saveList - not destroyed properly? crate_normal Entity is NULL but is still in saveList - not destroyed properly? codelockedhackablecrate Entity is NULL but is still in saveList - not destroyed properly? door.hinged.industrial.d Entity is NULL but is still in saveList - not destroyed properly? codelockedhackablecrate Entity is NULL but is still in saveList - not destroyed properly? table.deployed Entity is NULL but is still in saveList - not destroyed properly? researchtable_deployed Entity is NULL but is still in saveList - not destroyed properly? door.hinged.industrial.d Entity is NULL but is still in saveList - not destroyed properly? crate_normal Entity is NULL but is still in saveList - not destroyed properly? door.hinged.industrial.d Entity is NULL but is still in saveList - not destroyed properly? box.wooden.large Entity is NULL but is still in saveList - not destroyed properly? door.hinged.industrial.d Entity is NULL but is still in saveList - not destroyed properly? bed_deployed Entity is NULL but is still in saveList - not destroyed properly? secretlabchair.deployed Entity is NULL but is still in saveList - not destroyed properly? door.hinged.toptier Entity is NULL but is still in saveList - not destroyed properly? door.hinged.industrial.d Entity is NULL but is still in saveList - not destroyed properly? bed_deployed Entity is NULL but is still in saveList - not destroyed properly? researchtable_deployed Entity is NULL but is still in saveList - not destroyed properly? sofa.deployed Entity is NULL but is still in saveList - not destroyed properly? codelockedhackablecrate Entity is NULL but is still in saveList - not destroyed properly? sofa.deployed Entity is NULL but is still in saveList - not destroyed properly? door.hinged.industrial.d Entity is NULL but is still in saveList - not destroyed properly? codelockedhackablecrate Entity is NULL but is still in saveList - not destroyed properly? researchtable_deployed Entity is NULL but is still in saveList - not destroyed properly? sofa.deployed Entity is NULL but is still in saveList - not destroyed properly? box.wooden.large Entity is NULL but is still in saveList - not destroyed properly? bed_deployed Entity is NULL but is still in saveList - not destroyed properly? crate_normal Entity is NULL but is still in saveList - not destroyed properly? table.deployed Entity is NULL but is still in saveList - not destroyed properly? crate_basic Entity is NULL but is still in saveList - not destroyed properly? secretlabchair.deployed Entity is NULL but is still in saveList - not destroyed properly? door.hinged.toptier Entity is NULL but is still in saveList - not destroyed properly? door.hinged.industrial.d Entity is NULL but is still in saveList - not destroyed properly? door.hinged.industrial.d Entity is NULL but is still in saveList - not destroyed properly? box.wooden.large Entity is NULL but is still in saveList - not destroyed properly? researchtable_deployed Entity is NULL but is still in saveList - not destroyed properly? door.hinged.toptier Entity is NULL but is still in saveList - not destroyed properly? sofa.deployed Entity is NULL but is still in saveList - not destroyed properly? box.wooden.large Entity is NULL but is still in saveList - not destroyed properly? crate_normal Entity is NULL but is still in saveList - not destroyed properly? bed_deployed Entity is NULL but is still in saveList - not destroyed properly? codelockedhackablecrate Entity is NULL but is still in saveList - not destroyed properly? crate_basic Entity is NULL but is still in saveList - not destroyed properly? crate_normal Entity is NULL but is still in saveList - not destroyed properly? table.deployed Entity is NULL but is still in saveList - not destroyed properly? bed_deployed Entity is NULL but is still in saveList - not destroyed properly? sofa.deployed Entity is NULL but is still in saveList - not destroyed properly? secretlabchair.deployed Entity is NULL but is still in saveList - not destroyed properly? box.wooden.large Entity is NULL but is still in saveList - not destroyed properly? door.hinged.toptier Entity is NULL but is still in saveList - not destroyed properly? crate_normal Entity is NULL but is still in saveList - not destroyed properly? codelockedhackablecrate Entity is NULL but is still in saveList - not destroyed properly? door.hinged.toptier Entity is NULL but is still in saveList - not destroyed properly? secretlabchair.deployed This list started off small now it's exploded into big bertha
  21. Lumin

    Convoy

    spelling mistake for modular car
  22. Lumin

    Automated Messages

    is anyone else experiencing problems when automated messages are saying "player died when teleporting" I am using nteleportation and i think the two plugins are conflicting when teleporting
2.2m

Downloads

Total number of downloads.

10.4k

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Total customers served.

150.6k

Files Sold

Total number of files sold.

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