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Bob Kazamakis

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Everything posted by Bob Kazamakis

  1. Ya mean the one that won't compile due to that error?
  2. Until an official update is released, this has worked for me: Line 43: public List<string> panelsList = []; Change to: public List<string> panelsList = new List<string>(); Line 2106: [ProtoMember(5)] public List<byte[]> EntityBuffer = []; Change to: [ProtoMember(5)] public List<byte[]> EntityBuffer = new List<byte[]>();
  3. Until an official update has been released: Line 43: public List<string> panelsList = []; Change to: public List<string> panelsList = new List<string>(); Line 2106: [ProtoMember(5)] public List<byte[]> EntityBuffer = []; Change to: [ProtoMember(5)] public List<byte[]> EntityBuffer = new List<byte[]>();
  4. So this is ... a weird one. I have Boss Monsters and NPC Spawn, obviously. Then I use AlphaLoot to control the loot. Here is the config in NPC Spawn, showing all the Boss Monsters are going to be scientistnpc_oilrig, reskinned. I've tested this, by setting the "Which loot table..." to 2 for Alpha Loot and it's my usual NPC loot. "Prefab path used for all NpcSpawn NPCs": "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_oilrig.prefab", Firstly, here's the loot information from the boss I'm editing. Yes, the numbers are very weird because I've been smashing my head against this, trying to understand what's going on. "Which loot table should the plugin use? (0 - default; 1 - own; 2 - AlphaLoot; 3 - CustomLoot; 4 - loot table of the Rust objects; 5 - combine the 1 and 4 methods)": 5, "Loot table from prefabs (if the loot table type is 4 or 5)": { "Minimum number of prefabs": 2, "Maximum number of prefabs": 4, "Use minimum and maximum values? [true/false]": false, "List of prefabs": [ { "Chance probability [0.0-100.0]": 100.0, "The path to the prefab": "assets/prefabs/deployable/chinooklockedcrate/codelockedhackablecrate.prefab" }, { "Chance probability [0.0-100.0]": 0.0, "The path to the prefab": "assets/bundled/prefabs/radtown/crate_elite.prefab" }, { "Chance probability [0.0-100.0]": 0.0, "The path to the prefab": "assets/prefabs/npc/m2bradley/bradley_crate.prefab" }, { "Chance probability [0.0-100.0]": 0.0, "The path to the prefab": "assets/prefabs/npc/patrol helicopter/heli_crate.prefab" } ] }, "Own loot table (if the loot table type is 1 or 5)": { "Minimum number of items": 2, "Maximum number of items": 2, "Use minimum and maximum values? [true/false]": false, "List of items": [ { "ShortName": "scrap", "Minimum": 150, "Maximum": 300, "Chance probability [0.0-100.0]": 100.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 0, "Text (empty - default)": null, "Name (empty - default)": "" }, { "ShortName": "syringe.medical", "Minimum": 10, "Maximum": 20, "Chance probability [0.0-100.0]": 100.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 0, "Text (empty - default)": null, "Name (empty - default)": "" } ] }, So with this, I should 100% get loot from "codelockedhackablecrate" which, based on every other plugin, should be the loot table that Alpha Loot sets for that prefab, right? If I spawn codelockedhackablecrate from the F1 menu, it's my AlphaLoot profile. Anyway, the issue is with that config, attached is what my loot looks like. I've further tested setting everything to 0% and no loot dropped. So the scrap and syringes are obviously part of the "1" loot table and aren't important [also, if I swap the 5 to 4, they disappear as I would expect]. The issue? Most of that loot does not exist in my loot table at all. Additionally, when I change it to the heli_crate prefab, it's also pulling from a default loot table rather than the table set by Alpha Loot. Normally, I would bring this up with Alpha Loot but much like I said previously, when I spawn a heli_crate, it's my correct AlphaLoot loot table for it. I'm really kind of at a loss for what to do. I know I'm going to be hard pressed to get an answer on the eve of a force wipe where things are definitely going to go sideways but yeah, I'm just kinda out of ideas.
  5. I don't imagine there's a way to effectively give someone XP debt, is there? Something very similar to givexp but like givexpdebt? We're trying to give a drawback to a very specific kit, if you're wondering why.
  6. RulesData.jsonSimplePVE.json Here ya go Additionally, the effects on the Anomaly map don't deal damage to the player with SimplePVE turned on as well. Granted, that's both a brand new map and not a pressing issue but something I noticed while I was checking the map out.
  7. Do you have any idea why this might be happening? 2025-12-18 17-53-07.mp4
  8. Awesome. Thank you so much!
  9. I suppose I should add that line 65 was set to false but I changed it in attempt to fix the issue
  10. So now, the images are just white boxes: where as on our live server, on 1.6.11, they look like this: I've restarted my client. I've restarted the server. Unsure what else to do, outside of those two things.
  11. Update for potential people in the future: We moved things from the "Vehicles" category into a different category, "Movement" and all of the nodes that we moved there apparently had to be renamed from their original names to something else. "Mechanic" [as shown in the above error] --> "Shadetree Mechanic" or whatever tickles your fancy. It only affected the nodes that we moved so if people have more simplistic changes, it probably won't affect them.
  12. It's been working prior to this update and now it doesn't so something must have changed but regardless, now I'm getting this error: Failed to call hook 'OnServerInitialized' on plugin 'SkillTree v1.7.0' (ArgumentException: An item with the same key has already been added. Key: Mechanic) at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x0015a] in <f98723dd4586469db5213ec59da723ca>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <f98723dd4586469db5213ec59da723ca>:0 at Oxide.Plugins.SkillTree.OnServerInitialized (System.Boolean initial) [0x018a4] in <87861de8d9654c44aab1b81f176ed015>:0 at Oxide.Plugins.SkillTree.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0bfca] in <87861de8d9654c44aab1b81f176ed015>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <112d89ea5d3348c8b949af0ab1a866d2>:0 I'm not sure what to do since there's only one node called Mechanic in the config so I'm unsure how a second one would exist.
  13. Thanks. Hopefully that will solve the issue [it was set to skinid]. I assume this was addressed in the rewrite since it didn't affect the icons before even though the same configuration was set to skinid?
  14. Just to be clear, this is what the skill tree looks like.
  15. Ever since the 1.7 update, custom images for nodes no longer load. I've deleted my custom configuration, allowing the default to load which shows the images you have and the format has not seemed to change. Do you have any ideas as to why? Attachment is comparison between my config [which is functional on 1.6.11] and the default config.
  16. { "Commands to open the calendar": [ "wipe", "wipedata" ], "Time Zone": -7, "Your keys in the translator": { "Custom Event": { "ru": "Событие сервера", "en": "Custom Event" }, "Custom Event Description": { "ru": "Описание события сервера", "en": "Custom Event Description" } }, "Which server menu template should I use the GUI setting for? (V1, V2)": "V1" } Being in the Pacific timezone, I have set this to -7 and it's currently highlighting tomorrow, as if I was either in UTC or the default of UTC+2. The weird part is that on the right of the menu, it's put up 15 October which is correct while still highlighting the incorrect day.
  17. "Auto Turrets": { "Aim Cone": 5.0, "Wait To Power On Until Event Starts": false, "Minimum Damage Modifier": 1.0, "Maximum Damage Modifier": 1.0, "Minimum Damage Modifier (NPC)": 1.0, "Maximum Damage Modifier (NPC)": 1.0, "Start Health": 1000.0, "Sight Range": 30.0, "Double Sight Range When Shot": false, "Set Hostile (False = Do Not Set Any Mode)": true, "Requires Power Source": false, "Remove Equipped Weapon": true, "Random Weapons To Use When Unequipped": { "fun.trumpet": [ 0 ] } }, So for Halloween wipe, I'm trying to do some goofy stuff like make the auto turrets in easy bases have trumpets in them rather than whatever they're defaulted to. I've tried this code snippet in my file and the turret just has no weapon in it. When I swap this to a revvy or whatever gun, it works just fine. Is this just not possible?
  18. It seems as if, for some reason, Tool Cupboard limits are not being respected by the plugin anymore. To be honest, I do not know when this started since it hasn't been an issue for quite some time but I logged into this. All placed by the same player. I've also attached a picture of my settings in game. This user is not a member of any other permission groups outside of default. Me and another admin have tested and we were both able to place TCs past the limit but were stopped for things like furnaces, boom boxes, etc. Upon further tinkering, when I disable BetterTC, we are again stopped at the Entity Limit. As far as I can tell, BetterTC does not limit the number of TCs that one is able to place, however disabling "bettertc.tcskindeployed" this perm reenabled the entity limit. At this point, I'm not sure if I should post this here or on BetterTC but I suppose you should be made aware at the very least.
  19. Bob Kazamakis

    Custom command

    Thanks a ton!
  20. Bob Kazamakis

    Custom command

    Would it be possible to change the /buydungeon command to something custom in the config? On our server, we use a craft system that runs the command on the back end however to do what we do, we have to set the price to 0 and I'd prefer if I could [easily] change the command such that people can't exploit this.
  21. Hey! I just received a ticket about Thrifty Tinkerer where my players were expecting to receive Explosives back while crafting C4. Skill Tree, by default, black lists explosives, gunpowder and sulfur from this skill however it is not listed in the description like it is for Harvesting Yield. I've manually added this myself however that's obviously not ideal so I was wondering if you would be able to add it in officially? Thanks!
  22. Oh shit, I'm sorry! I thought I responded here. I does seem as though that fixed it. My server has restarted a couple times now without issue. Thank you for letting me know what the issue was!
  23. I'm not with Pine, however my host did end up installing that plugin months ago after another issue [I'm assuming it's really about pterodactyl]. I will disable it and, pending my server recovers from its restart, report back tomorrow [after its restart in roughly 22 hours].
  24. Just to make it very clear, this is the plugin as it is on my server currently. I've updated it every time you're put out an update in attempt to have this issue resolved. The recycler as it looks in something I threw together the other day for testing. Here is the UI of my Industrial Recycler after a server reset. Here's when I manually look at and open the bag on the side of the recycler. The industrial set up will move things into that smaller storage space, but the recycler no longer functions as an "Industrial Recycler". Picking up the recycler and replacing it does cause it to function as normal however this is just goofy to have to do every day.
  25. Once this command is used, the server does not recover from a restart until the temporary permission's data file has been deleted. As far as the logs are concerned, I'd have to comb through them again but I don't recall seeing anything. I assume you're referring to the server logs or do you mean oxide logs? For what it's worth, both I and my server's host looked over them while I was having this issue and we didn't come up with anything but I'm also just a hobbyist "admin" so it's very possible that I missed something pertinent.
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