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Support Replies posted by SlayersRust
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5 minutes ago, NooBlet said:
ive tested both rigs with all tree cards , not getting the spam , any other errors in console on event begin ?
I sent my logs in discord, I cannot find the cause as I'm not knowledgeable with this stuff much
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9 minutes ago, NooBlet said:
Can you send me your config . Just wanna make sure it updated sins my last update . As i dont have this issue
Here is my current config
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Is it Normal to see this in console tons spamming?
[Heavy Rig] HackNextCrate Called on Large
[Heavy Rig] HackNextCrate Called on Large
fuel_storage[14676726] changed its network group to null
rhib_storage_drybox[14676728] changed its network group to null
[Heavy Rig] HackNextCrate Called on Large
[Heavy Rig] HackNextCrate Called on Large
[Heavy Rig] HackNextCrate Called on Large
[Heavy Rig] HackNextCrate Called on Large
Scientist[1056] was killed by Looking for Water[76561198982876289] at (250.39, 11.61, 768.02)
[Heavy Rig] HackNextCrate Called on Large
[Heavy Rig] HackNextCrate Called on Large
[Heavy Rig] HackNextCrate Called on Large
[Heavy Rig] HackNextCrate Called on Large
[Heavy Rig] HackNextCrate Called on Large
[Heavy Rig] HackNextCrate Called on Large -
Kind of how people drag world bosses in world of warcraft to kill entire cities of players XD
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2 minutes ago, Wrecks said:
I'll check the loot table thing and then put a tweak to skip over sleepers building authed.
Okay thanks so much! Would suck for the aura to kill sleeping players or alive players in their bases chillen even though they are not even Hostile to the boss. I think the Boss animal could be used to grief PVE players if allowed for the aura to damage non-hostile players to the Boss.
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5 minutes ago, Wrecks said:
I have a hook he can listen to; my plugin knows nothing about zombie animals
Okay I will contact the owner of RogueDepot and creator of ZombieAnimals RickySpanish and let him know this.
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I also just killed a Boss Bear and for some reason it had the default health from ZombieAnimals and I have no idea why. It did not spawn with the 25,000HP I have it set to in my config, I attached my current config. is the ZombieAnimals plugin somehow taking over the health of your BeastMaster Boss Animals? I NEVER want this to happen. All I want is my server to 100% of the time of 2 Maintained 20,000 HP Boss Animals from Beast Master. I have them give out way too much loot to be set to the default health amount of ZombieAnimals. Is there a way to fix this?
I think the issue might be with this config option? "Infection": {
"Chance for a naturally spawned animal to already be infected, 0 to 100": 100.0, -
Getting these errors in console
Turret assets/prefabs/npc/autoturret/autoturret_deployed.prefab next shot scheduled in 0.11997s will be skipped due to it being less than attached assets/prefabs/weapons/ak47u/ak47u.entity.prefab attack cooldown (0.1328125s).
Turret assets/prefabs/npc/autoturret/autoturret_deployed.prefab next shot scheduled in 0.11997s will be skipped due to it being less than attached assets/prefabs/weapons/ak47u/ak47u.entity.prefab attack cooldown (0.1328125s).
Turret assets/prefabs/npc/autoturret/autoturret_deployed.prefab next shot scheduled in 0.11997s will be skipped due to it being less than attached assets/prefabs/weapons/ak47u/ak47u.entity.prefab attack cooldown (0.1328125s).
Turret assets/prefabs/npc/autoturret/autoturret_deployed.prefab next shot scheduled in 0.11997s will be skipped due to it being less than attached assets/prefabs/weapons/ak47u/ak47u.entity.prefab attack cooldown (0.1328125s).
Turret assets/prefabs/npc/autoturret/autoturret_deployed.prefab next shot scheduled in 0.11997s will be skipped due to it being less than attached assets/prefabs/weapons/ak47u/ak47u.entity.prefab attack cooldown (0.1328125s).
Turret assets/prefabs/npc/autoturret/autoturret_deployed.prefab next shot scheduled in 0.11997s will be skipped due to it being less than attached assets/prefabs/weapons/ak47u/ak47u.entity.prefab attack cooldown (0.1328125s).
Turret assets/prefabs/npc/autoturret/autoturret_deployed.prefab next shot scheduled in 0.11997s will be skipped due to it being less than attached assets/prefabs/weapons/ak47u/ak47u.entity.prefab attack cooldown (0.1328125s).
Turret assets/prefabs/npc/autoturret/autoturret_deployed.prefab next shot scheduled in 0.11997s will be skipped due to it being less than attached assets/prefabs/weapons/ak47u/ak47u.entity.prefab attack cooldown (0.1328125s).
Turret assets/prefabs/npc/autoturret/autoturret_deployed.prefab next shot scheduled in 0.11997s will be skipped due to it being less than attached assets/prefabs/weapons/ak47u/ak47u.entity.prefab attack cooldown (0.1328125s). -
4 minutes ago, Wrecks said:
You might be too close to it and not getting the network snapshot until something changes.
Setting them at different ones is best, but i have a randomizer in here the odds of them spawning right next together would be low
Another pretty big issue I noticed, I have the animals set as passive so they are only Hostile once a player attacks them which is perfect for my friendly pve servers. But the animals electrical aura damages everyone around it even if a player has not yet attacked the animal. Could the animals aura essentially kill players sleeping in their base with the electrical aura or sleepers? As cool as the Aura is I may have to remove it as I'd prefer it to only damage those who are hostile towards the animals. I dont want the electrical aur a damage to damage Non-Hostile players, Sleepers or players in their base etc.
I also have my Loot set to Drop Minimum 5-6 items. But I'm often seeing only 3,4, and 2 items drop sometimes.
"Min Amount of Items To Drop": 5,
"Max Amount of Items To Drop": 6,
"Loot Drop": [
{
"Shortname": "metal.refined",
"Skin": 0,
"Custom Name": "",
"Amount Min": 200,
"Amount Max": 500,
"Chance to Drop": 30.0
},
{
"Shortname": "scrap",
"Skin": 0,
"Custom Name": "",
"Amount Min": 440,
"Amount Max": 600,
"Chance to Drop": 30.0
},
{
"Shortname": "explosive.timed",
"Skin": 0,
"Custom Name": "",
"Amount Min": 4,
"Amount Max": 8,
"Chance to Drop": 40.0
},
{
"Shortname": "ammo.rocket.basic",
"Skin": 0,
"Custom Name": "",
"Amount Min": 4,
"Amount Max": 8,
"Chance to Drop": 40.0
},
{
"Shortname": "techparts",
"Skin": 0,
"Custom Name": "",
"Amount Min": 10,
"Amount Max": 20,
"Chance to Drop": 40.0
},
{
"Shortname": "metalpipe",
"Skin": 0,
"Custom Name": "",
"Amount Min": 10,
"Amount Max": 20,
"Chance to Drop": 40.0
},
{
"Shortname": "rocket.launcher",
"Skin": 0,
"Custom Name": "",
"Amount Min": 1,
"Amount Max": 1,
"Chance to Drop": 40.0
},
{
"Shortname": "ammo.rocket.hv",
"Skin": 0,
"Custom Name": "",
"Amount Min": 4,
"Amount Max": 8,
"Chance to Drop": 40.0
},
{
"Shortname": "autoturret",
"Skin": 0,
"Custom Name": "",
"Amount Min": 1,
"Amount Max": 1,
"Chance to Drop": 40.0
},
{
"Shortname": "rifle.ak",
"Skin": 0,
"Custom Name": "",
"Amount Min": 1,
"Amount Max": 1,
"Chance to Drop": 40.0
},
{
"Shortname": "rifle.lr300",
"Skin": 0,
"Custom Name": "",
"Amount Min": 1,
"Amount Max": 1,
"Chance to Drop": 40.0
},
{
"Shortname": "rifle.l96",
"Skin": 0,
"Custom Name": "",
"Amount Min": 1,
"Amount Max": 1,
"Chance to Drop": 40.0
},
{
"Shortname": "targeting.computer",
"Skin": 0,
"Custom Name": "",
"Amount Min": 1,
"Amount Max": 1,
"Chance to Drop": 40.0
},
{
"Shortname": "cctv.camera",
"Skin": 0,
"Custom Name": "",
"Amount Min": 1,
"Amount Max": 1,
"Chance to Drop": 40.0 -
12 minutes ago, Wrecks said:
are you spawning them via command right in front of you or are they spawning via auto spawn
During testing I'm spawning them with /spawnmaintained
Also is there a way to have them not spawn so close to each other if I have 2 bosses set to spawn maintained? I have 2 monuments set. Maybe the best way to fix this is only to allow the bear to spawn at launch site then only allow the boar to spawn at water treatment?
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Thanks for the info. I'm having another issue. The Animals are spawning small as shown in the image and not until I shoot them with my Ak47 they grow to the larger size for some reason. Is this normal? I included before and after images.
I'm also testing what size of animal works good for the hitbox. I think maybe 2.0 to 4.0 in size works a bit better and slowing down the animal speed so they aren't always on top of a players head making it harder to look up and hit the hit box correctly -
Also what does this mean? "Enable On Attack Effect?": false, on or off doesnt seem to do anything for me
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6 minutes ago, Wrecks said:
The health bar is some plugin by Orange on the server I was building it on.
Those sizes seem pretty extreme, scaling up to certain sizes come with other issues that will be out of my control
Okay I will try to find a health bar plugin to use then, I thought it came with the plugin since it was in the demo video sorry.
Also one more issue no matter what I set my Animal Marker color too it keeps showing up white, and not changing to any color ive tried. Here I want to make the map marker black but it just keeps showing up white. I've also tried red colors, gold, orange and they all show up white for some reason. Alpha of other map marker colors work fine on my server as you can see
"Marker Settings": {
"Animal Marker Radius": 0.3,
"Animal Marker Color": "#000000",
"Animal Marker Outline": "#000000",
"Animal Marker Alpha": 0.5 -
The Boss Animals have no Healthbar like in the YouTube Video. The hit box also at 5 or 10 size for Boar and Bear is impossible to hit as soon as the animal run on top of the players. How can I fix this? It's the tiniest hit box to do damage and you can only hit it when you are a far distance from the animals but as soon as the Boss animals get close you can no longer hit the hitbox.
i have also attached my config -
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5 hours ago, romzar said:
Released, test it and tell me if works properly, dont forget to read docs.
Hello I read the documents but I'm still a bit confused, maybe you can help clear some things up for me.
1. For the "Refresh interval (seconds)": 600.0 should this match my UltimateLeaderboard "Leaderboard Cache Interval (seconds)": 600, which I also have set to 600?
2. For the title color I made special custom colors in the ultimate leaderboard config how can I make this work together? My config from UltimateLeaderboard for title colors adds it like this in the UltimateLeaderboard Configuration "Title": "<color=#ce422b>[APEX PREDATØR]</color>",
3. I do not understand this at all can you explain in better detail? "Suppress UltimateLeaderboard third-party title in chat (recommended: keeps only the titles the player selected)": true, I would like players to be able to select from any of their server vip titles and also be able to select from any of their ultimateleaderboard titles together. I allow players to have 100s of titles if they want and pick and choose from any of them. What does true or false do exactly
"Custom Titles": {
"Enabled": true,
"Working with BetterChat?": true,
"Working with IQChat?": false,
"Max Titles": 17,
"Titles": [
{
"Title": "<color=#ce422b>[APEX PREDATØR]</color>",
"Type": "Kill",
"Prefab": "crocodile|chicken|panther|bear|wolf2|stag|tiger|polarbear|boar|simpleshark",
"Limit": 1,
"Priority": 9
"UltimateLeaderboard integration": {
"Enable UltimateLeaderboard titles (requires 'Custom Titles' enabled in UltimateLeaderboard)": true,
"Title color (hex)": "#ce422b",
"Title size": 14,
"Title prefix": "",
"Title suffix": "",
"Base priority (lower = higher in list; each title adds its own UltimateLeaderboard priority)": 600,
"Suppress UltimateLeaderboard third-party title in chat (recommended: keeps only the titles the player selected)": true,
"Refresh interval (seconds)": 600.0
Thank you kindly for your time -
1 hour ago, romzar said:
yes sure i will release soon
Awesome you are rad! Thanks so much for considering doing this

players really love this plugin so far it works flawlessly
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14 minutes ago, Mevent said:
Hey! Titles arent picked by players, they get handed out automatically by leaderboard position. You add them yourself in the config under "Custom Titles" in the "Titles" list, where "Prefab" is the stat and "Limit" is how many top players get that title. So Limit 1 means only the number 1 player on that stat wears it. Reload the plugin after editing and itll apply on the next cache refresh.
I meant to say is their a way for players to hide their titles
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Is there a way for a player to add their titles?
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UltimateLeaderboard is a hugely popular Leaderboard plugin could you please add integration with this plugin so it can also hide titles from this plugin? I have 12 servers and this would be extremely helpful for that

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5 minutes ago, imthenewguy said:
Yeah I think its something to do with the skin all feature from Skinbox.
I have updated the logic from my end for the next release - we will see if that fixes it.
Okay thanks for getting back to me! Appreciate the support. Hopefully that will fix it. I use the paid Skinbox plugin from chaos code same as most servers to confirm. The player also let me know they have used the skin all feature of skinbox so that could have been the issue
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Weird bug where a players items are being named the same thing. Somehow a players items are all being named "Barbarians Rifle M39" including things like C4, pure max health tea, bear meat etc,
Even non EpicLoot items are being named Epic loot Items but they have no enhancements. The item name is just changing then preventing it from being stacked with other items. I use StackModifier Plugin and EpicLoot both on the latest updates. I have included both my stackmodifier paid version and epicloot configs if it helps with testing. For now many of players items are being enhanced with "Barbarians M39 Rifle" somehow but have no enhancements thus breaking the stacking mechanisms with these items because the items like C4 etc are now bring created with a different name.
Here is also a video of the issue happening.
https://medal.tv/games/rust/clips/nftPij0Y9K8d68Bbx?invite=cr-MSxNaVAsMTQwMzI4Mjg -
2 minutes ago, RTimer said:
Did this start happening after updating to version 1.0.7, or has it always been like this? Is this the first time you've encountered it? Also, have you tried restarting the event to see if the map marker appears?
I just tried started the event again and I can now see the map marker correct again. This is the first time I've encountered it. Fresh config and fresh plugin. I didn't update, this is my first time running the newest version today. Before today I only did minimal testing as I was waiting for your loot updates for my live servers,
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1
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This player was under 5-10M to the crates the entire event. I was spectating him the entire time in admin vanish and all of a sudden all of the 3 locked crates just vanished from the area. Seems like a pretty annoying bug happening.
I'll also attach my config here for you to test with -
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1 minute ago, Zero Absoluto said:
I'm working on this, but since I can't upload much, or anything at all, and on top of that, with each restriction from FP, I'm thinking more and more about whether to continue or not...
If you arent able its okay mate
Im decent at rustedit so I can make fixes myself if needed. Just thought id give a heads up
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1 hour ago, Zero Absoluto said:
If you look at my picture, the options to change from scientist to zombie don't appear, unless in the almost 3 months I've been away, this option no longer works and the zombies are placed differently; this is what the error must be, since in principle there should be many zombies in this area and there isn't a single one.
Ah makes sense! Sorry for all the issues lately, facepunch has been quite annoying forsure. I wonder if removing all the npc spawners from the rustedit map file will stop the spam?
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33 minutes ago, Zero Absoluto said:
Does this happen with the latest version or the previous one?
Since the latest version includes the "new apartment" feature, it's possible that's the issue. I don't know, because when I tested it, nothing happened for me. Anyway, I'll try to test it and see if I can fix it, since it's quite difficult for me to upload updates. The internet in this area is very bad, or it just keeps cutting out, so as soon as I have something, I'll upload it if I can.I'm using the latest Map V3
What's New in Version V 3
I'm also not sure exactly the issue but I'm assuming maybe if any NPC spawners were added in rustedit and the navmesh changes with rust maybe causes it -
Getting tons of console spam with this Map, I even tested with no plugins loaded and it still happens. Thanks for any help, might be from any NPCs placed on no navmesh in the map editor
Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0
Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0
Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0
Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0
Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0
Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0 -
1 hour ago, Fruster said:
Hey! How often does this happen? Do I really need to do anything about it?
Maybe 1-3 reports a wipe about it so not too bad. Its your plugin so its really up to you, I just thought I’d report it as a player opened a ticket annoyed he got shot and killed by some floating NPC lol
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9 minutes ago, Shemov said:
What I mean is that this error didn't exist before, and everything was working fine. But overall, if they now get disabled on the server side, that's actually even better no extra light sources
Yeah maybe something changed with Train Signal Lights because they are used all over I noticed. Its not a big deal just curious if it could cause problems. I guess if lights are disabled it will just equal better performance but less lighting hah which is all good
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Is it normal to see this error spam during server startup? It stops once the server is booted up
TrainSignal found no nearby track. Disabling lights. TrainSignal found no nearby track. Disabling lights. TrainSignal found no nearby track. Disabling lights. TrainSignal found no nearby track. Disabling lights. -
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1 hour ago, Shemov said:
Hi! Thank you. Just add the ocean topology to these spots. If it's there, that means there's building topology there, which needs to be removed
Also both floating monuments need fixing. One you cannot build on it, it needs a solid floor. And one other floating cave has a missing floor. Thanks for all your work its a favorite map of my players over the years because of the cool symmetry of the launch site being perfect center
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Also at M13 the XU Build area is blocked by the Arctic research base build block zone
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This is also an issue at L0 and I16. I have a heavily customized version of this map but I did not touch these areas. How can I fix this water area?
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22 minutes ago, Cannabis said:
Gotcha gotcha, unfortunately I don't own the plugin so I can't test it on my end but I'll see if I can push an update sometime soon.
Sort of debating coming back to rust, and if I ultimately do this will be the first thing I do.
It’s not a super important issue but certainly probably an annoyance of players who use both plugins together. But it’s all good mate hope you are well and thanks for replying anyways
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On 7/27/2026 at 1:28 AM, Cannabis said:
If the SkillTree plugin has that information available to other plugins via an API call it would be possible, but otherwise no.
This is what the developer of skill tree said on this issue
hope it helps
https://codefling.com/plugins/skill-tree?page=66&tab=comments#findComment-84671
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R4 players can get under the rock terrain
https://i.ibb.co/PzQ53G95/Screenshot-2026-07-26-201700.png -
blockDefinition is null for foundation.triangle Twigs 0
NullReferenceException: Object reference not set to an instance of an object
blockDefinition is null for floor.triangle Twigs 0
NullReferenceException: Object reference not set to an instance of an object
blockDefinition is null for floor.triangle Twigs 0 -
17 hours ago, Meowhuh said:
Changed Status from Work in Progress to Fixed
Thank you kindly for the prompt fix! Players are loving your plugin so far great work
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1
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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 cornersThank 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 -
35 minutes ago, Razor said:
humm ill relook into this i was unable reproduce it on a few maps i tested are you using a custom or proc gen map?
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
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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
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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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"[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
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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) -
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
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1
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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 -
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 -
On 6/20/2026 at 6:36 PM, Razor said:
i will look into this.
Very cool plugin for players but sadly have to remove for now until we can get the NPCs to stop spawning inside of the cliffs and terrain after the crash happens. I get daily support tickets from it and it makes the npcs unkillable and shoot through the terrain as players cannot see them.
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After update players appear to be dying when running fast
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I have no idea what this is from, but I noticed it in the console
Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object)
at Oxide.Plugins.BetterSentryTurrets+<>c__DisplayClass52_1.<OnEntityBuilt>b__1 () [0x0009a] in <7b70860b11e84d808431adf108cfb193>:0
at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <15f61ddda771464d8246ebdce8ff4811>:0
82.65.252.193:57769/76561198193599822/RedFlow disconnecting: closing -
1 hour ago, Gruber said:
Hi, maybe. Don't players fall through the floor and walls? Is this a visual bug?
It’s purely a visual bug. Something really weird with triggers I believe because of the unity changes. Also if any terrain triggers overlap players can get stuck but this cave seems okay
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We have an issue with the NPCs spawning inside of cliff faces and shooting and killing players. They are unable to see or kill these npcs but they will still get shot through the rocks from them.
https://i.ibb.co.com/Mkb5grN0/Screenshot-2026-06-20-143101.png -
Weird render base issue only inside the cave at M11. Walls and floor disappear at random angles. I think its maybe an issue with the unity changes. I think overlapping terrain triggers are causing some sort of render issues

https://i.ibb.co.com/vxh8WFnR/Screenshot-2026-06-19-173914.png -
Every time I add harbor event to my servers I end up getting this missing parent entity issue with the cargo ship containers. Then I have to run a plugin to remove them.
could you please fix this issue? Otherwise I’ll have to remove the harbor event again so this doesn’t keep happening.
please see screenshot
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39 minutes ago, Fruster said:
Hey! Would it be okay for you if I just killed NPCs that were in water deeper than 1m?
Yeah it would probably be useful to do that because once they are underwater it makes them almost impossible to kill
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3 minutes ago, Iftebinjan said:
It only happens if the Enable PVE Mode TruePVE or SimplePVE (Requires ZoneManager) was set to true if it flase then it doenst create a zone from ZoneManager
Next problem will be fixed on this update today.Ah I see now! looks like I have to also delete the zone manager data file after I set this to false. Even though I set it to false the zone manager data file remained. Now that its set to false and zone manager data file was cleared it does not seem to appear any more so thats good
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The event landed at the harbor and the scientists landed under the ocean and can kill people from underwater but players are unable to see or shoot them. Maybe a check so scientists cannot go underwater or have a way they can swim to shore or something. I think ZombieHorde plugin uses something like this so zombies can never end up under the ocean.
Its not a huge deal but pretty painful to players if this happens to them
Thanks for any help. Wont let me attach my image ill try to dm it
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Hello any idea how I can fix this console spam?
Calling hook CanEntityTakeDamage resulted in a conflict between the following plugins: NpcSpawn - False (Boolean), RoadBunkers (True (Boolean)) -
NullReferenceException: Object reference not set to an instance of an object
Failed to run a 0.40 timer in 'HarborEvent v2.4.3' (NullReferenceException: Object reference not set to an instance of an object)
at Oxide.Plugins.HarborEvent+ControllerHarborEvent.EnablePveMode (Oxide.Plugins.HarborEvent+PveModeConfig config, BasePlayer player) [0x002d8] in <8d825f18170b4021a73233ef70394202>:0
at Oxide.Plugins.HarborEvent+<>c__DisplayClass89_0.<Start>b__1 () [0x0001b] in <8d825f18170b4021a73233ef70394202>:0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <15f61ddda771464d8246ebdce8ff4811>:0 -
Another major issue with the plugin. I am currently located on the map at a completely unrelated event and it keeps saying I cannot loot the "PatrolHelicopterCrash Event" because I am not the owner of the Arc Launch Site Event. I am not even anywhere near the launch site event, but because it for some reason thinks im at the arc launch site event I cannot loot this other event on the other site of the map even though I am currently the owner of this patrol helicopter event by Razer. Thank you for your time and hope for a fix soon I'll have to unload this plugin for now because it prevents players from looting any other events found on our server.
The launchsite is on the other side of the map as me -
10 minutes ago, Razor said:
It auto adds it when they spawn but if you added a kit the cloth they put on may take away the parashoot i see your using jumpsuit.suit.blue so this should not be the case i will look into maybe whats going on.
Yes I do not have a parachute currently in my config
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I have an issue, I run a 100% PVE Server but every time someone enters the Launch Site Arc Event it says from ZoneManager the below. How come it says this??? I have it set in my config as attached below to make sure everything is PVE only. How can I fix this from saying its a pvp area?
[Zone Manager] You have entered the PVP Event, now other players can damage you! -
3 hours ago, Razor said:
Ok ill look into this. Is the close your giving them capable of waring a parashot at the same time?
I have attached my config, it does not look like it includes a parachute? Is there a way I can add a parachute somehow would this help? Can you show me how it can be added to the config I sent
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8 hours ago, Razor said:
Are they all floating?
No only sometimes some of them are floating
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I just purchased this plugin and I’m having some issues with the NPCs floating up in the sky as seen in my included screenshots. Players also can’t kill the floating scientists because I like to have a limit on the distance they can be damaged from to not make the event too easy. Could you please provide a fix for the floating scientist issue thank you kindly

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Could we get a Map marker for this event? I don't think many players that join after it already crashes won't know what it is or if an event is even active without some sort of map marker. This would greatly improve this plugin and make it so more players actually do it. Thanks for your time @Razor
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Also is there a way to have them not spawn so close to each other if I have 2 bosses set to spawn maintained? I have 2 monuments set. Maybe the best way to fix this is only to allow the bear to spawn at launch site then only allow the boar to spawn at water treatment?






























Ultimate Leaderboard Integration please?
in Title Selector
Posted
Thank you so much for the incredibly detailed help it means alot, my players are really enjoying your plugin. Thank you I will update to the latest version.