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Everything posted by Lumin
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- 325 comments
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- #building
- #foundation
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(and 27 more)
Tagged with:
- #building
- #foundation
- #tool
- #tools
- #ui
- #upgrading
- #remove
- #upgrade
- #blocks
- #clans
- #friends
- #noescape
- #interface
- #hud
- #build skins
- #grade
- #gredable bases
- #grade rust bases
- #build system
- #upgrade buildings
- #remove structures
- #downgrade structures
- #base customization
- #best grade plugin
- #build plugin by mevent
- #reskin
- #bgrade
- #skins
- #building skins
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doesnt matter if i use imgur or imgbb it wont display the picture
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ingore that picture attached i thought i removed that, thats related to another plugin
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[DynamicMonuments] [DynamicMonuments] Preset not found! (foodbox_1) [DynamicMonuments] [DynamicMonuments] Preset not found! (foodbox_1)
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- 169 comments
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- #customizablequests
- #dezlife
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(and 5 more)
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- 48 comments
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- #hud
- #minimalist
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(and 9 more)
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- 102 comments
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- #restart
- #rustplugin
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(and 5 more)
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@crash after FP did there updates that might of broken it, i have since done an update, last night it went strait to a 1 minute cooldown instead of the 30 minute cooldown, none of the config files were changed, if you could add in a line of code to accept different timezones for a restart to happen like ie, im not smart enough to code things so i use ai to help me with this // Set desired restart time in GMT int restartHourGMT = 2; // 2:00 AM GMT // Get GMT timezone TimeZoneInfo gmtZone = TimeZoneInfo.FindSystemTimeZoneById("GMT Standard Time"); // Convert current UTC time to GMT DateTime gmtNow = TimeZoneInfo.ConvertTimeFromUtc(DateTime.UtcNow, gmtZone); // Calculate today's 2 AM GMT DateTime gmtRestart = new DateTime( gmtNow.Year, gmtNow.Month, gmtNow.Day, restartHourGMT, 0, 0, DateTimeKind.Unspecified ); // If time has already passed today, schedule it for tomorrow if (gmtNow > gmtRestart) { gmtRestart = gmtRestart.AddDays(1); } // Convert restart time back to UTC for scheduling DateTime utcRestart = TimeZoneInfo.ConvertTimeToUtc(gmtRestart, gmtZone); // Time until restart double secondsUntilRestart = (utcRestart - DateTime.UtcNow).TotalSeconds; // Schedule restart timer.Once((float)secondsUntilRestart, () => { Server.Command("restart 10 \"Scheduled GMT Restart\""); What this does: You set a GMT restart time (e.g., 2 AM). The code converts current UTC → GMT. It calculates the next correct 2 AM GMT. Converts it back to UTC (because Oxide timers run in UTC). Schedules the auto-restart.
- 102 comments
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- #restart
- #rustplugin
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(and 5 more)
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its not missing i just forgot to copy more of it here it is { "Version": "3.5.0", "Restart": { "RestartTimes": [ "18:00" ], "AlertSound": "assets/prefabs/locks/keypad/effects/lock.code.lock.prefab", "UseSound": true, "UseChatAlerts": true, "SkipWipeDays": true, "WipeDays": [] }, "PlayerRestrictions": { "MaxPlayersBeforeCancel": 10, "RestrictPlayerCount": false }, "Alerts": { "InGameWarningTimes": [ 30, 15, 10, 5, 3, 2, 1 ], "DiscordWarningTimes": [ 30, 5, 1 ] },
- 102 comments
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- #restart
- #rustplugin
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(and 5 more)
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- 102 comments
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- 1
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- #restart
- #rustplugin
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(and 5 more)
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the /restart 10m cmd isnt working
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- 3 comments
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- #redgreenlight
- #red
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(and 11 more)
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- 64 comments
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- #wallpaper
- #wall
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(and 5 more)
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- 14 comments
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- 1
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- #quarry
- #controller
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@ninco90 let me know if this isnt allow i will adjust my comment Moji, i belive if you are seek a particular plugin like you have mentioned you would be looking for XDFriends which handles "Enhanced Friends Authorization System: The plugin allows activating friends' authorization for a wide range of elements, including: sams, turrets, code locks, key locks and tool cupboards
- 397 comments
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- 2
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- #builder
- #automation
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(and 9 more)
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- 62 comments
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- #cargo
- #cargo ship
- (and 4 more)
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- 1,449 comments
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- #leveling
- #progression
- (and 19 more)
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So i have already been on contact with the owner of SimplePVE hes saying the following is to do with zone mamager but i do not have any zone mananger on my server nor is it turned on inside the plugin "Failed to call hook 'OnItemPickup' on plugin 'SimplePVE v1.2.12' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.SimplePVE.PlayersIsInZone (BasePlayer player) [0x00000] in <96689afd1e7e46baa129a906612c2eb8>:0 at Oxide.Plugins.SimplePVE.OnItemPickup (Item item, BasePlayer player) [0x000d4] in <96689afd1e7e46baa129a906612c2eb8>:0 at Oxide.Plugins.SimplePVE.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x02f8e] in <96689afd1e7e46baa129a906612c2eb8>: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 " But this error occurs when a player picks up a backpack from "The Broken Giant" ie; cargo
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Am i missing something here is there not a press Next button, alot of items arent showing like small boxes, signs, portraits ect and a few items on alot of other tabs
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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"
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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.
