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Everything posted by Teastick
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thanks , i tested a extreme wave on large rig last night and it seemed to work , havent tested the other waves yet or on small but appreicate the fix thank you
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??? your replying to people who have posted after me and just ignoring me?
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- 78 comments
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- #wallpaper
- #wall
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here is the config, no other errors in console, everything to do with heavy rig console logs has been posted above HeavyRig.json
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[Heavy Rig] Small Hacked - EventActive=True [Heavy Rig] starting Hack Cycle [Heavy Rig] HackNextCrate Called on Small [Heavy Rig] HackNextCrate Called on Small tested on small, it started, killed a few waves of heavy scientists then hacked crate doors all shut and timer restarted , whole event restarted again automatically
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my players have been telling me heavy rig isnt working for them , so i went and tested it out and i swipe the card , no notification that the event has started, press the button , still nothing , this is in my console: [Heavy Rig] Large Hacked - EventActive=True [Heavy Rig] starting Hack Cycle [Heavy Rig] HackNextCrate Called on Large but nothing is happening
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its fixed now thank you so much
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As above the plugin is not loading after force update
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it states permission based skins, but i dont see anywhere that i can create my own permission group, could you assist me on how to do this?
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getting spammed with this , any idea? at Oxide.Plugins.PortalSystem.OnEntityKill (BaseNetworkable entity) [0x0001b] in <be811edb68b74a47b1c6855cb6ce2edd>:0 at Oxide.Plugins.PortalSystem.OnEntityKill (BaseNetworkable entity) [0x0001b] in <be811edb68b74a47b1c6855cb6ce2edd>:0 at Oxide.Plugins.PortalSystem.OnEntityKill (BaseNetworkable entity) [0x0001b] in <be811edb68b74a47b1c6855cb6ce2edd>:0 at Oxide.Plugins.PortalSystem.OnEntityKill (BaseNetworkable entity) [0x0001b] in <be811edb68b74a47b1c6855cb6ce2edd>:0
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oh ok thanks , it must be one of my other animal plugins then i just noticed the error popping up while helping a player set up his animal farms
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any idea whats causing this error? System.NullReferenceException: Object reference not set to an instance of an object at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.BaseAIBrain.SetGroupRoamRootPosition_Patch0(BaseAIBrain,UnityEngine.Vector3) at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.BaseAIBrain.SetGroupRoamRootPosition_Patch0(BaseAIBrain,UnityEngine.Vector3) at AnimalBrain+RoamState.StateEnter (BaseAIBrain brain, BaseEntity entity) [0x000cf] in <1e6595f6dcb64d5da96b4230eef5dd88>:0 at BaseAIBrain.SwitchToState (BaseAIBrain+BasicAIState newState, System.Int32 stateContainerID) [0x0008e] in <1e6595f6dcb64d5da96b4230eef5dd88>:0 at BaseAIBrain.SwitchToState (AIState newState, System.Int32 stateContainerID) [0x00018] in <1e6595f6dcb64d5da96b4230eef5dd88>:0 at BaseAIBrain.EventTriggeredStateChange (System.Int32 newStateContainerID, System.Int32 sourceEventID) [0x00029] in <1e6595f6dcb64d5da96b4230eef5dd88>:0 at BaseAIEvent.TriggerStateChange (IAIEventListener listener, System.Int32 sourceEventID) [0x00007] in <1e6595f6dcb64d5da96b4230eef5dd88>:0 at AIEvents.Tick (System.Single deltaTime, StateStatus stateStatus) [0x0014f] in <1e6595f6dcb64d5da96b4230eef5dd88>:0 at BaseAIBrain.Think (System.Single delta) [0x00085] in <1e6595f6dcb64d5da96b4230eef5dd88>:0 at BaseAIBrain.DoThink () [0x0000d] in <1e6595f6dcb64d5da96b4230eef5dd88>:0 at BaseAnimalNPC.TryThink () [0x00023] in <1e6595f6dcb64d5da96b4230eef5dd88>:0 at AIThinkManager.DoProcessing (ListHashSet`1[T] process, System.Single budgetSeconds, System.Int32& last) [0x00014] in <1e6595f6dcb64d5da96b4230eef5dd88>:0
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I have had a few reports now about NPC's being stuck behind walls in dungeons , any ideas why this is ? also while i have your attention may i make a suggestion? would it be possible for a command to be added to list if their is any active dungeons currently? to save time from scrolling the full map to find active dungeons?
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yeah i guess il just keep restarting it manually then , thanks for looking into it though i appreciate the effort
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is this possible as only reward types are itemid, server rewards or Economics, but i would like to reward but Economics and Skilltree XP for completing the raid
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any idea what this means? it pops up alot on my server console UnityEngine.DebugLogHandler:Internal_LogException_Injected(Exception, IntPtr) UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception, Object) ServerMgr:Update() Server Exception: IndustrialStorageAdaptor.SortQueue NullReferenceException: Object reference not set to an instance of an object at IndustrialStorageAdaptor+NameComparer.<Compare>g__GetStringForItem|1_0 (Item i) [0x0000e] in <1e6595f6dcb64d5da96b4230eef5dd88>:0 at IndustrialStorageAdaptor+NameComparer.Compare (Item x, Item y) [0x00010] in <1e6595f6dcb64d5da96b4230eef5dd88>:0 at System.Collections.Generic.ArraySortHelper`1[T].SwapIfGreater (T[] keys, System.Comparison`1[T] comparer, System.Int32 a, System.Int32 b) [0x00004] in <41d29b352f6a475ab1bf7c6628b82790>:0 at System.Collections.Generic.ArraySortHelper`1[T].PickPivotAndPartition (T[] keys, System.Int32 lo, System.Int32 hi, System.Comparison`1[T] comparer) [0x00008] in <41d29b352f6a475ab1bf7c6628b82790>:0 at System.Collections.Generic.ArraySortHelper`1[T].IntroSort (T[] keys, System.Int32 lo, System.Int32 hi, System.Int32 depthLimit, System.Comparison`1[T] comparer) [0x00069] in <41d29b352f6a475ab1bf7c6628b82790>:0 at System.Collections.Generic.ArraySortHelper`1[T].IntrospectiveSort (T[] keys, System.Int32 left, System.Int32 length, System.Comparison`1[T] comparer) [0x00013] in <41d29b352f6a475ab1bf7c6628b82790>:0 at System.Collections.Generic.ArraySortHelper`1[T].Sort (T[] keys, System.Int32 index, System.Int32 length, System.Collections.Generic.IComparer`1[T] comparer) [0x0001c] in <41d29b352f6a475ab1bf7c6628b82790>:0 Rethrow as InvalidOperationException: Failed to compare two elements in the array. at System.Collections.Generic.ArraySortHelper`1[T].Sort (T[] keys, System.Int32 index, System.Int32 length, System.Collections.Generic.IComparer`1[T] comparer) [0x0003c] in <41d29b352f6a475ab1bf7c6628b82790>:0 at System.Array.Sort[T] (T[] array, System.Int32 index, System.Int32 length, System.Collections.Generic.IComparer`1[T] comparer) [0x0004d] in <41d29b352f6a475ab1bf7c6628b82790>:0 at System.Collections.Generic.List`1[T].Sort (System.Int32 index, System.Int32 count, System.Collections.Generic.IComparer`1[T] comparer) [0x0002b] in <41d29b352f6a475ab1bf7c6628b82790>:0 at System.Collections.Generic.List`1[T].Sort (System.Collections.Generic.IComparer`1[T] comparer) [0x00008] in <41d29b352f6a475ab1bf7c6628b82790>:0 at IndustrialStorageAdaptor.ApplySorting () [0x00252] in <1e6595f6dcb64d5da96b4230eef5dd88>:0 at IndustrialStorageAdaptor+SortingQueue.RunJob (IndustrialStorageAdaptor entity) [0x00000] in <1e6595f6dcb64d5da96b4230eef5dd88>:0 at ObjectWorkQueue`1[T].RunQueue (System.Double maximumMilliseconds) [0x000cf] in <8e10d20e240b421abd86a54f7622c1c5>:0 at ServerMgr.Update () [0x00b4a] in <1e6595f6dcb64d5da96b4230eef5dd88>:0
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- #raidable
- #base
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(and 45 more)
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- #raidablebse
- #building base
- #base pack
- #mega pack
- #raid base packs
- #raid base full pack
- #raid base mega pack
- #raid loot tables
- #raidable base package
- #raidable base pack
- #base and loot
- #raidable bases and loot tables
- #build
- #builder
- #buildings
- #building
- #building bases
- #raiding base
- #raidbases
- #hard bases
- #nightmare bases
- #expert bases
- #easy bases
- #medium bases
- #base loot tables
- #base loot
- #loottables
- #raid base loot tables
- #build base
- #raidable base easy
- #raidable base medium
- #raidable base hard
- #raidable base nightmare
- #raidable base expert
- #all raidable bases
- #full pack
- #mega package
- #raid base pack
- #raidable bases pack
- #easy to nightmare
- #raid base full package