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Everything posted by ALiEN JiM
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EasySailing has made boating far more enjoyable and fun, especially for a PvE server. It really opens up the experience of heading out into the deep sea, making exploration feel much more free and rewarding. The controls are intuitive, which makes navigating and maneuvering boats much easier compared to vanilla. It’s a simple change, but it has a big impact on overall gameplay. On top of that, the author was incredibly helpful when I ran into an issue, quick to respond and genuinely supportive, which always makes a big difference. Highly recommended for anyone looking to improve their sailing experience.
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Hi aimacak, Thanks for the reply, I appreciate you letting me know that scarecrow.prefab won’t work. The main reason I was hoping to use it is because I need a clear way to separate different NPC types for my stats and quests. Most NPCs are already being tracked individually (what type was killed and how many), so reusing them for something like “zombie” kills would overlap with existing categories. I understand there may be other NPC types I could use, but realistically most are already in use, and even if I found a suitable one, I don’t currently have the programming knowledge to group multiple NPC types together and count them as a single category. I was mainly trying to keep things simple and clean on the backend, using one dedicated prefab for one purpose. But it’s not a big issue just one of those limitations you run into when trying to build something a bit more custom Thanks again for your time and the info!
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Hi KpucTaJl, Is it possible to use scarecrow.prefab instead of scientistnpc_heavy.prefab in the NpcSpawn presets? If so, are there any special settings or limitations I should be aware of? The reason I’m asking is because I need a way to clearly differentiate between NPC types for my plugins. While I can configure scientistnpc_heavy.prefab to look and behave like a zombie, my quest system and leaderboard only register kills for scarecrow.prefab. Other NPC types (like scientists) are already used for separate quests (e.g., general NPC kills), so they can’t be reused for zombie tracking without causing conflicts. Using scarecrow.prefab is currently the only reliable way for me to track zombie-specific kills independently. Thank you for your time and any info on this.
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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?
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That is the wired thing they do not have Vitals, I'll test later on tonight with version 1.12.4 and or 1.11.5 Cupboard Accepts Anything v1.1.0 by VisEntities is a free plugin i can send you the link if you like
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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.
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Hi, let me know what you like me to do, I will try later without any other plugins installed to see if it is conflicting with another plugin that is making the forward and backward controls mess up, sorry that i have not tried this yet but it is my next step if it is not a know issue with you.
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Hi Corvus, I seem to be having some issues with the forward and reverse controls. When pressing W to go forward, the sails open immediately and the engines go straight to full speed. Pressing S once does the same in reverse, instantly putting the engines at full speed backward. Myself and other players are finding it very difficult to get the boat into sailing mode or even just idle. Quite often we also see the engines running full speed forward while the sails have opened in reverse. Sometimes dropping the anchor and raising it again will correct the sails and engines so they point the same direction, but it’s still very difficult to switch from full engine speed back to sailing mode. This is happening on both my public and private servers, and it’s extremely rare for the controls to work as intended. Any information or advice would be greatly appreciated. Regards, Jim
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Hi, I seem to be having an issue with the in-game UI. When I fill out the text area and press the Save button, most of my text gets deleted and only about the first 90 characters remain. No matter what I try, it keeps cutting the text down as if there is some kind of limit. I’ve checked all the settings and everything appears to be configured correctly. The Title and Image fields work fine — it’s only the text area that seems to have this ~90 character limit. Is there a setting I might be missing, or is this a known limitation? Running on Oxide.
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Hi MeventSupport, Would it be possible to add a pause feature to EventsManager that stops all events from triggering? This would be very useful after a server wipe. I like to allow 24 hours with no events, so players can progress in a more vanilla way first. It also gives me time to check and update any plugins that may have broken after the wipe before events start running again. It would also be really helpful to have a pause or skip option for individual events in the daily schedule. This way, if a specific event has a problem, I could temporarily skip it without needing to remove it completely from the schedule and then re-add it later with all the configured times again. So ideally something like: A global pause button to stop all events from triggering. A pause or skip option per event to temporarily disable a specific event. This would make managing events much easier if something needs fixing. Thanks for considering it.
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Just for the record, easysailing.use was set to the default group for everyone and had not changed from the previous version to your latest v1.12.4. Removing the permission and adding it back still produced the same issue. However, I then removed the permission again after removing the plugin and config. After reinstalling the plugin, it now seems to be working fine. I don't have an explanation for why that fixed it. Thank you for your help and time on this.
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Hi Corvus, I am running Oxide with your latest plugin version v1.12.4, which no longer shows any vital speed or anchor information. When I mount the boat wheel, there are no vitals displayed at all related to the plugin. I have tested this on both my public server and a private clone server, and the issue occurs on both. As a test, I restored v1.11.5, and the vitals display correctly again. However, with that version the W and S controls no longer work, which I assume is why the update was made. I have also completely uninstalled the plugin, deleted the config file, rebooted the server, and then reinstalled v1.12.4, but the issue still remains. Any ideas what might be causing this? EasySailing.json
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Yes It is now working while mounted/steering a boat, thank you so much for your time on this Entering and leaving the area both now sending message to chat
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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.
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Sorry forgot to say I am using oxide, also a custom map even though that shouldn't matter I guess? Deep-Sea is South on my server.
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It is set up the same for login and login out chat massage, just default group for everyone.
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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.
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With the latest update (v1.0.5), after a few hours of runtime my console starts spamming the error: "Failed to create agent because it is not close enough to the NavMesh." To troubleshoot, I began unloading plugins one by one to identify the possible cause. After further investigation, I went into the DeepSea area and found a large number of NPCs and trees floating in the water. I force-closed the DeepSea event and uninstalled the DeepSea plugin. As soon as it was removed, the console spam stopped. It appears the issue is caused by the DeepSea plugin not properly removing spawned NPCs and trees when the event is closed, resulting in leftover entities when the event reopens. For now, I will revert to a previous version and continue monitoring the server to see if the issue reoccurs.
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Hi Aimacak, Yes, the issue started occurring after update v2.1.3, if I remember correctly. When booting up the server or simply reloading the plugin, it would begin loading the monument presets and reach around 25%, then stop with an error and fail to complete the plugin load. I rolled back to a backup version from before v2.1.3 and then updated directly to v2.1.7. Everything seems to be working fine now. Thank you for your reply.
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Keep getting this in console when loading the latest update: NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.BetterNpc+ControllerSpawnPoint.CanRemoveNpc (BaseCombatEntity npc) [0x0005b] in <46fba1d2af3e4fa1ab556c293006aaca>:0 at Oxide.Plugins.BetterNpc+ControllerSpawnPoint.Init (Oxide.Plugins.BetterNpc+SpawnPoint spawnPoint, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.String spawnPointName) [0x00152] in <46fba1d2af3e4fa1ab556c293006aaca>:0 at Oxide.Plugins.BetterNpc+<SpawnMonumentSpawnPoints>d__83.MoveNext () [0x000ae] in <46fba1d2af3e4fa1ab556c293006aaca>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <0063b050016346c5b17d5d89a04d0a99>:0