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Neighigh

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Everything posted by Neighigh

  1. Finding the above message when trying to start up the quarreis/pumpjacks today. Both static and placed entities. I've completely resinstalled and cleared the config with the same results. We've not had any updates or changes since yesterday so this seems impossible on my end but looks to have happened anyways. Uninstalling the plugin results in everything working normally, so I've assumed there's something here we can do.
  2. "/path/to/your/oxide/data/ServerRewards/player_data-backup.json" Are we looking for the C:\ Drive path here? We use a hosted server so I'm not sure I'm going to have a full path to the server directory.
  3. Working well on my end! Any chance there's a way for us to use this with oxide/data files as well? If we could specify the path ourselves with the naming conventions that would be mega helpful. Exe: [<number>d][<number>h][<number>s][<data/config>][<optionalsubfolderA>][<optionalsubfolderA>]<configname>.json Hoping this idea flies well with you, it would make a world of difference for us!
  4. Neighigh

    Raidable Bases

    I've heard this come up before, not sure if it was above with a solution but I'm fairly certain restarting your server will fix the issue. We've gotten into the habit of restarting our server at regular times every day to clear memory data but it works well to remove persistent bugs like this as well. If my memory serves right, this can happen when another function during saving gets hung up and ceases to complete. So reloading the plugin won't help. There could be a way to stop save functions via commands but I'm unaware of any that exist.
  5. Ok I figured out my issue on this. Reloading the plugin while testing with the same vehicle caused the fuels to no longer work in that vehicle. Everything works fine in other vehicles however. I'm not sure if the same thing would happen on a restart yet, I haven't tested.
  6. Changing the parameters for Modular Cars doesn't appear to alter the speed of them. All other vehicle types adjust correctly.
  7. @The_KiiiingI'm having difficulty seeing a difference in speed with the modular cars so far. All other modes of transport appear to respond to the new settings tho
  8. Remove this from the loot tables: vehicle.chassis
  9. Bag of holding bags are using halloween bags. We just added their shortnames to the config as 0 points and all was good.
  10. Yeah we've tried starting the server without any plugins and still had the same issue. When we wipe on the 6th I can give you an update if it stopped on a fresh map though!
  11. Yes we've tried this. Unfortunately even unloading the plugin doesn't stop the issue anymore. We've unloaded everything and still have the errors coming up. I've deleted all cars off the map via command as well with the same results. I have a feeling this is either a stuck ai somewhere or maybe it was the map? I'm going to try running something to delete all npcs and see if the error stops.
  12. Ok so I have it in place and it does indeed clear the error in RCON - although in server console/logs it still outputs there. Just had a crash, seems to happen every couple of hours but only if people are online. These two seem to be the main culprits. I wish they'd tell me the filename so I could be sure about this being a Traffic Drivers issue. Kinematic body only supports Speculative Continuous collision detection (Filename: Line: 1728) Kinematic body only supports Speculative Continuous collision detection (Filename: Line: 747) I'll keep digging for more information in the meantime.
  13. Thanks walkinrey! I'll give this a shot and get back to you. I spent all last night unloading things and it never stopped. For now I'm betting on console filter as well
  14. We've been getting the following error spam in console after running the plugin for an hour or two. I'm hoping there's something we can track down for this as we cannot use the plugin if it continues. Kinematic body only supports Speculative Continuous collision detection We are using a procedural map seed: 1895948003 size: 3500 The problem only seems to occur when there are 2+ players online. Hopefully this helps get the problem pinned down! TrafficDrivers.json
  15. Neighigh

    Boss Monster

    If you give them medical.syringe they should handle it themselves.
  16. Has anyone had issues with this? Kinematic body only supports Speculative Continuous collision detection I get this detection repeatedly until a server crash after adding the plugin to the server. Not sure where, when or why it starts, appears random currently.
  17. Neighigh

    Boss Monster

    Thanks JBird! I do have the Newest Version of NPCSpawn and Boss Monser, yes! I have Detect set to True, Bosses were not using abilities on players they could not see prior to the updates to fix the AIBrain this month. Perhaps I need to delete my config and allow the new plugin to create a new config? I'll open a ticket and share mine so we can look it over.
  18. Neighigh

    Boss Monster

    Here you go man, it's in the ReadMe file they send out with plugins: https://discord.gg/UpUXuxs4Vx
  19. Neighigh

    Boss Monster

    I posted on MadMappers but I want to communicate here too: ["Radius (to disable all abilities, set the value to 0)":] no longer uses ["Detect the target only in the NPC's viewing vision cone? [true/false]":] This has meant that players are getting hit by abilities from Bosses before the player attacks/causes aggro. If there is a workaround for this please let me know - We use these abilities at long ranges to keep a challenging environment for all tactical approaches(ei:Snipers). ["Attack Range Multiplier":] Also does not affect the Abilities anymore. Both this and the Radius option used to affect the Abilities but no longer do after the recent update. The reason this is so critical is because players can't get close to the Boss before it starts using an ability. Making the Radius shorter helps this, but allows players to stand at long range and clear the Boss with little difficulty. Before version 1.0.9 the abilities were only triggered after the Boss had a target, either by being attacked or when they saw an enemy. I hope that's enough information to help understand the change and complications we see. If we need any more details I'm happy to discuss!
  20. Neighigh

    Skill Tree

    Technically you can choose the tier for these in the config. We have a row dedicated to ours tier 1-3 so players can progress through them if they choose.
  21. Neighigh

    Boss Monster

    Yup I've messaged them, just waiting on a response. Will post here based on what I hear back.
  22. Neighigh

    Skill Tree

    We use custom items that perform commands to give players skill points. When they get one they get a little bonus. They also can get bonus points next wipe for being top of the scoreboard. This all lets them go over the level cap and use the maximum points cap. It's very useful for us for these reasons.
  23. Neighigh

    Boss Monster

    BossMonster was updated to version 1.0.9 - Looks like you're using 1.0.8
  24. Neighigh

    Boss Monster

    Update on this: Everything is now working correctly after I did a little double checking. Issue was on my end. However ScientistNames.cs continues to be incompatible. Before the update it worked great so I'm not sure what changed. Main problem with this is renaming the boss prevents them from dropping loot from the loot table and giving out economics, etc. I've removed ScientistNames.cs from our server for now, but would like to see some compatibility here as the two together allow all NPCs in game to have special names.
  25. Neighigh

    Boss Monster

    Yup just went through this process. While the names are corrected without ScientistNames.cs loaded, the remaining bugs are still present. Doing some testing to see if anything else could be breaking it now.

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