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Everything posted by pookins
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where is that file ? , My image library is up to date and plugin is up to date , surely that file would be included in plugin. and on another note it is pointless to quote something that i have already posted
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Still getting the same error message in console when starting server after updating rust and plugin, also shows NpcSpawn unloaded when i type "plugins" in rcon (15:22:04) | NpcSpawn was compiled successfully in 6859ms (15:22:05) | [NpcSpawn] Config update detected! Updating config values... (15:22:05) | [NpcSpawn] Config update completed! (15:22:07) | [NpcSpawn] Loading custom navigation mesh files... (15:22:07) | [NpcSpawn] All custom navigation mesh files have loaded successfully! (15:22:07) | Calling 'OnServerInitialized' on 'NpcSpawn v3.2.6' took 2127ms (15:22:07) | Loaded plugin NpcSpawn v3.2.6 by KpucTaJl (15:22:07) | [NpcSpawn] Image Preset_KpucTaJl was not found. Maybe you didn't upload it to the .../oxide/data/Images/ folder (15:22:07) | Unloaded plugin NpcSpawn v3.2.6 by KpucTaJl (15:22:07) | Web request produced exception (Url: http://37.153.157.216:5000/Api/GetPluginVersions?pluginName=NpcSpawn) in 'NpcSpawn v3.2.6' plugin (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Core.Libraries.WebRequests+WebRequest.<WaitForResponse>b__44_0 (System.IAsyncResult res) [0x00000] in <15f61ddda771464d8246ebdce8ff4811>:0
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thank you, getting this error now ExType: HarmonyException Failed to initialize plugin 'HuntsMan v1.5.1' (ArgumentException: Undefined target method for patch method static System.Boolean Oxide.Plugins.AutoTurret_TryRegisterForInterferenceUpdate::Prefix(AutoTurret __instance)) at HarmonyLib.PatchClassProcessor.PatchWithAttributes (System.Reflection.MethodBase& lastOriginal) [0x00047] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.PatchClassProcessor.Patch () [0x0006e] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 Unloaded plugin Huntsman v1.5.1 by Krungh Crow
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(after a 5 month absence) I downloaded latest version and now get this error ,is it anything to worry about ? 97 HuntsMan - Patching exception in method null
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Works for me, managed to add AK47, Multiple rocket launcher or bazooka on turret and commands work
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The default profiles do however have a suicide timer option which was initially (i think) included so that they would roam for the set time then respawn as the monument (set) to stop excessive roaming (?) This is from one of the monument settings "Other": { "Chute": false, "Invincible_Whilst_Chuting": false, "SamSite_Safe_Whilst_Chuting": true, "Backpack_Duration": 10, "Suicide_Timer": 8, "Die_Instantly_From_Headshot": false, "Require_Two_Headshots": false,
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No idea but it is a bit annoying. an indication that its a work in progress would be appreciated
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Getting this error message from todays update 103 TurretsReborn - Failed to compile: There is no argument given that corresponds to the required parameter 'id' of 'PlayerInventory.FindItemsByItemID(List<Item>, int)' | Line: 532, Pos: 56
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Will the plugins here (Custom Loot etc) be upgraded with a hook for this plugin https://umod.org/plugins/player-dlc-api ?
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My provider has already warned me about this , Not sure if every one will do the same to their clients. Just a heads-up for all Rust server owners and plugin users. Facepunch has updated their official Community Server and Hosting Guidelines as of July 15, 2025, with a major change that's going to affect a lot of servers. Starting August 7, 2025, you won't be allowed to give players access to paid DLC they don't actually own. This includes things like: - Official Rust DLC (building skins, instruments, furniture, etc.) - Approved Steam Marketplace skins and cosmetics - Any other paid content from Facepunch You can still: - Use unapproved Workshop skins (as long as they're not official DLC) - Monetize your server with donations, subscriptions, or ads - Use plugins like SkinBox, but only with non-DLC skins Please note, any services in breach of this may be blacklisted by Facepunch and in turn may lead to termination of the service.
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I dont use melee bots but with all other bots i have the aggro range set just short of the roam range and the bots will continue to follow till they get to that range, . if fired upon with a ranged weapon they will move towards attacker even if it is out of aggro/roam range until they reach the attacker, sometimes if it is a long way (200/300) they will pause and lose interest unless fired upon again
