N7ws2aseRtohbXXKkG
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Everything posted by N7ws2aseRtohbXXKkG
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A hook request for 'OnTeamMemberInvite[549dc9]' received: - The current status is FAILURE: Invalid IL code in (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RelationshipManager.sendinvite_Patch2 (ConsoleSystem/Arg): IL_011b: ret - Check for possible errors on the log file Error while patching hook 'OnTeamMemberInvite[549dc9]' (Invalid IL code in (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RelationshipManager.sendinvite_Patch2 (ConsoleSystem/Arg): IL_011b: ret ) at MethodInfo HarmonyLib.PatchFunctions.UpdateWrapper(MethodBase original, PatchInfo patchInfo) at MethodInfo HarmonyLib.PatchProcessor.Patch() at MethodInfo HarmonyLib.Harmony.Patch(MethodBase original, HarmonyMethod prefix, HarmonyMethod postfix, HarmonyMethod transpiler, HarmonyMethod finalizer) at bool Carbon.Hooks.HookEx.ApplyPatch() in /home/runner/work/Carbon/Carbon/src/Carbon/src/Hooks/HookEx.cs:line 170
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- 311 comments
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I get why people are pissed. Making Loot Manager mandatory was a big shift, and it hit a lot of servers at the worst possible time (lets remember naval was postponed). If you’ve invested months into custom loot and NPC setups, having to rework things feels awful. That criticism makes sense, and there was defintely a lot to be desired how @KpucTaJlhandled the roll out. But some of these replies go way past feedback and straight into hostility. There’s a difference between saying the rollout was handled poorly and calling the whole thing brain dead or demanding refunds for everything. From a technical angle, centralizing loot logic wasn’t some crazy idea. It looked like an attempt to improve performance and clean up hook spam. And you know what I LIKE LOOT MANAGER. I can see how this would help many small server owners but mess with a lot of superuser owners like a lot of you on here. Maybe it wasn’t the right call, maybe it needed a transition period, but acting like the dev(s) did because he personally hates you and your entire family and everything you've ever touched in this willful existance doesn’t help. If we want better communication and smarter decisions in the future, the way to get that isn’t by shitting all over the devs. Clear, specific feedback will always go further than rage posts.
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- 17 comments
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- #mutlievents
- #events
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- 17 comments
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- #mutlievents
- #events
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Failed to call internal hook 'Unload' on plugin 'MultiEventsGoldRush v1.0.0' [4006810030] (Object reference not set to an instance of an object) at void Oxide.Plugins.MultiEventsGoldRush+Event.Kill() in /home/container/carbon/plugins/MultiEventsGoldRush.cs:line 780 at void Oxide.Plugins.MultiEventsGoldRush.DestroyEvent() in /home/container/carbon/plugins/MultiEventsGoldRush.cs:line 988 at void Oxide.Plugins.MultiEventsGoldRush.Unload() in /home/container/carbon/plugins/MultiEventsGoldRush.cs:line 410 at object Oxide.Plugins.MultiEventsGoldRush.InternalCallHook(uint hook, object[] args) in MultiEventsGoldRush.cs/Internal:line 218 Failed to call internal hook 'Unload' on plugin 'MultiEventsGoldRush v1.0.0' [4006810030] (Object reference not set to an instance of an object) at void Oxide.Plugins.MultiEventsGoldRush+Event.Kill() in /home/container/carbon/plugins/MultiEventsGoldRush.cs:line 780 at void Oxide.Plugins.MultiEventsGoldRush.DestroyEvent() in /home/container/carbon/plugins/MultiEventsGoldRush.cs:line 988 at void Oxide.Plugins.MultiEventsGoldRush.Unload() in /home/container/carbon/plugins/MultiEventsGoldRush.cs:line 410 at object Oxide.Plugins.MultiEventsGoldRush.InternalCallHook(uint hook, object[] args) in MultiEventsGoldRush.cs/Internal:line 218
- 17 comments
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- #mutlievents
- #events
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- 311 comments
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(03:58:57) | Failed to call hook 'CanMountEntity' on plugin 'WarMode v1.3.13' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.WarMode.CanMountEntity (BasePlayer mounter, BaseMountable target) [0x000e4] in <074d5df9226241ff987f35337a46515f>:0 at Oxide.Plugins.WarMode.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0165e] in <074d5df9226241ff987f35337a46515f>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0
- 311 comments
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Hey mate, I think the most important thing is not to panic. I thought I lost the entire wipe in a panic but took it slow and realised it was an oxide version mismatch. There is a lot happening and its not easy when you're always running in a production enviormenent. Hope things work out for you and I totally get what you mean about the lootables I think I messed mine up totally.
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这是一个以英语 / 俄语为主的留言板,这里的人无法帮助你,他们也无法使用 QQ。如果可能的话,你应该下载 Discord 来寻求支持。请把你的消息翻译成英语,这样你会得到更好的帮助,因为别人无法理解你的语言。
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"CanKillTrespassingSleepers": true, Right now this is busted change it to false I get you want support and I hate unresponsive and egotistical devs but I also put the fact that this mode ruin's PVE / PVP rules right above your post. Also you might want to experiment with this OFF "AllowPluginOverride": true
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- 634 comments
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- #rust
- #rust plugin
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- 311 comments
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We actually discovered this as well. I'm surprised the dev hasn't responded it essentially makes this whole feature useless. PS Thanks for the abandoned bases recommendation that was totally the direction I was going for! PPS. There is a toggle for "Can take Heli Damage" For every group does that not work?
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- 311 comments
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MultiEvents (Pack 3) - Plugin sold separately. Bundle available.
N7ws2aseRtohbXXKkG commented on Mevent's file in Plugins
Getting this error on unload Failed to call hook 'Unload' on plugin 'MultiEventsGoldRush v1.0.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.MultiEventsGoldRush+Event.Kill () [0x00021] in <41d47ef80da24cf9ba59d7a8c34364a9>:0 at Oxide.Plugins.MultiEventsGoldRush.DestroyEvent () [0x0000e] in <41d47ef80da24cf9ba59d7a8c34364a9>:0 at Oxide.Plugins.MultiEventsGoldRush.Unload () [0x00000] in <41d47ef80da24cf9ba59d7a8c34364a9>:0 at Oxide.Plugins.MultiEventsGoldRush.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00129] in <41d47ef80da24cf9ba59d7a8c34364a9>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <112d89ea5d3348c8b949af0ab1a866d2>:0- 1 comment
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- #multievents
- #expansion
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Is it possible to automatically switch a base from protect to not protected if the player has been off for a certian amount of hours? Basically we want to disable raid protection for players who have been off for x amount of hours. I was hoping to use this with an Offline Raid protection mod but even your own one doesn't really seem to do what I want where I don't want PVE players to attack PVP bases when they are online while allowing PVP players, and also allowing PVE players to attack after x amount of offline hours.
- 311 comments
