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Support Replies posted by Neighigh
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Changed Status from Pending to Work in Progress
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All set in the new version. Feel free to let me know if you run into any other issues
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Changed Status from Work in Progress to Fixed
Changed Fixed In to 1.2.4
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Changed Status from Pending to Work in Progress
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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 -
Changed Status from Pending to Not a Bug
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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. -
Changed Status from Pending to Not a Bug
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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>:0Hi! 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.
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Changed Status from Pending to Not a Bug
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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.-
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Changed Status from Pending to Fixed
Changed Fixed In to 1.0.7
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Feel free to ping me here or open another ticket if you find anything at all.
We've gone 10 days without any new concerns. Closing the ticket for now. -
I've found 2 locations - M2/M8 - Where players fall in.
Fixed in 1.0.6
Please let me know if there's more to do, I want to make sure all outstanding issues are resolved going forwards. -
-Where? I need to have locations to fix.
-This was fixed in version 1.0.5
-Need locations for this too, haven't seen this at all. -
I'm more than happy and willing to help sort out whatever it is that you've found error-wise. Can help if I know what's wrong.
- Refunds won't be issued for downloaded products.
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On 10/10/2024 at 8:51 AM, Death said:
We're now aware of the lack of updates and support and have deactivated sales.
With the new written policy in place, can we expect to see the team procucing a fix for this one @Death?
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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 -
Changed Status from Pending to Not a Bug
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Yes this map has been updated for the world update 2.0 changes.
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Looks gone after our restart the other night. Thanks again!
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@walkinreyI'm still getting a lot of spam for the modular cars. Is this leftover from before? Any advice on cleanup?
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Thank you! Appreciate the grind
No Rush
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Getting a lot of errors regarding scientists being killed for invalid dismounts and leftover car data. This is at the point where it's clogging up my RCON something terrible. I've attached my config as well as a couple screenshots of errors.
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Couldn't upload the vid to cf, 50mb limit - but here's a DB link for the clip:
https://www.dropbox.com/scl/fi/oiri5ggro8j20x9bif6vt/ConvoyMoving.mp4?rlkey=ouilp5dhyk837bseu8yoirbur&st=6fwukj0h&dl=111 hours ago, Adem said:Hi.
Can you record a video on how to get the convoy off the road?
So that I can repeat it and fix it.
Also attach your convoy config please -
2 minutes ago, Neighigh said:
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!
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Found that one of the sedans drove off, circled around and hit someone's car on a lift. It was deleted as a result. The items from the car were left, the sedan was left there, but their modular car was removed.
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My vehicles won't stop after the convoy is attacked. The guards all jump out and their vehicles drive off everywhere..
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1 hour ago, Sa1tire said:
Any update on a fix for this issue ?
Probably on the weekend. Senya usually gets an update in on Saturday/Sunday after wipe.
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Appears to be fixed on new version
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JetSki not compiling after wipe. No rush, just making a support request for your notification
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Forced wipe stopped compiling for TCLevels. Reporting here in hopes you get a noti about it for fix
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Changed Status from Work in Progress to Closed
Changed Fixed In to 1.1.1
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Ok, should be a lot better in V1.1.1 - Let me know if those NPCs respond better, could be something else entirely but we'll start here
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Changed Status from Pending to Work in Progress
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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!
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Changed Status from Work in Progress to Closed
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Changed Status from Work in Progress to Closed
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Anytime! I've added cloudless islands to the newest version, tested the performance increase on one of my maps and it was quite significant - thank you!
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Changed Status from Pending to Work in Progress
Changed Fixed In to Next Version
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Sure! I can get some low/no fog options published later tonight
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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. -
Sent you beta in PM
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I've got all the water surfaces fixed as of today - Still planning to put in more time with the map this week - If you'd like an earlier beta of the next version I can get that for you.
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Changed Fixed In to Next Version
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Changed Status from Pending to Work in Progress
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Thanks man!! Will have this fixed along with some new design features before forced
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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.
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Changed Status from Work in Progress to Closed
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Floating Islands Package is available now:
I'll send you a coupon code for that discount. Thank you for the interest -
Changed Status from Pending to Work in Progress
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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.
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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.
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Yeah same, it was fine last I checked but I had a player tell me this started last month lol Don't know when this started really
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Looks like recyclers aren't staying on tugboats, is this something fixable?
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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. -
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. -
Changed Status from Work in Progress to Closed
Changed Fixed In to 1.0.3
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Made an update to the pathing and cleared the topo layers near the pathing to help make Bradley's path a little smoother. Should be all good to go now!
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Thanks Joe! I'll have his path updated today for you.
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Changed Status from Pending to Work in Progress
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Crap that is on me! I had a lot of notifications and missed this - sorry man! I got 1.8.1 on the 1st and overlooked the update. My fault!
Convoy pathing bugged
in The Jungle
Posted
Thanks! I'll have a fix for this soon.