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ALiEN JiM

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Support Replies posted by ALiEN JiM

  1. Hi, just a quick update.

    I figured out why the Combat Stimulant wasn’t working, it turned out the LootDefender plugin was overriding the XP being given. Thought this might be helpful in case anyone else runs into NPC buffs not working.
    Also noticed there is no time remining on Combat Stimulant when viewing current active buffs.

    Is there a way to have Combat Stimulant apply to all NPCs, or at least allow multiple types to be added instead of just:
    "source": "ScientistHeavy"?

    I also noticed that in SkillTree you only receive XP from yellow barrels. However, when using Salvager Soda, you then gain XP from all barrels. Not sure yet if this is something on my end or a potential SkillTree issue.

    Again, thanks for the quick update on the previous issue — really appreciated.

  2. Hi, yes that was a fresh install.

    The following video was recorded with no other plugins installed not even admin plugins, only SkillTree 1.7.8 and SkillTreeItemsPro 1.0.2. All related configs and data files were removed beforehand to generate completely fresh files.

    As mentioned, no other plugins were installed to rule out any conflicts. The server is also running the latest version of Oxide at the time (v2.0.7253).
     

     
  3. I’ve found the issue! it was caused by v1.13.3.

    Simply unloading and removing it wasn’t enough before installing v1.14.1. Something from the old version was still lingering on the server. To resolve it, I had to fully remove v1.13.3 before starting the server, and then add v1.14.1 afterwards.

    Apologies for not trying this sooner, and thanks for your help.

    • Like 1
  4. Okay, I guess I’ll need to check if it’s a conflict.

    If I start the server with the plugin already installed, it can take up to five minutes before the spam begins. However, if I start the server first and then add the plugin, the spamming starts instantly.

  5. Hi, thanks for the quick update. Unfortunately, the same issue is still happening in v1.14.1. Even unloading the plugin doesn’t stop the spam! I have to restart the server to fix it.

    Version 1.13.3 works perfectly.

    I’m running Oxide, and while I do have Raidable Boats, it isn’t currently installed. It also did seem to work fine with v1.13.3 from what I could tell when i was testing the plugin.


    Loaded plugin EasySailing v1.14.1 by Corvus
    Server Exception: Mountable Cycle
    NullReferenceException: Object reference not set to an instance of an object
      at Oxide.Plugins.EasySailing+EntityFuelSystem_TryUseFuel_Patch.Prefix (EntityFuelSystem __instance, System.Single seconds, System.Single fuelUsedPerSecond, System.Int32& __result) [0x00005] in <772ad713965d44ea8f70760a35dcb202>:0 
      at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.EntityFuelSystem.TryUseFuel_Patch1(EntityFuelSystem,single,single)
      at MotorRowboat.VehicleFixedUpdate () [0x00156] in <90302d684a574380a840c59dfd53d4e0>:0 
      at RHIB.VehicleFixedUpdate () [0x0002e] in <90302d684a574380a840c59dfd53d4e0>:0 
      at BaseMountable.FixedUpdateCycle () [0x00039] in <90302d684a574380a840c59dfd53d4e0>:0 
      at ServerMgr.FixedUpdate () [0x00018] in <90302d684a574380a840c59dfd53d4e0>:0 
    UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    UnityEngine.Logger:LogException(Exception, Object)
    UnityEngine.Debug:LogException(Exception, Object)
    ServerMgr:FixedUpdate()

  6. Hi EasySailing Team,

    I ran into an issue after updating to v1.14.0. My server starts spamming the console with a NullReferenceException related to EntityFuelSystem_TryUseFuel_Patch, and eventually requires a restart.

    It seems to happen when certain mountable vehicles (like MotorRowboat or RHIB) are active. Based on the console messages, my guess is that it might be related to the fuel system not being present or initialized.

    I wanted to bring this to your attention in case it helps. I’m happy to provide any additional logs or details if needed.

    Thanks for your work on EasySailing!


    The console message:

    Server Exception: Mountable Cycle
    NullReferenceException: Object reference not set to an instance of an object
      at Oxide.Plugins.EasySailing+EntityFuelSystem_TryUseFuel_Patch.Prefix (EntityFuelSystem __instance, System.Single seconds, System.Single fuelUsedPerSecond, System.Int32& __result) [0x00005] in <ecd4acaa55804e63af5fed85fd812775>:0 
      at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.EntityFuelSystem.TryUseFuel_Patch2(EntityFuelSystem,single,single)
      at MotorRowboat.VehicleFixedUpdate () [0x00156] in <9330175985ef4e7bb03abe503b9a9264>:0 
      at RHIB.VehicleFixedUpdate () [0x0002e] in <9330175985ef4e7bb03abe503b9a9264>:0 
      at BaseMountable.FixedUpdateCycle () [0x00039] in <9330175985ef4e7bb03abe503b9a9264>:0 
      at ServerMgr.FixedUpdate () [0x00018] in <9330175985ef4e7bb03abe503b9a9264>:0 
    UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    UnityEngine.Logger:LogException(Exception, Object)
    UnityEngine.Debug:LogException(Exception, Object)
    ServerMgr:FixedUpdate()
     

  7. My guess was harmony patching too but for me it was only a logical guess lol
    I have tested with v1.11.3 / 1.11.5 / 1.12.4 same issue as in v1.13.1 not sure why but one of the old versions did work fine, i can only guess that with one of the FB updates maybe why it all change and now has issues

    Is there a way to send you files to help you replicate the issue like discord?

  8. Hi Corvus,

    I’ve been testing this pretty thoroughly by loading plugins one at a time, starting with only EasySailing v1.13.1 installed.

    From this, I’ve found two plugins that EasySailing seems to conflict with:

    Cupboard Accepts Anything v1.1.0 by VisEntities

    Balloon Heist Event v1.4.0 by Sassy

    I don’t mind removing the cupboard plugin, but Balloon Heist is quite popular on my server, so I’d prefer to keep that if possible.

    I’m not exactly sure what the root issue is, but when these plugins are installed at server startup, the EasySailing controls start acting up.

    However, after some more testing, I noticed something interesting:
    If I start the server without EasySailing, let everything load normally, and then add EasySailing afterwards, it works perfectly with no issues.

    So it seems like the problem only happens when EasySailing is present during server startup.

  9. Hi Beee, 

    Just to keep you up to date with my findings:

    I performed a fresh reinstall and wipe, testing with both custom and procedural maps. The only plugin installed was AutomatedMessages — no other mods were running.

    After further investigation and testing, I discovered the following:

    If I go through the area as an admin with Vanish enabled, I get this console error:

    "Destroying components immediately is not permitted during physics trigger/contact, animation event callbacks, rendering callbacks or OnValidate. You must use Destroy instead." 

    no other message appears.

    If I go through as a normal player while mounted on a boat, no message appears.

    If I go through as an admin using only noclip, I do receive the deep-sea entry message.

    From what I can tell, the issue seems related to the difference between being put to sleep and waking up in the deep-sea zone, which is what triggers the message.

    When mounted on a boat, the message does not trigger because the player is not put into a sleep state while driving. At the moment, the only way I can consistently trigger the message is by passing through the area with noclip enabled.

    I hope this information is useful for your investigation.

  10. Hi,

    I’ve configured the enter and leave messages for the Deep Sea area, but nothing is appearing in chat. I’m not sure what I might be missing.

    I’m using the same setup for player login and logout messages, and those are working correctly. I just can’t seem to get the Deep Sea player messages to trigger.

    Thank you for your time and any help with this issue — I really appreciate it.image.png.bc6515d6d6b802eb7b27652ccf6610af.png

  11. Hi Kiiiing, I have Convoy and Caravan Event plugins that gets blocked by the shipping container when Radtown event is active, I would like to ask if I can have permission to change the coordinates in your code for the shipping container on the road to move it over a few feet?

    From:

    _radtownMonument.transform.position,
                Quaternion.LookRotation(_radtownMonument.transform.TransformDirection(Quaternion.Euler(0, 30, 0) * Vector3.forward)));

     

    To something like:

    _radtownMonument.transform.TransformPoint(new Vector3(-5f, 0.13f, 3f)),
                Quaternion.LookRotation(_radtownMonument.transform.TransformDirection(Quaternion.Euler(0, 5, 0) * Vector3.forward)));

     

    This should give enough room for both Convoy and Caravan events room to pass by, this change will only be for my server!

    Not sure if you can implement an option in the configuration file that will allow us to change the coordinates placement of the shipping container if not it's not a problem as I can with your permission to change coordinates each time you make updates.

     

    Kind Regards

    ALiEN JiM

    RadtownBlocked.png

  12. Hi sorry I keep meaning to ask would it be possible to add in the config a way to change the name of the map icon so i could have it say  [Abandoned Ammo Box] or something?

     

    As always thank you so much for your time and help

  13. Hi, just wondering if you knew that Lucky Crates don't work since the latest wipe update and if you had was working on a fix!?

    Error:

    LuckyCrates.cs - 'PhoneController' does not contain a definition for 'PositionToGridCoord' (L: 491 | P: 48) | Removing from project

     

    running on oxide v2.0.6329

     

    Many thanks for your time on this.

  14. I now get this error from the latest update version:

     

    Error while compiling LuckyCrates: 'PluginTimers' does not contain a definition for 'Shutdown' and no accessible extension method 'Shutdown' accepting a first argument of type 'PluginTimers' could be found (are you missing a using directive or an assembly reference?) | Line: 907, Pos: 23

     

    Thank you for your time on this.

  15. Hi, I have notice there are to many messages for the event when a lucky Crate spawns! i get that they are one for each player but the more players online the more the chat gets spammed full of messages just for one Lucky Crate, there is no way to know which message is meant for me with how far away i am from the Lucky Crate! is there a way to just have one message to say a Lucky Crate has spawned at x grid without the distance notification part so there only needs to be one message for all players to see?

     

    Other then that it is brilliant!

    Many thanks...

  16. I Don't see any admin permission options to use!

    "Optional Admin Permissions  
    Restrict access to vehicle spawning based on permissions, perfect for reward-based systems or VIP features. Control which groups can spawn motorbikes and pedalbikes."

     

    How do i set this up with permissions?

  17. 5 hours ago, mattffhh said:

    Haha, yeah, with the current terrain check, this kind of thing happens sometimes. Just a heads-up—I’ve seen the Lucky Crate spawn under some of the new hills too. I’ll be improving the logic to avoid these weird terrain issues in the future.

    Duplication is kind of working, but I’m holding off on releasing it until I fix a few bugs. For now, you’ll have to use some ladders to reach that one, lol. And thanks for the positive feedback! If there's anything else, feel free to let me know.

    Kind regards,
    mattffhh

    Would It be possible to add a Min and Max Amount of each item?

    Something like:

        {
          "ItemName": "scrap",
          "Weight": 3,
          "AmountMin": 50
          "AmountMax": 150
        },

     

    as always many thanks for your speedy replies and updates

  18. Hi, I have noticed that drones can fall out the sky and sit on the ground or rooftops doing nothing I then have to go around find and completely destroy them before the next Wave will come in, on occasions I can't find them, is this intentional?

    Would it be possible to have them self-destroy or something similar if they're not active? hopefully this would make the next wave commence.

     

    image.png

  19. 1 hour ago, MrLiquid said:

    I now made an entry into TruePVE to make it work for the time being, I would love it if you could integrate it with PveMode, dome over the event and lock look and event to player/team who attacks first and to keep others out of the dome if not event owner/team mate.

     

     

    Hi can i ask what did you add to TruePVE as i had no luck making an entry for drones myself sadly!

    Never mind as manage to sort it...

  20. Tried again after removing the plugin then reboot server then adding it back and this is the most info i can get before server locks up:

    [RadtownEvent] Radtown event started
    Failed to set value of field RadContainer.dressingVariant
    Calling kill - but already IsDestroyed!? cratemarker
    Calling kill - but already IsDestroyed!? cratemarker
    Calling kill - but already IsDestroyed!? cratemarker
    Calling kill - but already IsDestroyed!? cratemarker
    Calling kill - but already IsDestroyed!? cratemarker
    Calling kill - but already IsDestroyed!? cratemarker
    Calling kill - but already IsDestroyed!? cratemarker
    Calling kill - but already IsDestroyed!? cratemarker

  21. Hi Manage to get it to run once but now it will lock up the server after RadContainer.dressingVariant error

     

    18:47 [Info] [RadtownEvent] Radtown event started
    18:47 [Error] Failed to set value of field RadContainer.dressingVariant

    Is there anywhere else i can look to get more info on the issue?

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