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Everything posted by SlayersRust
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Server crashes during map entity spawning.
SlayersRust replied to Covfefe's Support Request in Support
Hello sorry for your issue! I just brought the map into RustEdit Map Maker and searched within all possible entities and there is no Microphone entities. I also brought the most recent Map file version downloaded from Codefling to match yours onto my test server and it all loaded up great and is working. Also make sure your rust server itself is updated to all the latest game updates. I suggest updating all of your Rust Plugins with something like UpdateChecker to help you find what needs updating and also contacting a developer to get your server up and running after the most recent february naval deep sea updates The map was confirmed to be good by Codefling staff when they accepted it they do testing and also myself after testing now. I hope you figure out your server issue good luck I restarted my test server a few times after saving with no issues. You can see the map is working on my test server here: connect 168.100.161.149:30015 -
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It spams a dozen or so times. Here are my configs Convoy.json PveMode.json
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Shows 2.9.4 seems most recent [Info("Convoy", "Adem", "2.9.4")]
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Calling hook CanEntityBeTargeted resulted in a conflict between the following plugins: PveMode - True (Boolean), Convoy (False (Boolean))
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Plugin no longer working after latest update, needs an update. I've ran it since its release and have made non changes to the plugin recently. It just stopped working after the Naval Deep Sea Update I get this error on plugin load Failed to call hook 'OnServerInitialized' on plugin 'MonumentOwner v1.7.3' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.MonumentOwner+DataManager.GetNameFile (MonumentInfo monument) [0x001c5] in <b7633179789e4c3696376a1280838ff6>:0 at Oxide.Plugins.MonumentOwner+DataManager.TryProcessMonument (MonumentInfo monument) [0x0000a] in <b7633179789e4c3696376a1280838ff6>:0 at Oxide.Plugins.MonumentOwner+DataManager.ProcessMonuments () [0x00019] in <b7633179789e4c3696376a1280838ff6>:0 at Oxide.Plugins.MonumentOwner+DataManager.Init () [0x00011] in <b7633179789e4c3696376a1280838ff6>:0 at Oxide.Plugins.MonumentOwner.OnServerInitialized () [0x00065] in <b7633179789e4c3696376a1280838ff6>:0 at Oxide.Plugins.MonumentOwner.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00165] in <b7633179789e4c3696376a1280838ff6>: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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- 8 comments
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- #vip
- #community
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(and 3 more)
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- 1,498 comments
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- #leveling
- #progression
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- 1,498 comments
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- #leveling
- #progression
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- 1,498 comments
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- #leveling
- #progression
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Players so far love the terrain of the map but many reporting lack of diverse custom build zones and way to few of them. Players are starting to get accustom to 12 to 30+ build "X" zones on maps for 100x servers. The few that are on this map are taken quickly and all look similar. If I could make one recommendation to have people keep buying the maps in the future would be to spend more time adding a dozen or more X build zones and more different varieties and much larger ones. Thats all my feedback from my regulars, thanks for listening Otherwise cool map terrain to explore
- 1 comment
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- #custom map
- #4500 size
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Error while compiling DoubleJump: 'Effect' does not contain a definition for 'reusableInstace' | Line: 179, Pos: 32
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199 WarMode - Failed to compile: 'Tugboat' does not contain a definition for 'IsAuthed' and no accessible extension method 'IsAuthed' accepting a first argument of type 'Tugboat' could be found (are you missing a using directive or an assembly reference?) | Line: 3589, Pos: 31 Broken for forced wipe needs an update please
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199 WarMode - Failed to compile: 'Tugboat' does not contain a definition for 'IsAuthed' and no accessible extension method 'IsAuthed' accepting a first argument of type 'Tugboat' could be found (are you missing a using directive or an assembly reference?) | Line: 3589, Pos: 31 Broken for forced wipe needs an update please
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Version 1.0.0
8 downloads
ONE GRID HEAVEN – 1500K Builders Paradise SMALL ONE GRID RUST MAP One Grid Haven is a compact, high-action 1500k fantasy Rust map brought to life with glowing blue crystals and an enchanted atmosphere. Where most one-grid maps feel cramped with barely any usable space, this handcrafted island flips the script—featuring huge, open, perfectly flat build zones that let players design bases of any size or style. The terrain is packed with unique “X” build areas, mystical clearings, arch-rock hideaways, expanded iceberg plateaus, crystal-lit forests, scattered islands, custom homes, military-inspired structures, and much more. One side of the island is rich with monuments and loot routes, while the opposite side is built for pure creativity, offering nonstop base-building potential. With its vibrant fantasy look, crystal-glow hotspots, and optimized performance, One Grid Haven blends exploration, freedom, and intense Rust gameplay into one tightly crafted map. What Sets It Apart: • Huge selection of flat “X” building zones created for maximum freedom. • Multiple biomes: forests, jungles, deserts, beaches, cliffs, valleys, and plateaus. • Built for smooth performance whether you’re solo, in a team, or running high-pop servers. Custom Build Zones: Low-prefab, FPS-friendly buildables: Several Increased size Icebergs to build Arch Rocks to build Hidden structures Unique build pockets Custom Buildings Custom Bus Stops Many Facepunch Monuments Included Military Base • Missile Silo • Large Oil Rig • Small Oil Rig • Arctic Research Base • Sphere Tank • SuperMarket • Warehouse • Gas Station • Lighthouse • HQM Quarry • Sulfur Quarry • Stone Quarry • Jungle Ruins • Fishing Village/Outpost/BanditCamp/Ranch Combined — and more. Map Info: Size: 1500K Prefabs: ~1018 Support: Discord: DarkoRust$24.99 -
After Update players cannot place any objects with PlaceryExtended
SlayersRust replied to SlayersRust's Support Request in Support
Okay Ill ask them to test thing thank you -
Failed to call hook 'CanDismountEntity' on plugin 'Paraglider v2.4.2' (NullReferenceException: ) at (wrapper managed-to-native) UnityEngine.Object.GetName(UnityEngine.Object) at UnityEngine.Object.get_name () [0x00001] in <90c589ebc24b486c9e5903521dacec9d>:0 at Oxide.Plugins.Paraglider.CanDismountEntity (BasePlayer player, BaseMountable mount) [0x00000] in <78f8e454e99a465088386bc4136cb669>:0 at Oxide.Plugins.Paraglider.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00ae8] in <78f8e454e99a465088386bc4136cb669>: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 <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <112d89ea5d3348c8b949af0ab1a866d2>:0
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I run a 100x server and I'm curious whats better performance for these? I have 5000000 for resources stack size. Whats better on performance making this max stack size per move much bigger or smaller? "Industrial Conveyor Max Stack Size Per Move Default: 128": 500000, Also should I increase or decrease move frequency for better performance? Thanks for any help I read the plugin description but didnt understand this part fully. I limit 6 conveyors per player for now "Industrial Conveyor Max Stack Size Per Move Default: 128": 500000, "Industrial Conveyor Move Frequency Default: 5, Lower = faster moving": 5,
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After Update players cannot place any objects with PlaceryExtended
SlayersRust posted A Support Request in Support
After Update players cannot place any objects with PlaceryExtended. No objects are working at all on walls or anywhere. I have the correct permissions and I even deleted my config and regenerated it fresh and tried again with the same issue. I'm on the current version PlaceryExtended 1.2.0 PlaceryExtended.json -
Issue with Update Network Group Missing Entities
SlayersRust replied to SlayersRust's Support Request in Support
I was not online to see the exact moment when it happened. I only run the vanilla cargo ship so it gets deleted however rust does it. -
4774286 (parent: 4737825) | CargoShipContainer | assets/content/props/shipping_containers/harbor_dynamic_container.prefab @ (-4.50, 18.50, -21.00) 4774277 (parent: 4737825) | CargoShipContainer | assets/content/props/shipping_containers/harbor_dynamic_container.prefab @ (10.50, 15.50, -21.00) UpdateNetworkGroup: Missing parent entity 4737825 UpdateNetworkGroup: Missing parent entity 4737825 I keep getting this spam in my console and it only started happening after I added Harbor Event. I then had to start running this plugin often to fix it: https://github.com/WheteThunger/DebugMissingParentEntity
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- 195 comments
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- #stacks
- #rust stacks
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