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Everything posted by Samael777
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@Adem any news? I would love to have it fixed before the wipe.
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- 271 comments
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- #event
- #cargoplane
- (and 18 more)
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- 271 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
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Please add a function to automatically create a backup and replace lang files if the configuration in the plugin has been changed.
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Looks like /rbe expire steamid doesn't work. Base was locked for a player, I used that and got a notification "Removed lockout for...", but still it was locked for a player.
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It was like: 1. Everything works ok 2. Plugin loaded 3. Crashes started
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I would rather not have additional performance impact. Better solution would be to solve the issue on the plugin side
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Despite having "Destroy Meteors Underwater" set to true, meteors are still placed underwater, and map markers are not destroyed after mining ore. Water level hasn't been modified.
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The plugin also breaks the functionality of the copy-paste plugin. For some reason, all pasted objects end up at coordinates (0, 0, 0).
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Unfortunately, the plugin causes a critical error that prevents admins from working. Whenever I try to use teleport2marker or another teleport command, I'm teleported far off the map and blocked. Sometimes this happens only 2-3 seconds after teleporting. If I also use Vanish, implemented in the carbon panel, I only get a large amount of red text and nothing else changes; I'm still blocked, even after respawning. To fix this, I have to disconnect and reconnect to the server.
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I'm getting strange error: Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "assets/prefabs/visualization/sphere.prefab/assets/bundled/prefabs/autospawn/resource/ores/metal-ore.prefab", Mesh asset path "" Mesh name "ore_node_stage_1_COL"