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Everything posted by Somescrub
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I attached an image of an error this plugin is giving when players attempt to share minicopters that are locked. I do use vehicle locks plugin, but for some reason this plugin is blocking it. To be clear - when I tested this I was in a team and a clan with the player.
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I did manage to alter the code to behave the way I described - if you want it for a reference just DM me and I will send it over for you to check out.
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I can confirm that is what is happening - I enabled the permission and it shows up. To your point, I think your intent to hide was correct - I just use it differently. I make the rarest Tiers non-craftable, that way they can only be looted (intentional). To that end, it would be less confusing for players if the bar remained unhidden, or captured in a separate "loot chance" section vs. "craft chance", considering they will be referencing this for all of their stats.
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@molokatan I have had those values in my config for many months now - I just started using your plugin, and it does not work like it is for you. The only significant difference in my config is that I have a permission defined for "required_crafting_perm". Here is my full EpicLoot config for reference EpicLoot.json
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If you mean via the config file yes - you can have any amount of tiers you want basically, then I just adjust the chances down as I add more
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I am working through the final touches on combining both EpicLoot and ItemPerks Legendary items, but noticed that your information overlay does not account for custom Tier values in EpicLoot. For instance, I have the following set for my EpicLoot config: "Tier information": { "Tier display names that show up in the menu": { "e": "Exquisite", "s": "Legendary", "a": "Epic", "b": "Rare", "c": "Uncommon" }, "Tier colours": { "e": "#09FC05", "s": "#FFF900", "a": "#9500BA", "b": "#077E93", "c": "#AE5403" However, your UI will only show the default values: Any chance you can un-hard code those and make it read off of the config set?
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I am getting the same error and same disconnect behavior - follows with an Entities Out Of Order error (client side)
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Keep getting this error periodically - primarily during startup: CustomItemDefinitions was compiled successfully in 4804ms Fallback handler could not load library C:/TCAFiles/Users/josephg/2684/RustDedicated_Data/MonoBleedingEdge/data-000001FFDF566010.dll CustomItemDefinitions v2.1.1: HarmonyLib.HarmonyException: Patching exception in method System.Void BaseEntity::ClientRPC(RpcTarget target, ProtoBuf.ChickenCoopStatusUpdate arg1) ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.InvalidOperationException: Could not find call to BaseEntity:ClientRPCStart - Current state is invalid at HarmonyLib.CodeMatcher.ThrowIfInvalid (System.String explanation) [0x00021] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at Oxide.Plugins.CustomItemDefinitions+ClientRPCPatches.Transpiler (System.Collections.Generic.IEnumerable`1[T] instructions, System.Reflection.Emit.ILGenerator gen) [0x00026] in <c60dad67137247289db5038ce308e54c>:0 at (wrapper managed-to-native) System.Reflection.RuntimeMethodInfo.InternalInvoke(System.Reflection.RuntimeMethodInfo,object,object[],System.Exception&) at System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x0006a] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0 --- End of inner exception stack trace --- at System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00083] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0 at HarmonyLib.CodeTranspiler+<>c__DisplayClass11_0.<GetResult>b__0 (System.Reflection.MethodInfo transpiler) [0x0004b] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at System.Collections.Generic.List`1[T].ForEach (System.Action`1[T] action) [0x0001e] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0 at HarmonyLib.CodeTranspiler.GetResult (System.Reflection.Emit.ILGenerator generator, System.Reflection.MethodBase method) [0x00020] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.MethodBodyReader.FinalizeILCodes (HarmonyLib.Emitter emitter, System.Collections.Generic.List`1[T] transpilers, System.Collections.Generic.List`1[T] endLabels, System.Boolean& hasReturnCode, System.Boolean& methodEndsInDeadCode) [0x0014c] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.MethodCopier.Finalize (HarmonyLib.Emitter emitter, System.Collections.Generic.List`1[T] endLabels, System.Boolean& hasReturnCode, System.Boolean& methodEndsInDeadCode) [0x00000] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.MethodPatcher.CreateReplacement (System.Collections.Generic.Dictionary`2[System.Int32,HarmonyLib.CodeInstruction]& finalInstructions) [0x00356] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, HarmonyLib.PatchInfo patchInfo) [0x00059] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.PatchClassProcessor.ProcessPatchJob (HarmonyLib.PatchJobs`1+Job[T] job) [0x000be] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 --- End of inner exception stack trace --- at HarmonyLib.PatchClassProcessor.ReportException (System.Exception exception, System.Reflection.MethodBase original) [0x0013c] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.PatchClassProcessor.Patch () [0x0009e] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at Oxide.Plugins.CustomItemDefinitions+Patcher.PatchNestedClasses () [0x0003c] in <c60dad67137247289db5038ce308e54c>:0
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Caught it when I disconnected - this is actually kicking me out of the game. I attached the in-game error for entities out of order. Server Exception: Player Update Server Exception: Player Update NullReferenceException: Object reference not set to an instance of an object NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.BetterNpcNames.Letter () [0x00000] in <3f43616505a74cbd81d2008ac53a4838>:0 at Oxide.Plugins.BetterNpcNames.GiveName (HumanNPC npc, System.String Title, System.Boolean UseName, System.Boolean UseLetter) [0x00029] in <3f43616505a74cbd81d2008ac53a4838>:0 at (wrapper managed-to-native) System.Reflection.RuntimeMethodInfo.InternalInvoke(System.Reflection.RuntimeMethodInfo,object,object[],System.Exception&) at System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x0006a] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0 Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. at System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00083] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0 at Oxide.Plugins.BetterNpcNames+ScientistNPC_DisplayName.Prefix (System.String& __result, ScientistNPC __instance) [0x00086] in <3f43616505a74cbd81d2008ac53a4838>:0 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.ScientistNPC.get_displayName_Patch2(ScientistNPC) at BasePlayer.Save (BaseNetworkable+SaveInfo info) [0x0008a] in <344620d89c124f7590979ebd41b9b59c>:0 at BaseNetworkable.ToStream (System.IO.Stream stream, BaseNetworkable+SaveInfo saveInfo) [0x00010] in <344620d89c124f7590979ebd41b9b59c>:0 at BaseNetworkable.ToStreamForNetwork (System.IO.Stream stream, BaseNetworkable+SaveInfo saveInfo) [0x0000e] in <344620d89c124f7590979ebd41b9b59c>:0 at BasePlayer.SendEntitySnapshot (BaseNetworkable ent) [0x000ba] in <344620d89c124f7590979ebd41b9b59c>:0 at BasePlayer.SendEntityUpdates (BasePlayer+NetworkQueueList queue) [0x0004f] in <344620d89c124f7590979ebd41b9b59c>:0 at BasePlayer.SendEntityUpdate () [0x0000c] in <344620d89c124f7590979ebd41b9b59c>:0 at BasePlayer.ConnectedPlayerUpdate (System.Single deltaTime) [0x00057] in <344620d89c124f7590979ebd41b9b59c>:0 at BasePlayer.ServerUpdate (System.Single deltaTime) [0x00236] in <344620d89c124f7590979ebd41b9b59c>:0 at BasePlayer.ServerCycle (System.Single deltaTime) [0x00174] in <344620d89c124f7590979ebd41b9b59c>:0 at ServerMgr.Update () [0x00278] in <344620d89c124f7590979ebd41b9b59c>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception, Object) ServerMgr:Update()
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One of my players mentioned that they were able to talk to vendors again after the July update, and I confirmed myself. Running the latest version, but I believe FP changed the vendor dialogues with the July update - can you check it out?
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Any chance you could add a config option that would disable the ability to enhance a tier type via epic scrap - similar to how you were able to restrict crafting via permission? I'd like to add an additional tier to my setup, but I only want those particular tiered items to be obtainable via loot. I've restricted the crafting, but running into an issue where you could still obtain them directly via the equipment enhancer.
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Nvm - I didn't realize you meant you pushed an update for this... loaded and monitoring now, thank you for the quick reply
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I follow the potential for a bugged conveyor/hopper - is there something specific I need to do to fix it though? I'd prefer not to have to delete all of those assets from the save if possible
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I am experiencing some major server performance degradation when this plugin is loaded since the April update.. Even when loaded with the lowest possible values in the config (default stack size; 1 per industrial item). I attached my performance graph for reference - it seems to pause the server tick and then you see the FPS drop down to 10 or less periodically. This only happens when this plugin is loaded. I'm not sure what specifically this does on the backend, now that you have it separated, but for the time being I can't load this at all - it is making the game unplayable.
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Anytime I attempt to move a clothing item with these inserts in them from my player to my inventory - whether the insert itself or the entire item with them in it - it gives me an RPC error and kicks me from the game. NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.BetterArmorInsert+CollectProtectionPatch.Postfix (ItemModContainerArmorSlot __instance, Item item, ProtectionProperties protection) [0x000e0] in <d4c0fdea80d64bb49a3277446f7141d2>:0 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.ItemModContainerArmorSlot.CollectProtection_Patch4(ItemModContainerArmorSlot,Item,ProtectionProperties) at ItemModWearable.CollectProtection (Item item, ProtectionProperties protection) [0x0002b] in <d83018b70dd84958b5156b32ca5cddb2>:0 at ProtectionProperties.Add (System.Collections.Generic.List`1[T] items, HitArea area) [0x0002a] in <d83018b70dd84958b5156b32ca5cddb2>:0 at BasePlayer.UpdateProtectionFromClothing () [0x00017] in <d83018b70dd84958b5156b32ca5cddb2>:0 at BasePlayer.SV_ClothingChanged () [0x00000] in <d83018b70dd84958b5156b32ca5cddb2>:0 at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00006] in <d83018b70dd84958b5156b32ca5cddb2>:0 at (wrapper delegate-invoke) System.Action`2[Item,System.Boolean].invoke_void_T1_T2(Item,bool) at ItemContainer.Remove (Item item) [0x00058] in <d83018b70dd84958b5156b32ca5cddb2>:0 at Item.SetParent (ItemContainer target) [0x00012] in <d83018b70dd84958b5156b32ca5cddb2>:0 at Item.RemoveFromContainer () [0x00009] in <d83018b70dd84958b5156b32ca5cddb2>:0 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Item.MoveToContainer_Patch1(Item,ItemContainer,int,bool,bool,BasePlayer,bool) at PlayerInventory.MoveItem (BaseEntity+RPCMessage msg) [0x0045a] in <d83018b70dd84958b5156b32ca5cddb2>:0 at PlayerInventory.OnRpcMessage (BasePlayer player, System.UInt32 rpc, Network.Message msg) [0x001e4] in <d83018b70dd84958b5156b32ca5cddb2>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) PlayerInventory:OnRpcMessage(BasePlayer, UInt32, Message) BaseEntity:SV_RPCMessage(UInt32, Message) ServerMgr:OnRPCMessage(Message) ServerMgr:OnNetworkMessage(Message) Facepunch.Network.Raknet.Server:ProcessRead(NetRead) Network.BaseNetwork:Cycle() ServerMgr:Update() 76.34.220.129:47997/76561198008674412/Somescrub kicked: RPC Error in MoveItem
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I was able to resolve my issues - but there is an extra step to get the plugin to load when coming from a previous version. You need to delete both the SimplePVE config file and the SimplePVE data folder in your data directory. If you don't do that then the plugin won't load correctly when the new config is generated in 1.2.7. Also, when I went to the next version I had some permissions randomly get changed on my player permission, which was making it appear like the plugin was not working (all were enabled, were all disabled before) - so make sure to check that as well.
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On latest version - can confirm loot protection is working, but player bases can be damaged by anyone at the moment. Sent you my config files in Discord.
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I receive the same - hopefully a quick fix, as I cannot run my server without this.
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I could use either method - maybe both options would be ideal (per level refund, or "factory reset" type of refund). I asked about this primarily because the remover tool option is not reliable at all. I have multiple players that /remove and the furnace ends up not retaining the upgrade once placed back down.
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This can be closed - error in my config.
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Ok, looks like I may have misinterpreted the bag function then - I had thought you could use them independent of one another. I think you can close this support ticket then, now that you explained how it works.
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I am waiting to hear back from the players who reported - seems their interpretation of team sharing may not have been accurate. However, the ingredient bags mirroring each other per player I confirmed myself - is this just how it works? You can have as many bags as you want, but the contents are always the same no matter which one you have open - seems like the "box" is unique per player, and only 1 per player?
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I switched to a different solution, as the issue is still occurring and even with the update a refund was not being given on failure. Not much else to do but move on to a method that worked - hope your able to fix it up at some point.