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Everything posted by SlayersRust
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All has been updated to the latest game updates, I even added the NEW Apartments monument in I just ran it on one of my servers with no issues. If you find anything please open a support ticket and I will get it fixed up right away. Released June 30 Added the monument "Apartment Complex" (Map usage after July 2026 update)
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1. Ferry Terminal the water is extremely messed up, you can build under the ocean and also it’s visually clear there is a hole in the ocean. 2. Bunker W24 has a big hole at the end where you can see under the map. 3. L27 hole the ground 4. P23 has a gap in the floor 5. L27 terrain open a bit inside and very tiny space 6. Is it possible to add the new Apartments Monument? It’s a very popular new monument for players 7. X10 Build zone missing stones and has open glass corners Thank you so much for your time!! I was hoping to use this map tomorrow for wipe @Shemov @Answer if possible to fix https://ibb.co/7dzqCW3y https://ibb.co/TxLjgXHJ https://ibb.co/67QR4cjH https://ibb.co/cKJdnj8s https://ibb.co/zWkqS0F0
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NPCs spawning inside of Cliff Terrain
SlayersRust replied to SlayersRust's Support Report in Support
I’m using a custom map Oregon Land of the Dead by Gruber. We always run custom maps across all our servers. I don’t think the cliffs they use are much different then proc gen -
NPCs spawning inside of Cliff Terrain
SlayersRust replied to SlayersRust's Support Report in Support
We really love the plugin but can no longer run it as the scientists keep getting stuck in the cliffs. Would be awesome to add something to the plugin so this doesn’t happen anymore -
Plugin is causing massive console spam in the GB
SlayersRust replied to SlayersRust's Support Report in Support
https://limewire.com/d/XkBec#MCtvqhh0H3 My config the codefling says 11kb is too big to share LOL -
Plugin is causing massive console spam in the GB from NpcSpawn and Ferry terminal event cause. I have attached my FerryTerminalEvent config if that helps The spam is coming from broken NpcSpawn scientists repeatedly running their AI brain. Your log contains almost 20,000 repetitions of: System.NullReferenceException at Oxide.Plugins.NpcSpawn+CustomScientistBrain.Think The first failure happens while Ferry Terminal Event is spawning its “Guardian NPC”: Failed to call hook 'SpawnNpc' on plugin 'NpcSpawn v3.3.7' at NpcSpawn.CustomScientistNpc.WeaponSelector.GetTypeWeaponItem(Item item) [Ferry Terminal Event] Error while spawning NPC Guardian NPC That means NpcSpawn is receiving a null or invalid weapon item. The NPC then becomes only partially initialized, but its CustomScientistBrain.Think() continues running and throws an exception every AI tick.
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After i just updated to the recent version of NPC my servers are getting absolutely blasted by insanely laggy console spam. I was updating from 3.3.7 forced wipe update. Failed to call hook 'SpawnNpc' on plugin 'NpcSpawn v3.3.7' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.NpcSpawn+CustomScientistNpc+WeaponSelector.GetTypeWeaponItem (Item item) [0x00000] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn+CustomScientistNpc+WeaponSelector..ctor (Oxide.Plugins.NpcSpawn+CustomScientistNpc npc) [0x00046] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn+CustomScientistNpc.ServerInit () [0x001c0] in <dab2d89781144ed49ef97865ea3f72ce>:0 at BaseNetworkable.Spawn () [0x0004f] in <04a81e948796475cb46b54f47aa78d58>:0 at BaseEntity.Spawn () [0x00000] in <04a81e948796475cb46b54f47aa78d58>:0 at Oxide.Plugins.NpcSpawn.CreateCustomNpc (UnityEngine.Vector3 position, Oxide.Plugins.NpcSpawn+NpcConfig config) [0x00076] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn.SpawnNpc (UnityEngine.Vector3 position, Newtonsoft.Json.Linq.JObject configJson) [0x00007] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01b7b] in <dab2d89781144ed49ef97865ea3f72ce>: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 [Ferry Terminal Event] [ERROR] 12:24:00 [FerryTerminalEvent] [ERROR] Error while spawning NPC Guardian NPC Failed to call hook 'SpawnNpc' on plugin 'NpcSpawn v3.3.7' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.NpcSpawn+CustomScientistNpc+WeaponSelector.GetTypeWeaponItem (Item item) [0x00000] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn+CustomScientistNpc+WeaponSelector..ctor (Oxide.Plugins.NpcSpawn+CustomScientistNpc npc) [0x00046] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn+CustomScientistNpc.ServerInit () [0x001c0] in <dab2d89781144ed49ef97865ea3f72ce>:0 at BaseNetworkable.Spawn () [0x0004f] in <04a81e948796475cb46b54f47aa78d58>:0 at BaseEntity.Spawn () [0x00000] in <04a81e948796475cb46b54f47aa78d58>:0 at Oxide.Plugins.NpcSpawn.CreateCustomNpc (UnityEngine.Vector3 position, Oxide.Plugins.NpcSpawn+NpcConfig config) [0x00076] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn.SpawnNpc (UnityEngine.Vector3 position, Newtonsoft.Json.Linq.JObject configJson) [0x00007] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01b7b] in <dab2d89781144ed49ef97865ea3f72ce>: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 [Ferry Terminal Event] [ERROR] 12:24:00 [FerryTerminalEvent] [ERROR] Error while spawning NPC Guardian NPC Failed to call hook 'SpawnNpc' on plugin 'NpcSpawn v3.3.7' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.NpcSpawn+CustomScientistNpc+WeaponSelector.GetTypeWeaponItem (Item item) [0x00000] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn+CustomScientistNpc+WeaponSelector..ctor (Oxide.Plugins.NpcSpawn+CustomScientistNpc npc) [0x00046] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn+CustomScientistNpc.ServerInit () [0x001c0] in <dab2d89781144ed49ef97865ea3f72ce>:0 at BaseNetworkable.Spawn () [0x0004f] in <04a81e948796475cb46b54f47aa78d58>:0 at BaseEntity.Spawn () [0x00000] in <04a81e948796475cb46b54f47aa78d58>:0 at Oxide.Plugins.NpcSpawn.CreateCustomNpc (UnityEngine.Vector3 position, Oxide.Plugins.NpcSpawn+NpcConfig config) [0x00076] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn.SpawnNpc (UnityEngine.Vector3 position, Newtonsoft.Json.Linq.JObject configJson) [0x00007] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01b7b] in <dab2d89781144ed49ef97865ea3f72ce>: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 [Ferry Terminal Event] [ERROR] 12:24:00 [FerryTerminalEvent] [ERROR] Error while spawning NPC Guardian NPC Failed to call hook 'SpawnNpc' on plugin 'NpcSpawn v3.3.7' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.NpcSpawn+CustomScientistNpc+WeaponSelector.GetTypeWeaponItem (Item item) [0x00000] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn+CustomScientistNpc+WeaponSelector..ctor (Oxide.Plugins.NpcSpawn+CustomScientistNpc npc) [0x00046] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn+CustomScientistNpc.ServerInit () [0x001c0] in <dab2d89781144ed49ef97865ea3f72ce>:0 at BaseNetworkable.Spawn () [0x0004f] in <04a81e948796475cb46b54f47aa78d58>:0 at BaseEntity.Spawn () [0x00000] in <04a81e948796475cb46b54f47aa78d58>:0 at Oxide.Plugins.NpcSpawn.CreateCustomNpc (UnityEngine.Vector3 position, Oxide.Plugins.NpcSpawn+NpcConfig config) [0x00076] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn.SpawnNpc (UnityEngine.Vector3 position, Newtonsoft.Json.Linq.JObject configJson) [0x00007] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01b7b] in <dab2d89781144ed49ef97865ea3f72ce>: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
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- 34 comments
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- #custom
- #custom map
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(and 4 more)
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- 12 comments
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- #underwater base
- #underwater monument
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Have it so only Clan Members or base owner can toggle off turrets?
SlayersRust posted A Support Report in Support
"[Building] Require TC auth to open /ts UI": true, Can we have it so only Clan Members or base owner can toggle off turrets? If a player raids to TC they can simple toggle off all base turrets making the raid super easy, I think only the Base Owner/Clan Members should be allowed to use the /ts options once they have TC access, Thanks for any help with this -
Also one more question my weapons stack to 1x only on my server. If a player wants to say fill up 100 turrets at once with aks how can they do that since it’s not possible to fit 100 aks into a players inventory? Is there a way to maybe pull from all players base storage etc? I was worried players could abuse this, does your plugin mean that players will always need to have the weapons on them to refill the turrets? I don’t want players to be able to get unlimited aks
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- 12 comments
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- #underwater base
- #underwater monument
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How does the /turrets on/off work for bases that have multiple TCS? Often players build bases with a core and several off shoot TCS. If they toggle the command what happens to all the TCS that might not be attached to the main TC? also if someone were to toggle a base with 150 to 250+ turrets is there any visible performance impact for the server? I’d imagine switching on this many turrets would have a heavy performance impact if you don’t give a slight delay between each turret switched on in the code. I used another plugin before with the turret on feature that lagged things heavily when switching on a large amount of turrets at once. Were any server performance metrics tested while testing this option on bases with huge amounts of turrets?
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Yes you will need to open your map in the rustedit map editing program which is free and place them wherever you’d like underwater with the floor slightly above the ocean floor and that’s it! It’s quite simple placements place the file in your custom prefabs folder of rustedit before loading the program as well. There are many great YouTube videos explaining this process
- 12 comments
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- #underwater base
- #underwater monument
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- 12 comments
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- #underwater base
- #underwater monument
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Hello this includes one single RustEdit prefab underwater base. Hello also this is not a plugin, this is a pre-made Prefab to be used within the RustEdit Program to add to any map of your choice. If you have a Map just load it into RustEdit it is a free program and place this prefab into the CustomPrefabs folder of RustEdit. Load up RustEdit then drag and drop until its level with flat ocean terrain and you are good to go then save the .map file https://www.rustedit.io/
- 12 comments
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- #underwater base
- #underwater monument
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- 39 comments
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- #minecraft
- #cube
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Failed to run a 0.01 timer in 'F15CrashEvent v1.1.0' (NullReferenceException: Object reference not set to an instance of an object) at BasePlayer.RequestParachuteDeploy () [0x00017] in <2fdac1f19e0a4e3fb6d15abcab9cbda0>:0 at Oxide.Plugins.F15CrashEvent+<>c__DisplayClass79_0.<SpawnNPC>b__0 () [0x00000] in <c60bebaccec8471eac234c238519ce4f>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <15f61ddda771464d8246ebdce8ff4811>:0 Failed to run a 0.01 timer in 'F15CrashEvent v1.1.0' (NullReferenceException: Object reference not set to an instance of an object)
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One hit scientists doesn’t work on zombie horde zombies
SlayersRust posted A Support Report in Support
One hit scientists doesn’t work on zombie horde zombies. Sometimes it takes a few shots to take down scarecrows, zombies NPCs from zombie horde plugin and event spawned zombies. It works fine on scientists but doesn’t work correctly on some zombies -
- 39 comments
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- #minecraft
- #cube
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Has anyone this wipe experienced base entities crumbling? Like walls etc? A player was online and experienced the top floor of their base crumble for no reason while they were on it with their turrets etc I am having my main staff try to recreate this issue, but thought I'd open a ticket in case something may have changed this wipe
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After the event ended and the player went back to their base this GUI in the image attached was stuck on a players screen The player got off last night for 2 hours anhe when i log back on it was still showing, but now is been there for 20 mins ish now A server restart was the only thing that removed the GUI for the player https://i.ibb.co/fGdj1Mzz/image.png
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Seeing this in the console Failed to call hook 'OnEntityDeath' on plugin 'HeavyMilitaryTunnelEvent v1.1.3' (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.HeavyMilitaryTunnelEvent.OnEntityDeath (BaseCombatEntity entity, HitInfo info) [0x00016] in <87e8fa2e768d4c5db3df80bf3c9b5ea4>:0 at Oxide.Plugins.HeavyMilitaryTunnelEvent.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00770] in <87e8fa2e768d4c5db3df80bf3c9b5ea4>: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 Calling kill - but already IsDestroyed!? storageadaptor.deployed