
MNfreakTim
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Everything posted by MNfreakTim
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I ended up having to wipe the cfg and files entirely. This included having to rebuild the entire welcome page after updating to 4.3.5. This error was after wiping everything. Thanks I guess
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Howdy David, I recently updated this plugin and now the plugin is sending the following null reference exception and my players are no longer able to use the /info command. Failed to call hook 'Unload' on plugin 'WelcomePanel v4.3.5' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.WelcomePanel.Unload () [0x0001a] in <8562b46f52de4079883304fb10aa9d13>:0 at Oxide.Plugins.WelcomePanel.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0032a] in <8562b46f52de4079883304fb10aa9d13>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <795304323ac74a298b8ed190a1dfa739>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in :0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0 Any help would be appreciated. Tim
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I can also confirm, I ran the /skill.wipe command at the start of my wipe this month (and last) and it did nothing.
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Yes, I have autowipe set up for the skills plugin. I also do not allow players to retain their purchased skills between wipes. I am pretty sure I told you this when I sent you my config file in a private message a while ago (Sent on May 3rd).
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I have mentioned this in the discussion a couple of times. But as this is the third wipe that the skills are not wiping on my server, I figured I would write an actual support ticket. For whatever reason the skills are not wiping for myself or the players on my server. Any update on this would be appreciated...
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Loaded the plugin on my test server, and when the parent entity moved the NPC's were all over the place (even on the roof of the building). When I attempted to set the new bank name up on my test server, the doors are now spawning on the ceiling. Is there something with the new wipe today that is messing with the loading of the monument and its parts? Fixed in July? = I believe I did not select the same item when breaking the prefab and setting the parent entity name. I will try next month with a new map and make sure to use the same item again as this month.
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I am having the same issue on my server. It has now been 2 wipes without the skills wiping either.
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The following error showed up in my RCON when I was monitoring it and someone was taking the Bank Heist monument. Calling hook CanEntityTakeDamage resulted in a conflict between the following plugins: BankHeist - True (Boolean), NpcSpawn (False (Boolean)) Also a possible suggestion is to have the health of the vault doors show when damaged so that players taking the monument know the health as they are trying to complete the monument. Thanks, Tim
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Howdy Foxmods, I have updated to the most recent version of this plugin and monument the last two wipes and I have been noticing that there is a null reference exception that is flooding the server RCON. Would you be able to help me identify what I have set up improperly (most likely) so that this no longer occurs? Listed below is the null reference exception from my RCON. Failed to call hook 'OnServerCommand' on plugin 'BankHeist v1.5.14' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.BankHeist.OnServerCommand (ConsoleSystem+Arg arg) [0x00010] in <48a2e08031ec4690af6be178d29837ed>:0 at Oxide.Plugins.BankHeist.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x003dc] in <48a2e08031ec4690af6be178d29837ed>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <67a45b2b63ea485294ae2cea171af2d9>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <11d59ed89122474b825fefd7e1bd95fc>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <11d59ed89122474b825fefd7e1bd95fc>:0 Thanks, MNfreakTim Edit - I deleted the config file and reloaded the plugin and the error went away. Sorry to waste your time
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sorry I guess I am still having issues with other groups still maintaining their purchased skills from wipe to wipe. my personal skills not wiping were a result of the admin group having the skills maintain through the wipe. However, someone in the default group just asked before purchasing new skills if the old ones would be wiped. So I was premature in my assumption that it was entirely my error that caused the issue. The berry problem is still there as well. Tim
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Howdy MeventSupport, I currently do not offer the option to transfer the skills between wipes. What would happen with the berries after purchasing the skill to max level, is the player would be given 1 berry which would not be able to be consumed, after this they would not get a single berry when farming. The other plants were not impacted when grown in planters, so I was able to identify the culprit pretty quickly. I then manually adjusted my own cfg to remove the berry gather skill and reloaded the skills plugin. This resulted in me being able to harvest berries normally again. I have inactivated that skill from my server at the moment, as it was causing havoc for many players.
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I have the skills plugin to auto wipe and it did not wipe the player data this wipe. I then attempted to manually wipe the player data, and while it removed the data from the folder, the skills remain at the level prior to me manually wiping them for all players. I also noticed a problem with the /skills plugin and the berry gather mode in that it was causing players to pick up a berry that was bugged and would cause them to no longer be able to harvest ONLY berries after they purchased the skill.
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This plugin has been a big hit with the players on my server since day 1. The developer of the plugin has always been quite prompt in their responses when I had questions. This plugin has quite a bit of configuration that the server admin can do with permissions, which allows for multiple levels of bags being available for different tiers of players (default/admin/vip). The gather option on the bags can be quite handy for those players who have gather mode set on. The fact that this is configurable on the player side is a nice benefit as well. The developer of this plugin is always willing to go the extra distance to ensure that for me as a server owner, I can always keep this plugin working smoothly. For me, that is something that is quite invaluable. This plugin purchase has been a pleasure for me since day one, and I would easily purchase another plugin made by this developer.
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This is a suggestion / request that has come up on my server. Most of my players find the UI interface a bit counterintuitive. The suggestion that was put forth on my server is to have the "apply" button say switch, and to have the skin which is going to be used show in the UI instead of having it say apply and then when clicked the Adobe or Shipping Container picture was showing when that skin would be used instead of being hidden. If that makes any sense at all.
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Null Reference Exception with latest version
MNfreakTim replied to MNfreakTim's Support Request in Support
To be honest, There were 8 players on the server at that moment and I was AFK working on a project for my job. I just noticed the flash of red in the RCON and looked over to catch that null reference exception flash by about 6 times in quick succession. Whatever triggered the exception was being done by one of the players on the server. I personally own the DLC's for these skins so I do not use the plugin. I have also deleted the CFG file and reloaded the plugin to spawn a new CFG file. If it happens again I will update you if I have more specifics. -
Howdy, As the title of this ticket indicates I noticed a null reference exception for this plugin on my server earlier today. Listed below is the exception that has happened multiple times. Failed to call hook 'CmdChangeSkin' on plugin 'BuildingSkins v1.0.7' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.BuildingSkins.InitializeLayers (BasePlayer player, System.Boolean update) [0x009e2] in <8a5c6cdff84c4ebcb535d76b45340a87>:0 at Oxide.Plugins.BuildingSkins.CmdChangeSkin (Oxide.Core.Libraries.Covalence.IPlayer ipPlayer, System.String command, System.String[] arg) [0x0006a] in <8a5c6cdff84c4ebcb535d76b45340a87>:0 at Oxide.Plugins.BuildingSkins.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00405] in <8a5c6cdff84c4ebcb535d76b45340a87>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <23ba99f131254889867c71f0bd137b1d>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <157a94ee66ab4a7991faecd1eb84be3b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <157a94ee66ab4a7991faecd1eb84be3b>:0 Thanks, Tim
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I genuinely had high hopes for this plugin when I purchased it. This was one of the first plugins that was updated to work with the electric furnaces that I was able to find available for purchase. However, upon installing this plugin live on my main server, I quickly became aware of multiple issues within the plugin that made it unusable on my server. I have opened tickets for two of the items, but gave up attempting further inquiries as after my initial conversation with the developer, they have been quite slow to respond. So why am I giving this a 2-star review. The first main issue I noticed is the config file is incredibly sensitive and quite limited when attempting to manipulate the fuel consumption of this plug. The current format of this plugin would indicate that if you attempt to lower the fuel consumption below 10, it will completely reset all changes to the config file. This problem became quite annoying when attempting to set up more than one line on the config file, as you will lose all data which was changed. So you might be asking yourself why lowering the fuel consumption would be important... This was a change I was attempting to make as the fuel consumed when using Furnace Splitter and Quick Smelt, the fuel consumed would be about half of what was indicated as being needed. However, with this plugin and Furnace Splitter the fuel listed as being needed would run out before the ore was processed, and it was showing about half of what was required to process the ore. This quickly became quite annoying to the players on my server. The second main issue I noticed within this plugin is the charcoal produced for players on the server would vary significantly. When setting the config file to give 1 charcoal for every 10 fuel consumed with a 75% chance at charcoal, about half of the players on the server would see a 1.1 to 1.3 fuel:charcoal ratio. However, the rest of the players were split between having either the large or normal furnace produce the rates mentioned previously, but the other sources would be a 10:1 fuel to charcoal ratio, or they had the 10:1 fuel to charcoal ratio as the config file would indicate should happen. So once again, why is this a problem? Well for roughly half of the server if I have the config file set to a 10:8 fuel to charcoal ration at a 75% chance which would be what should be expected in general, they would be receiving an INSANE amount of charcoal. I was personally seeing a 1 to 20 fuel to charcoal ratio, with the 10:8 setting at 75%. As I allow players to sell unused resources for server points, that bug would have broken the economy of my server by leaving it in place at the required rate so that all players should receive 8 charcoal for 10 wood consumed. I gave this plugin a 2-star review as 2.5 was not available. The fact that the electric furnaces worked and could be sped up means to me that it is worth at minimum 2.5 stars. But as there are far too many bugs with this plugin that have yet to be resolved, I have had to remove this plugin entirely from my server. I would suggest checking if this plugin will be impacted by others before installing it on your server. Also, you will need patience if you send in a support ticket. Edit for Author response: If the charcoal output is adjusted so that everyone on the server is getting results similar to the CFG setup, I will increase the rating 1 star. If the fuel consumption can be tweaked by the server admin, I will increase the rating 1 additional star. Ultimately, I am not sure as though I will be able to give this plugin a 5-star review for a few reasons. The main issue I have with the limited function of the CFG file is... Why have items which can be changed that result in the entire CFG file being rewritten as a default CFG? I had to enter the information into the CFG a few times before I realized which field was causing the entire CFG to be rewritten. That is the "limits" of the CFG, not functions which can be changed. I was quite specific in the "Quote" you wrote there as to what I meant. I am not sure what the fuel consumption rates would have had with limiting the plugin/cfg would have caused a server to stall, as it is a value that will be called regardless to consume fuel... As I wrote in the edited response, I will increase my rating of this plugin if it becomes functional from my perspective as a server admin. Fortunately for me at the moment, there is a version of Quick Smelt that works with Electric Furnaces, so I have just switched back to the original plugin my server was using. Charcoal produced appears to be close to default for most / all players potentially so I increased the rating 1 star as I stated I would.
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I have been made aware of a new problem with this plugin over the long weekend. I had extensively tested the charcoal output on my test server before launching this plugin live on my main server. I had what I though was an acceptable exchange rate from wood to charcoal. But then I had a few players complain that they were experiencing a rate that was 1/10 of what I was seeing in testing and when the plugin was live on my server. In testing I have had to leave the fuel requirement at 10 as the plugin will not allow this value to be changed. When I would leave the default charcoal rate to 1 charcoal per 10 fuel at the default .75 probability factor I would average 1.1 to 1.3 charcoal per piece of wood consumed. However, other players were only seeing the expected 1 charcoal per 10 fuel consumed as you would expect with the cfg settings. I then asked 8 different players to test out the exchange rate on the server and 5 players had the exact same results that I did while 3 other players were seeing lower returns. I checked any potential conflicting plugins which might be giving the 5 players who were seeing a 1.2::1 ratio a boost that the other players were not seeing. I uploaded to the version you released on Thursday as well and these issues still persisted. If you need any additional information or cfg files let me know. I am sorry for submitting two tickets in one week, but I am hoping this plugin can replace Quick Smelt. As of today I have removed this plugin from my server and am using the Quick Smelt plugin update available in the help section of UMod as this option allows for Electric Furnaces to be sped up, but which also allows the fuel/charcoal rates to be unaffected by the bugs which I have seen with this plugin. I will hope this plugin is functional in the future.
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Unable to change the fuel consumption rate lower than 10
MNfreakTim replied to MNfreakTim's Support Request in Support
Sorry for putting this question in both places. I will make sure to wait before submitting a support ticket until sufficient time has passed after posting in the discussion section. I am sorry for the inconvenience. Tim -
Howdy Kasvoton, You are absolutely correct with the Quick Smelt plugin. It would often consume about half of the "required" fuel. I only ask this question as I am sure there will be someone on my server who complains about the fuel rates, and I figured I would get a step ahead of any potential questions from my players. I am sorry for opening a support ticket for this instance as well. I wasn't sure which of the two options would be best for this issue. Thanks for such a prompt response.
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Unable to change the fuel consumption rate lower than 10
MNfreakTim posted A Support Request in Support
Howdy Kasvoton, I recently purchased your plugin as it supported electric furnaces. However, it appears that the plugin is limiting the ability to lower the fuel rates beyond the base rate of 10 per click. This is causing the refinery, furnace and large furnace to consumer significantly more wood than furnace splitter says should be used. This results in this plugin consuming considerably more wood than the Quick Smelt plugin. Is it possible to update the plugin to allow the fuel consumption rates to be tweaked lower than 10 per tick? I have tried to lower the fuel consumption rates many times and every time I reload the plugin it resets the cfg to 10 fuel per every time upon reloading the plugin. So far this is the only limiting factor in this plugin. -
Is it possible to change the fuel consumption rates? This plugin seems to use fuel much faster than my last plugin (Quick Smelt). I have adjusted the numbers to 2 fuel per tick and it keeps reverting back to 10 fuel per tick no matter what I do. It does not appear to want to allow me to set the fuel stack size any lower than 10 per and this is causing the furnace to use up the wood before the ore is cooked in either the furnace, large furnace or refinery.
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