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Everything posted by Lady Mia
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Hey! Just wanted to let you know that when running this on Pterodactyl, the server kept crashing on startup with a TypeError: Cannot read properties of undefined (reading 'fileExists') from the global ts-node package. The host's global ts-node seems to be broken/clashing with Node. I managed to fix it by explicitly adding "ts-node" and "typescript" directly to the dependencies in package.json. It might be worth adding those as explicit dependencies in the repository so the server installs its own working local versions automatically!
- 65 comments
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- #ultimatercon
- #amino
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(and 4 more)
Tagged with:
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The plugin crashes instantly on server startup when running on modern Node.js environments (such as Node 22+). It throws an unhandled ERR_STREAM_PREMATURE_CLOSE fetch error while attempting to push slash commands and connect to the gateway. (node:34) [DEP0180] DeprecationWarning: fs.Stats constructor is deprecated. FetchError: Invalid response body while trying to fetch https://discord.com/api/v9/gateway/bot: Premature close at Gunzip.<anonymous> (.../node_modules/node-fetch/lib/index.js:400:12) ... type: 'system', errno: 'ERR_STREAM_PREMATURE_CLOSE', code: 'ERR_STREAM_PREMATURE_CLOSE' }
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i fixed it on my side but don't want to overstep the dev. it's just better to wait for the update
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also waiting for an update
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commenting for visibility. still needs update
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- 302 comments
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- #updates checker
- #plugin
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and i also get this on console: Unable to load Hud. Invalid token 'void' in class, record, struct, or interface member declaration | Line: 2059, Pos: 459 Previous version of plugin failed to load: Hud
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so my hud keeps disappearing after server restarts and does not show everything. reloading the plugin does not do anything i always need to re upload the plugin. and most of the players see the hud like the picture attached
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so for example on event start i use void AirfieldEventStarted() and does not indicate on the hud that the event is active. i'm probably doing something wrong.. and sorry for the trouble i'm new to being a server owner
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Hello i'm using Server Hud and i need help setting up the hook for this event. can't seem to make it work
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yeah i can
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i use Automated Events also
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yes i'm using loot defender both have the latest update
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after a player dies doing heli it says that they cannot damage the heli and retires. config is attached.please help HeliSignals.json
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yes worked for me. thank you
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i have the same issue
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i'm having the same error since oxide was down
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so i'm adding the prefab to a new map to test out in game and i'm getting this errors when loading the map BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/hapis/lake_v2.prefab/Trigger" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/hapis/lake_v2.prefab/Trigger" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/hapis/lake_v2.prefab/Trigger" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/hapis/lake_v2.prefab/Trigger" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_04.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_04.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_04.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_04.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_04.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_04.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_04.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_04.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab" Disconnected (Exception (cs:85884): NullReferenceException: Object reference not set to an instance of an object. MaterialConfig.GetMaterialPropertyBlock (UnityEngine.Material mat, UnityEngine.Vector3 pos, UnityEngine.Vector3 scale) (at <00000000000000000000000000000000>:0) MaterialSetup.OnEnable () (at <00000000000000000000000000000000>:0) Prefab.Spawn (UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) (at <00000000000000000000000000000000>:0) World.Spawn (System.String category, Prefab prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale) (at <00000000000000000000000000000000>:0) World.Spawn (ProtoBuf.PrefabData prefab) (at <00000000000000000000000000000000>:0) World+<Spawn>d__79.MoveNext () (at <00000000000000000000000000000000>:0) WorldSetup+<InitCoroutine>d__17.MoveNext () (at <00000000000000000000000000000000>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <00000000000000000000000000000000>:0) Prefab:Spawn(Vector3, Quaternion, Vector3, Boolean) World:Spawn(String, Prefab, Vector3, Quaternion, Vector3) World:Spawn(PrefabData) <Spawn>d__79:MoveNext() <InitCoroutine>d__17:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ) - returning to main menu UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Client:OnClientDisconnected(String) Network.Client:OnDisconnected(String) Facepunch.Network.Raknet.Client:Disconnect(String, Boolean) ErrorLogger:CaptureLog(String, String, LogType) Facepunch.Output:LogHandler(String, String, LogType) UnityEngine.Application:CallLogCallback(String, String, LogType, Boolean) Prefab:Spawn(Vector3, Quaternion, Vector3, Boolean) World:Spawn(String, Prefab, Vector3, Quaternion, Vector3) World:Spawn(PrefabData) <Spawn>d__79:MoveNext() <InitCoroutine>d__17:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Unloading 3 Unused Serialized files (Serialized files now loaded: 63) NullReferenceException: Object reference not set to an instance of an object. at MaterialConfig.GetMaterialPropertyBlock (UnityEngine.Material mat, UnityEngine.Vector3 pos, UnityEngine.Vector3 scale) [0x00000] in <00000000000000000000000000000000>:0 at MaterialSetup.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 at Prefab.Spawn (UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) [0x00000] in <00000000000000000000000000000000>:0 at World.Spawn (System.String category, Prefab prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale) [0x00000] in <00000000000000000000000000000000>:0 at World.Spawn (ProtoBuf.PrefabData prefab) [0x00000] in <00000000000000000000000000000000>:0 at World+<Spawn>d__79.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at WorldSetup+<InitCoroutine>d__17.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 Prefab:Spawn(Vector3, Quaternion, Vector3, Boolean) World:Spawn(String, Prefab, Vector3, Quaternion, Vector3) World:Spawn(PrefabData) <Spawn>d__79:MoveNext() <InitCoroutine>d__17:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)