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Neighigh

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Support Replies posted by Neighigh

  1. Hey no worries and thank you! I have a lot of fixes for little things like this coming in the next update. Big performance improvements and a couple new monuments as well.
    Unfortunately I can't change how water works in game, that's entirely up to facepunch. Floating islands with water have a water culling volume underneath them that is necessecary to prevent players from swimming randomly under the islands. This same volume culls water if you look at it. I can probably nudge these around a little for the next update - It might help a bit. 
    We'll have an update before forced wipe so if you have anything you'd like to call out in the meantime I'm happy to address more things you might find if I haven't already fixed them 🙂 

  2. Yup the most recent version of this map was built on Staging Branch. You need to swap your server and Rust Edit to staging branch until tomorrow when the update goes live.
    There's instructions on how to do all this in the Rust Edit Discord, should help sort out all the issues you're seeing.

  3. 25 minutes ago, DaDekker said:

    Hello, After the recent Rust update. After I placed the island in the rust map the server dosent load up with the following error. Could you take a look? It might or not be this prefabs but I cant tell.

    [RustEdit] - OnShopkeeperSpawned
    [RustEdit] - OnShopkeeperSpawned
    [RustEdit] - OnShopkeeperSpawned
    [RustEdit] - OnShopkeeperSpawned
    Missing EnvSync - creating
    Missing CommunityEntity - creating
    Missing ResourceDepositManager - creating
    Missing RelationshipManager - creating
    Missing TreeManager - creating
    ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
    Parameter name: index
    at System.Collections.Generic.List`1[T].get_Item (System.Int32 index) [0x00009] in <f98723dd4586469db5213ec59da723ca>:0
    at TreeManager.InitTreeGrid () [0x00119] in <6ce3a68f9da44537af1250f63cfb92de>:0
    at TreeManager.ServerInit () [0x0000c] in <6ce3a68f9da44537af1250f63cfb92de>:0
    at BaseNetworkable.Spawn () [0x0004f] in <6ce3a68f9da44537af1250f63cfb92de>:0
    at BaseEntity.Spawn () [0x00000] in <6ce3a68f9da44537af1250f63cfb92de>:0
    at ServerMgr.CreateImportantEntity[T] (System.String prefabName) [0x00072] in <6ce3a68f9da44537af1250f63cfb92de>:0
    at ServerMgr.CreateImportantEntities () [0x0003e] in <6ce3a68f9da44537af1250f63cfb92de>:0
    at ServerMgr.Initialize (System.Boolean loadSave, System.String saveFile, System.Boolean allowOutOfDateSaves, System.Boolean skipInitialSpawn) [0x000fc] in <6ce3a68f9da44537af1250f63cfb92de>:0
    at Bootstrap+<StartServer>d__21.MoveNext () [0x00325] in <6ce3a68f9da44537af1250f63cfb92de>:0
    at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <470ec865e9cd405cbc45cdbc22bb3c0c>:0

    Hi! These prefabs shouldn't have any issues firing up. The recent update was quite large and we've seen a lot of corrupt updates this week. 
    -Make sure to update both steam and oxide
    -Have RustEdit.dll installed in your RustDedicated_Data/Managed folder
    -Be sure to also have a working map link, dropbox is the most common method.
    -Lastly, make sure not to load the map with the same name as a previously loaded version, this will cause mismatches.
    -If you have done these and the server is still not starting up, delete your steam/steam apps folders and update again. This should remove any files with issues preventing a proper update.
     

  4. It appears everything is functioning on my end with the current map version. 
    Are you running any plugins? Armored train was causing an error yesterday that would prevent vehicle use and caused spam like this in the console for example, there may be other plugins causing this as well. Adem has fixed armored train recently if it is the cause here.
    The first screenshot appears to be showing a corruption with your updated files though. I would try reinstalling steam/oxide as well to be sure everything is running correctly.

    • Like 1
  5. Same happening here David. I can't replicate it either, it's completely random. Only things to go on are the different terrains players placed on and that the server saved just moments afterwards. I'll keep trying to find some commonality between reports but so far I've got nothing just yet. 

    Mine's happening with minicopters:

    Exception while calling NextTick callback (ArgumentNullException: Value cannot be null.
    Parameter name: key)
    at System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) [0x00008] in <f98723dd4586469db5213ec59da723ca>:0
    at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x00000] in <f98723dd4586469db5213ec59da723ca>:0
    at Oxide.Plugins.PlaceAnything+<>c__DisplayClass7_0.<OnEntityBuilt>b__0 () [0x0000c] in <621d60da015246adb4ee426829af03ba>:0
    at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <beb2b64691c64e2b95b99491bd85442c>:0

  6. 2 minutes ago, Neighigh said:

    This is a seperate issue, by chance, sometimes the crate is not spawning on the back of the trucks:

    Sorry for the weird picture, the truck drove here after the guards got out.

    image.png

    FYI when I teleportany hackable it still teleports me to this spot where the crate SHOULD be. So the game thinks it's there, but it's been physically removed somehow. I hope that helps debug!

  7. 16 minutes ago, Kapco411 said:

    Hey Brother. Im having issues with the airfield. It appears to low and is causing issues with the Nav mesh and Npc's. I run two separate events there and both are struggling with NPC's not seeing players and I believe its because the terrain is to low as I dont have issues on any other server with those events.

    Gotcha, it may be that the dirt roads covering the ashphault aren't close enough to the navmesh. I'll tighten that up right away!

  8. So the paid version of Stack Modifier still conflicts with TCLevels.
    I've swapped to the free version on UMOD and it's all fixed now, I'd recommend if anyone is using this plugin and needs the two concepts to work together, to do the same.

  9. Seems after recent updates, the stack multiplier option in the config for this is no longer compatible with StackModifier by @Khan
    Not sure what the issue is, but unloading StackModifier results in the stack multiplier option working correctly. There are no errors or logs in console to report, so I've tagged Khan here in case there's something under the hood that needs to be resolved.
     

  10. On 6/11/2024 at 3:22 PM, ThePitereq said:

    Hm, check if any of your plugins doesn't cause that, as it works correctly for me.

    Sorry I did finally find the conflict and was able to resolve it. I had an outdated plugin that I hadn't accounted for in my testing. Appreciate the look into it, helped me rule a thing or two out in the process. 🙂 

    • Like 1
  11. Hi! I'm actually working on a pack for the floating islands. I only had 3 at the time of release so they never made the cut. Happy to give a discount when I finish, for buying the Modular Aztec Ruins. 🤘

  12. Sorry for the late reply - I didn't get a notification on this. That does appear to be the case, apologies for the oversight. 🙏

    If there is any possible way to have recipes only show to players with the permissions that would be great for us. I feel if I hide some of the custom recipes to search only - players will never know that they exist.

  13. I'm finding inconsistencies when players are given permissions to the recipes - some cannot see the recipe in the table.
    This only happens with <"Default Display": false,> being set. Recipes set to <"Default Display": true,> function as expected.
    I have reloaded the plugin, double checked the player permissions, and made sure that I had no conflicts with other plugins.
    Currently my only way to resolve the visibility of the recipes is to change all recipes to <"Default Display": true,>. We have 71 recipes so it's a bit cluttered if players can see all of them at once.

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