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Everything posted by Samael777
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- 229 comments
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Also, also, only 5 of them are barely useful. Main issues: - require stability off - low amount of large boxes - basically no decorations/stuff different than boxes and traps.
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Also, add more boxes, because 9 small boxes and 4 barrels is a joke...
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Bro, please fix those bases ASAP because, without stability set to off, some of them are useless.
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StartTimers - called twice during basically the same event CheckEventStatus - logic needs fixing for non-perfect scenarios, plus using the number of killed NPCs to determine if the event is done? really? Send your AI agent to mine to get knowledge transfer xD Why even despawn and spawn again nodes every few minutes? The config is clear: we are spawning x amount of nodes, and that's all.
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- 229 comments
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Failed to call internal hook 'OnEntityTakeDamage' on plugin 'SimplePVE v1.3.2' [952055589] (Object reference not set to an instance of an object) at bool Oxide.Plugins.SimplePVE.CheckIncludes(BaseCombatEntity entity, HitInfo hit) in C:/Rust/carbon/plugins/SimplePVE.cs:line 2501 at object Oxide.Plugins.SimplePVE.OnEntityTakeDamage(BaseCombatEntity entity, HitInfo hit) in C:/Rust/carbon/plugins/SimplePVE.cs:line 2309 at object Oxide.Plugins.SimplePVE.InternalCallHook(uint hook, object[] args) in SimplePVE.cs/Internal:line 2175
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@Adem any news? I would love to have it fixed before the wipe.
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- 274 comments
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- #event
- #cargoplane
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- 274 comments
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- #event
- #cargoplane
- (and 18 more)
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After a few hours, we are in the same position as before the server restart.
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Even stranger thing happened, after the server restart almost all block are back, only around the rug something is missing
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I'm not sure if this is related, but in my case after one day some parts of the structure disappear/decay. I have decay.scale 0, but maybe other settings need to be set as well.
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As I remember correctly, for placement, the quarterion is taken from the player's position. This was the reason I took action. If you want, you can implement a command with world position, but only with one parameter for horizontal rotation. In the end other rotations are useless. The other reason for using world coordinates is that it greatly improves the ease of deploying structures from a distance, allowing you to observe how they fit the terrain. Also, the smaller reason for perfectionists is that you can later specify a rotation angle to align the foundations with the structure. And, yes, spawning it always in the same rotation is inconvenient, especially when I want to fit structure to specific terrain features Generally speaking, if you wanted to approach this with as little effort as possible, then yes, spawning in the player's rotation will be sufficient.
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Just like you said, I'm using spawnsitemypos. https://codefling.com/files/support/27779-spawning-at-random-location/ and here is a video with command use
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Please add a command to spawn a site at a specific position because the current spawnatmypos doesn't work properly. Or just DM me, I already wrote that.
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Nah, on my second vanilla server, it works well. Also, it looks like planter stopped taking water from external sprinklers and is not harvesting plants. After further testing, it appears that all reskinned planters are affected.
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My players are having trouble changing their planter skins. When they try to switch from default to rail it crashes, it works fine the other way around.
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"/spawnsite PresetName - spawn the BuildingSite in your position" spawns presets at random locations instead where I'm looking or where I'm stating.
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I managed to fix it
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What is going on with the timer? The error below occurs every few hours. Timer of 3s has failed in 'MeteorEvent v2.1.3 by ThePitereq' [callback] (Object reference not set to an instance of an object) at void Oxide.Plugins.MeteorEvent.SpawnMeteor(string meteorKey, Vector3 position, Vector3 angle, bool allowLarge) in C:/Rust_MOD/carbon/plugins/MeteorEvent.cs:line 1045 at void Oxide.Plugins.MeteorEvent.RunMeteorShower(string profile, int meteorCount, bool direct, BasePlayer directPlayer, bool allowLarge)+() => { } in C:/Rust_MOD/carbon/plugins/MeteorEvent.cs:line 993 at Timer Oxide.Plugins.Timers.Repeat(float time, int times, Action action)+() => { } in /home/runner/work/Carbon/Carbon/Carbon.Core/Carbon.Components/Carbon.Common/src/Oxide/Libraries/Timer.cs:line 109