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Everything posted by SLATE
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- 42 comments
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- 1,327 comments
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- #leveling
- #progression
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It occurred when a player spawns. Here's an example with surrounding logs: (18:07:49) | Failed to call internal hook 'OnPlayerRespawn' on plugin 'PlayerSpawnPoints v2.0.2' [1546340674] (Input string was not in a correct format.) at void Number.ThrowOverflowOrFormatException(bool overflow, string overflowResourceKey) at float Number.ParseSingle(ReadOnlySpan<char> value, NumberStyles styles, NumberFormatInfo info) at float float.Parse(string s) at Vector3 Oxide.Plugins.PlayerSpawnPoints.StringToVector3(string sVector) in /opt/rust/serverfiles/carbon/plugins/PlayerSpawnPoints.cs:line 423 at Vector3 Oxide.Plugins.PlayerSpawnPoints.GetRandomPosition(List<string> positions) in /opt/rust/serverfiles/carbon/plugins/PlayerSpawnPoints.cs:line 408 at object Oxide.Plugins.PlayerSpawnPoints.OnPlayerRespawn(BasePlayer player) in /opt/rust/serverfiles/carbon/plugins/PlayerSpawnPoints.cs:line 262 at object Oxide.Plugins.PlayerSpawnPoints.InternalCallHook(uint hook, object[] args) in PlayerSpawnPoints.cs/Internal:line 114 (18:07:49) | [RM Metabolism Plus] Player respawned: 4eyedk9. Try to set start values... (18:07:49) | [RM Metabolism Plus] Player 4eyedk9 start values was set! (18:07:49) | [Dynamic PVP] Removing 4eyedk9 from pvp delay. (18:07:49) | 4eyedk9[xxxxxxx] has spawned
- 15 comments
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- 1
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- #playerspawnpoints
- #spwn points
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(and 2 more)
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Seeing this error: Failed to call internal hook 'OnPlayerRespawn' on plugin 'PlayerSpawnPoints v2.0.2' [1546340674] (Input string was not in a correct format.) at void Number.ThrowOverflowOrFormatException(bool overflow, string overflowResourceKey) at float Number.ParseSingle(ReadOnlySpan<char> value, NumberStyles styles, NumberFormatInfo info) at float float.Parse(string s) at Vector3 Oxide.Plugins.PlayerSpawnPoints.StringToVector3(string sVector) in /opt/rust/serverfiles/carbon/plugins/PlayerSpawnPoints.cs:line 423 at Vector3 Oxide.Plugins.PlayerSpawnPoints.GetRandomPosition(List<string> positions) in /opt/rust/serverfiles/carbon/plugins/PlayerSpawnPoints.cs:line 408 at object Oxide.Plugins.PlayerSpawnPoints.OnPlayerRespawn(BasePlayer player) in /opt/rust/serverfiles/carbon/plugins/PlayerSpawnPoints.cs:line 262 at object Oxide.Plugins.PlayerSpawnPoints.InternalCallHook(uint hook, object[] args) in PlayerSpawnPoints.cs/Internal:line 114 Not sure if its having any impact or not
- 15 comments
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- #playerspawnpoints
- #spwn points
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(and 2 more)
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- 42 comments
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- 580 comments
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- #hud
- #interface
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(and 6 more)
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- 580 comments
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- #hud
- #interface
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I am having a similar issue. Timer hit 0 and the convoy hasn't despawned. I took out the convoy first, then the patrol chopper. The patrol chopper has since despawned, butI am wondering if it is related to the LootDefender plugin. The chopper spawned a bunch of NPCs when it crashed and I wasnt able to finish them off before they got despawned
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- 1,327 comments
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- 1
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- #leveling
- #progression
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Ok cool, that seems to match exactly what I was seeing. Thanks!
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- 60 comments
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- #zombie
- #scarecrow
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(and 3 more)
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its in the config. As far as I know, collectable are the wild ones and the entity ones are the player grown ones. "Pickup": { "berry-black-collectable": 0.0, "berry-blue-collectable": 0.0, "berry-green-collectable": 0.0, "berry-red-collectable": 0.0, "berry-white-collectable": 0.0, "berry-yellow-collectable": 0.0, "black_berry.entity": 0.0, "blue_berry.entity": 0.0, "corn.entity": 0.0, "corn-collectable": 0.0, "diesel_collectable": 0.0, "green_berry.entity": 0.0, "halloween-bone-collectable": 0.0, "halloween-metal-collectable": 0.0, "halloween-stone-collectable": 0.0, "halloween-sulfur-collectible": 0.0, "halloween-wood-collectable": 0.0, "hemp.entity": 0.0, "hemp-collectable": 0.0, "metal-collectable": 0.0, "mushroom-cluster-5": 0.0, "mushroom-cluster-6": 0.0, "potato.entity": 0.0, "potato-collectable": 0.0, "pumpkin.entity": 0.0, "pumpkin-collectable": 0.0, "red_berry.entity": 0.0, "stone-collectable": 0.0, "sulfur-collectable": 0.0, "white_berry.entity": 0.0, "wood-collectable": 0.0, "yellow_berry.entity": 0.0 }
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Is there a reason this returns a whole number where the rest of the function returns a 2 decimal precision float? if (conf.Settings.General.Use_Highest_Multiplier_Only) return Math.Round(multis.Max<double>()); return Math.Round(multiplier, 2); I've modified it on my side to return a 2 decimal precision float with no issues.
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Not sure why, but output levels are doubled. the individual quarries are all level 0 (confirmed in the json) Example quarry: "30": { "Quarry Network ID": 29122092, "Quarry Owner": xxxxxxx, "Profile": "pumpjack", "Authorized Players": [], "Quarry Level": 0, "Last Owner Online": "0001-01-01T00:00:00", "Quarry Upgrade Types": {}, "Is Running": false, "Resources": [ { "Config Resource Key": "lowgradefuel", "Output Per Tick": 74.8765259 }, { "Config Resource Key": "crude", "Output Per Tick": 96.4126053 } ] } UI matches the output per tick. snippet of config json for pumpjack: "pumpjack": { "Required Permission (empty, if not required)": "virtualquarries.pumpjack", "Displayed Icon": { "Shortname": "mining.pumpjack", "Skin": 0, "Amount": 1, "Display Name": null, "Icon URL": "" }, "Survey Type": "survey", "Displayed Quarry Title Translation Key": "PumpjackTitle", "Chance": 19, "Minimal Resources Per Node": 1, "Maximal Resources Per Node": 2, "Fuel Required Per Tick": { "Shortname": "diesel_barrel", "Skin": 0, "Amount": 1.0, "Display Name": null, "Icon URL": null }, I insert 1 diesel barrel, start pump and wait til its stopped. Check output and the amount of crude/low grade is doubled the output per tick values above. Same when I look at quarries.
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Yea I just figured it out in the last few minutes. I am using autorecycler plugin and the miner hat was set to auto recycle, so it would be consumed when equipped. I had to blacklist that item from the autorecycler. Thanks!
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Just got around to trying it. I misunderstood how those worked; playing around with the values helped. All solved! Thank you
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The included copypaste data folder should be all lowercase, not CamelCase. CopyPaste plugin looks for data/copypaste. In windows, not an issue since its case insensitive, but on linux, CopyPaste and copypaste are not the same
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ignore this. i think the issue stems from another plugin that also uses copypaste and it had me upload thefolder as CopyPaste
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Since linux is case sensitive, both this plugin and copypaste run into errors trying to find files. string filePath = $"copypaste/{QUEST_BUILDING_NAME}"; should change to string filePath = $"CopyPaste/{QUEST_BUILDING_NAME}";
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A few sections are overlapping and I can't figure out how to make the gap between the sections smaller. Can you help?
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Sure i'll get that for you shortly. This only seems to affect me right now, other players it works fine.
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Worth noting, running headlight toggle keeps repeating that it equipped it, where headlight on/off says equipped, unequipped respectively. Leads me to believe that something is blocking it from being equipped since toggle seems to think its off when I run toggle.
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I think todays patch might have broken this plugin. I can't seem to get headlight to turn on or off. i've tried headlight toggle/headlight on/headlight off in console, no luck. config is set to always