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ilineus

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Support Replies posted by ilineus

  1. Hi Duff, in your video from PlaceryExtended you can see how you place graveyard fences, for example. This somehow no longer works. You get killed immediately and I get this error message in the console. We've found lots of other items that don't all kill you straight away, but they're invisible and if you get close to them you get rubber banding.

    Items we have found so far with this problem:

    • Floor grills
    • Windows Chainlink fence ( NOT GATE )
    • Prison Cell Wall ( NOT GATE)
    • Lunar Wall Frame Inlay
    • Festive Window Garland
    • Festive Doorway Garland
    • Festive Double Doorway Garland
    • All High external walls - Wood, Stone, ice (high and short), adobe (not gate)
    • Netting
    • Graveyard Fence (instant death)

    I was also able to reproduce the problem on my vanilla test server.

    Thank you in advance

    Screenshot_20250517-011039.png

    • Like 1
  2. hi i wrote to you a few weeks ago on your discord channel, but i think it got lost because i haven't heard back yet, so i'll try this way 🙂

    I just discovered your plugin Placery Extended and i can hardly believe that i didn't find it earlier, because I've been looking for a plugin of this kind for a very long time. Kind of an uber tool for players and only for items. Have you ever thought about adding a rotation function like the Telekinesis plugin (https://umod.org/plugins/telekinesis) ? Because that's the only thing i'm personally still looking for - something that combines the function of your plugin with the rotation possibilities of Telekinesis, so that you can rotate picture frames, for example. Or are things like on this picture already possible? (like hanging rugs like the ivy in the picture or the frame on the bottom - those were placed with uber tool and telekinesis)

    Thanks 🙂

    image.png

  3. Hi 🙂 We love this mod and it makes our lives so much easier since we no longer have to memorise 100 commands. 
    Now we are wondering if it is possible to run multiple commands at the same time?
    Our idea: I would like to set up a button that hides all plugin UIs with one click, a content creator mode so to speak. so that those can take screenshots or videos without all the UIs of the different plugins. To do this, the menu would have to be able to execute several commands at the same time.

     

    Thank you so much 🙂

  4. If you want to fix it by yourself: 
    Replace Line 606 - 622

                { -19318653, 3 },   // Hammerhead Bolt
                { -1127003365, 3 },  // Piercer Bolt
                { -357442017, 3 },   // Pitchfork Bolt
                { -759279626, 1 },  // Mounted Ballista
                { 1714509152, 1 },  // Ballista
                { -1827561369, 4 },  // Propane Explosive Bomb
                { 1831249347, 4 },  // Scattershot
                { -427072335, 1 },   // Knights Armour Helmet
                { -507248640, 1 },   // Wellipets Hat
                { -945708533, 1 },   // Knights Armour Skirt Plates
                { 547862680, 1 },   // Knights Armour Cuirass
                { -424687710, 10 },  // Medieval Barricade
                { 814297925, 1 },   // Medieval Large Wood Box
                { -380502678, 1 },   // Medieval Sheet Metal Double Door
                { -1654401345, 1 },  // Medieval Sheet Metal Door
                { 472505338, 1 },   // Medieval Assault Rifle
                { -482348853, 1 },   // Mini Crossbow

    Khan has already added the items, but the minus signs ("-") in front of the numbers are missing for the following items (already listed here corrected):
                { -1127003365, 3 },  // Piercer Bolt
                { -357442017, 3 },   // Pitchfork Bolt
                { -1827561369, 4 },  // Propane Explosive Bomb
                { -427072335, 1 },   // Knights Armour Helmet
                { -507248640, 1 },   // Wellipets Hat
                { -945708533, 1 },   // Knights Armour Skirt Plates
                { -424687710, 10 },  // Medieval Barricade
                { -380502678, 1 },   // Medieval Sheet Metal Double Door
                { -1654401345, 1 },  // Medieval Sheet Metal Door
                { -482348853, 1 },   // Mini Crossbow



     

  5. JetSki - Failed to compile: 'IFuelSystem' does not contain a definition for 'AddStartingFuel' and no accessible extension method 'AddStartingFuel' accepting a first argument of type 'IFuelSystem' could be found (are you missing a using directive or an assembly reference?) | Line: 1294, Pos: 40

  6. LSkins - Failed to compile: "PlayerInventory" does not contain a definition for "FindItemUID", and no accessible FindItemUID extension method could be found that accepts a first argument of the type "PlayerInventory" (a using directive or an assembly reference is possibly missing). | Line: 717, Pos: 49

  7. @MrLiquidI have it too and i like the interface better than this one, it's easier in my opinion. I already wrote to the dev about some problems with it (conflicts between bought DLCs and the mod) and also suggested the /bskin build command. I hope he will work on it, so it's as good as this free one was.

     

    @Scalboxcould you also dm me when your mod is ready? i am also interested in your version.^^

  8. I get this error after todays update: 

    Error while compiling: LSkins.cs(1295,22): error CS1061: Type `ItemCraftTask' does not contain a definition for `owner' and no extension method `owner' of type `ItemCraftTask' could be found. Are you missing an assembly reference? 

  9. yeah i second that, players aren't very smart sometimes 😕 I even notice that some players have trouble with the new gui and don't quite understand which skin they currently have active (i know for some it's quite logical). we have the abbreviation "DAU" in german which means "the dumbest user to be assumed" 😉 

  10. Hi, we have just found a conflict between the DLC owners and this mod: since by default the skins are not activated in Bskin (which is good) it always triggers a conflict as soon as someone tries via DLC to skin his buildings - so without that he first activates the skin in /bskin.
    This has the consequence that you see as an example for a millisecond the wall as adobe and then Bskin forces (from mod point of view logically) the wall or whatever back to stone.

    It is a bit complicated to explain so here is the process:
    - player joins for the first time and owns the adobe DLC
    - bskin has by default the DLC skins not activated (which is good) and so stone = stone and sheet metal = sheet metal
    - player does not know about bskin and wants to skin his wall to adobe with the hammer via DLC
    - wall changes to adobe for a very short time and then it changes back to stone because bskin has activated stone

    Is there maybe a way to set it to bypass for the DLC hammer function?

  11. Hi there we have the following error after todays update:
    Error while compiling: FlyingCarpet.cs(1025,77): error CS1503: Argument `#1' cannot convert `uint' expression to type `NetworkableId' 

  12. Hi ^^

    Is there a trick how to sit down on the chair? There are three of us right now trying to sit down and none of us make it. It just shows us "open" from the box or the codelock but we can't make it sit down 😕

     

    Thanks in advance 🙂

  13. 1 hour ago, LAGZYA said:

    Not working yet ThWhile the hazmats are not working , I will add soon 

    Oh damn, true XD it shows the skin on the picture but not on the hazmatsuit, I have not realized that. Thanks^^

  14. Hey you can add it, but you have to add it manually and it won't show a picture of it. But just unload the mod, go to oxide/data/LSkins/Skins and create a new file there: hazmatsuit.json

     

    After creating the file, open it and add:

     

    {
      "10180": {
        "Enabled skin?(true = yes)": true,
        "Is this skin from the developers of rust or take it in a workshop?": true,
        "Name skin": "Spacesuit"
      }
    }

    Save and reload the mod:-)

  15. Hi:-) I just wanted to ask if you plan to change the mod some day to use the new native facepunch logic 
    for fetching default images + skins instead of ImageLibrary? Greetings

  16. Hi there, I guess the UI Update has broken the mod:

     

    Failed to call hook 'OnPlayerConnected' on plugin 'WelcomePanel v3.0.7' (NullReferenceException: Object reference not set to an instance of an object)
      at Oxide.Plugins.WelcomePanel.CheckPage (System.Int32 tabNumber, System.Int32 pageNumber) [0x0001d] in <931475e92afe47a7b7b6c06e4aa7d04a>:0 
      at Oxide.Plugins.WelcomePanel.CreateTab (BasePlayer player, System.Int32 tabNumber, System.Int32 pageNumber) [0x00bd8] in <931475e92afe47a7b7b6c06e4aa7d04a>:0 
      at Oxide.Plugins.WelcomePanel.OnPlayerConnected (BasePlayer player) [0x000f5] in <931475e92afe47a7b7b6c06e4aa7d04a>:0 
      at Oxide.Plugins.WelcomePanel.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00453] in <931475e92afe47a7b7b6c06e4aa7d04a>:0 
      at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in :0 
      at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <50629aa0e75d4126b345d8d9d64da28d>:0 
      at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <50629aa0e75d4126b345d8d9d64da28d>:0  
    ailed to call hook 'OnServerInitialized' on plugin 'WelcomePanel v3.0.7' (JsonReaderException: Unexpected character encountered while parsing value: T. Path 'Tab3.page6[10]', line 117, position 34.)
      at Newtonsoft.Json.JsonTextReader.ReadStringValue (Newtonsoft.Json.ReadType readType) [0x00366] in <2ae3f091decd4989b3c4d466e6eb5985>:0 
      at Newtonsoft.Json.JsonTextReader.ReadAsString () [0x00000] in <2ae3f091decd4989b3c4d466e6eb5985>:0 
      at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.ReadForType (Newtonsoft.Json.JsonReader reader, Newtonsoft.Json.Serialization.JsonContract contract, System.Boolean hasConverter) [0x00077] in <2ae3f091decd4989b3c4d466e6eb5985>:0 
      at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateList (System.Collections.IList list, Newtonsoft.Json.JsonReader reader, Newtonsoft.Json.Serialization.JsonArrayContract contract, Newtonsoft.Json.Serialization.JsonProperty containerProperty, System.String id) [0x0016f] in <2ae3f091decd4989b3c4d466e6eb5985>:0 
      at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateList (Newtonsoft.Json.JsonReader reader, System.Type objectType, Newtonsoft.Json.Serialization.JsonContract contract, Newtonsoft.Json.Serialization.JsonProperty member, System.Object existingValue, System.String id) [0x001be] in <2ae3f091decd4989b3c4d466e6eb5985>:0 
      at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal (Newtonsoft.Json.JsonReader reader, System.Type objectType, Newtonsoft.Json.Serialization.JsonContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract containerContract, Newtonsoft.Json.Serialization.JsonProperty containerMember, System.Object existingValue) [0x0007f] in <2ae3f091decd4989b3c4d466e6eb5985>:0 
      at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.SetPropertyValue (Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.JsonConverter propertyConverter, Newtonsoft.Json.Serialization.JsonContainerContract containerContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty, Newtonsoft.Json.JsonReader reader, System.Object target) [0x00061] in <2ae3f091decd4989b3c4d466e6eb5985>:0 
      at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateObject (System.Object newObject, Newtonsoft.Json.JsonReader reader, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, System.String id) [0x00267] in <2ae3f091decd4989b3c4d466e6eb5985>:0 
      at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject (Newtonsoft.Json.JsonReader reader, System.Type objectType, Newtonsoft.Json.Serialization.JsonContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract containerContract, Newtonsoft.Json.Serialization.JsonProperty containerMember, System.Object existingValue) [0x0015c] in <2ae3f091decd4989b3c4d466e6eb5985>:0 
      at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal (Newtonsoft.Json.JsonReader reader, System.Type objectType, Newtonsoft.Json.Serialization.JsonContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract containerContract, Newtonsoft.Json.Serialization.JsonProperty containerMember, System.Object existingValue) [0x0006d] in <2ae3f091decd4989b3c4d466e6eb5985>:0 
      at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateDictionary (System.Collections.IDictionary dictionary, Newtonsoft.Json.JsonReader reader, Newtonsoft.Json.Serialization.JsonDictionaryContract contract, Newtonsoft.Json.Serialization.JsonProperty containerProperty, System.String id) [0x00262] in <2ae3f091decd4989b3c4d466e6eb5985>:0 
      at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject (Newtonsoft.Json.JsonReader reader, System.Type objectType, Newtonsoft.Json.Serialization.JsonContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract containerContract, Newtonsoft.Json.Serialization.JsonProperty containerMember, System.Object existingValue) [0x002a8] in <2ae3f091decd4989b3c4d466e6eb5985>:0 
      at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal (Newtonsoft.Json.JsonReader reader, System.Type objectType, Newtonsoft.Json.Serialization.JsonContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract containerContract, Newtonsoft.Json.Serialization.JsonProperty containerMember, System.Object existingValue) [0x0006d] in <2ae3f091decd4989b3c4d466e6eb5985>:0 
      at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize (Newtonsoft.Json.JsonReader reader, System.Type objectType, System.Boolean checkAdditionalContent) [0x000d9] in <2ae3f091decd4989b3c4d466e6eb5985>:0 
      at Newtonsoft.Json.JsonSerializer.DeserializeInternal (Newtonsoft.Json.JsonReader reader, System.Type objectType) [0x00053] in <2ae3f091decd4989b3c4d466e6eb5985>:0 
      at Newtonsoft.Json.JsonSerializer.Deserialize (Newtonsoft.Json.JsonReader reader, System.Type objectType) [0x00000] in <2ae3f091decd4989b3c4d466e6eb5985>:0 
      at Newtonsoft.Json.JsonConvert.DeserializeObject (System.String value, System.Type type, Newtonsoft.Json.JsonSerializerSettings settings) [0x0002d] in <2ae3f091decd4989b3c4d466e6eb5985>:0 
      at Newtonsoft.Json.JsonConvert.DeserializeObject[T] (System.String value, Newtonsoft.Json.JsonSerializerSettings settings) [0x00000] in <2ae3f091decd4989b3c4d466e6eb5985>:0 
      at Oxide.Core.Configuration.DynamicConfigFile.ReadObject[T] (System.String filename) [0x00028] in <50629aa0e75d4126b345d8d9d64da28d>:0 
      at Oxide.Core.DataFileSystem.ReadObject[T] (System.String name) [0x00021] in <50629aa0e75d4126b345d8d9d64da28d>:0 
      at Oxide.Plugins.WelcomePanel.LoadPageData () [0x0003f] in <53f4059d246d4aaf93b552b56186c189>:0 
      at Oxide.Plugins.WelcomePanel.OnServerInitialized () [0x0000c] in <53f4059d246d4aaf93b552b56186c189>:0 
      at Oxide.Plugins.WelcomePanel.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0039a] in <53f4059d246d4aaf93b552b56186c189>:0 
      at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in :0 
      at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <50629aa0e75d4126b345d8d9d64da28d>:0 
      at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <50629aa0e75d4126b345d8d9d64da28d>:0  
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
    Calling 'OnServerInitialized' on 'WelcomePanel v3.0.7' took 160ms 
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
    Loaded plugin WelcomePanel v3.0.7 by David 
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
    Failed to call hook 'OnPlayerConnected' on plugin 'WelcomePanel v3.0.7' (NullReferenceException: Object reference not set to an instance of an object)
      at Oxide.Plugins.WelcomePanel.CheckPage (System.Int32 tabNumber, System.Int32 pageNumber) [0x0001d] in <53f4059d246d4aaf93b552b56186c189>:0 
      at Oxide.Plugins.WelcomePanel.CreateTab (BasePlayer player, System.Int32 tabNumber, System.Int32 pageNumber) [0x00bd8] in <53f4059d246d4aaf93b552b56186c189>:0 
      at Oxide.Plugins.WelcomePanel.OnPlayerConnected (BasePlayer player) [0x000f5] in <53f4059d246d4aaf93b552b56186c189>:0 
      at Oxide.Plugins.WelcomePanel.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00453] in <53f4059d246d4aaf93b552b56186c189>:0 
      at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in :0 
      at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <50629aa0e75d4126b345d8d9d64da28d>:0 
      at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <50629aa0e75d4126b345d8d9d64da28d>:0  

     

  17. Hi there, i found a way to add the dlc stuff and also my unlisted skins: i have to add them manually in the data file. The Unlisted Items it shows without problems then (with picture), but the DLC stuff unfortunately without pictures (as expected). Maybe that helps you if you want to add that someday, because as I said with the other free mod it also finds the images for it.

    20220505171507_1.jpg

  18. oh too bad...is this something you might be able to implenent at some point? Because with the other free mod you could and so now i would have to upload all the skins again on another steam account so they don't show up on the other account.

    But thanks for the feedback:-) i like your mod especially the big picture display and that you can make favourites, that's really great!

  19. Hi I just bought this mod and i'm having problems inserting skins that are marked as "unlisted" in the workshop. We have a lot of skins that we only use for our server and since we don't want them to show up in the workshop for the reason i mentioned, we mark them as "unlisted" there. With our old skin mod (skins by misticos) it worked without problems. With this mod it always shows me an error message: 

    Web request callback raised an exception (NullReferenceException: Object reference not set to an instance of an object).
      at Oxide.Plugins.LSkins+<AddSkins>c__AnonStorey3.<>m__0 (System.Int32 code, System.String res) [0x003cb] in <fbe92f6f0afa40b283bfde0cdfe3aa97>:0
      at Oxide.Core.Libraries.WebRequests+WebRequest.<OnComplete>b__42_0 () [0x00034] in <50629aa0e75d4126b345d8d9d64da28d>:0

    Is there a way to fix this?

     

    It would be also great if i can add the skins from the DLCs like those for example, so i have the same skins in this mod like in my old mod:

          "Item Shortname": "innertube",
          "Skins": [
            13027,
            13028,
            13029,
            13030,
            13031,
            13032,
            13033

    Is that possible?

    Thank you 🙂

  20. 22 hours ago, The Friendly Chap said:

    It was adding a boxcollider to EVERYTHING instead of just the prefab. This was an attempt at compatibility with a plugin that adds animations to normal signs.
    Sadly you may have to ent.kill any minis affected by the bug. I apologize most profusely for this error, and the inconvenience caused. This error is no longer present in the new version.

     

    Thank you so much, the new version works perfectly! I didn't have to ent kill because i switched back to the old version and restarted the server, that solved the problem^^

  21. Hi there, after installing the version 1.1.2. you can't mount the heli anymore. Not even a restart helped. We went back to 1.1.1. and restarted again, now it's working again.
    The strange thing was that scrap helis and minis were affected. The only other Helicopter mod we have is Minicopter Lock by Thisha. Have a good day:-)

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