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Everything posted by Geralldo.RuLey
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The server freezes when the event starts on both Oxide (custom config) and Carbon (default config). At the same time, AutoFarm is spamming garbage collection warnings in the logs with the same repeating pattern across multiple entries: [HarborEvent] HarborEvent has begun Calling 'CanAcceptItem' on 'AutoFarm v3.3.1' took 1486ms [GARBAGE COLLECT] Calling 'CanAcceptItem' on 'AutoFarm v3.3.1' took 992ms [GARBAGE COLLECT] Calling 'CanAcceptItem' on 'AutoFarm v3.3.1' took 1125ms [GARBAGE COLLECT] Calling 'CanAcceptItem' on 'AutoFarm v3.3.1' took 1226ms [GARBAGE COLLECT] - I unloaded AutoFarm (by Razor ) - Tried to start HarborEvent manually - The server instantly froze again.
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- 103 comments
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- #custom
- #customizable
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Hey, this looks great. Is there an option where, when a player’s VIP expires, they lose all perks until they renew it? Razor’s AutoFarm didn’t have that feature, but on my server, VIPs are essential since farming plants, selling them for money, and buying gear or skills are all part of progression. Also, if possible, please make it owner only with a configurable setup like this: "allow any player to harvest": false, "allow sharing": false, "allow team": false, "allow clan": false, "destroy when losing permission": false, "block access when losing permission": true
- 57 comments
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- #farm
- #automatic
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yes. I used procedural map. both harbors are spawning and I have this issues since I have it ran on my servers a long time ago. as you can see on the attached images. the large harbor has 2 hangar
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To be honest, I'm not sure which one is which, but BotReSpawn seems to be naming them the opposite of HarborEvent and ZoneManagerAutoZones. I tested it with the HarborEvent config I have, which looks like this: "Can an event appear in a Small Harbor? [true/false]": true, "Can an event appear in a Large Harbor? [true/false]": false, But the event always spawns in the Large Harbor.
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In the config, the harbor name are swapped "NPCs settings in Small Harbor": <<<<----------- this is actualy the Large harbor "Harbor_Large_0" "NPCs settings in Large Harbor": <<<<----------- this is actualy the Small harbor "Harbor_Small_0" Found the same issue naming with the other plugin ZOneManagerAutoZones too with similar problems.
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After checking the config here, honestly, this is a solid plugin. I’m genuinely interested in it. I do have a suggestion though, it would be awesome to add more customization options for server owners. Personally, I’m thinking about something similar to how Conan Exiles handles furnaces. Like, having: - Custom fuels using specific items (with skinIDs) required to smelt certain types of ores. - Different furnace types that unlock different recipes or have different requirements. - Maybe even some setups where a specific entity needs to be placed, or you can call a special UI via a command. I get that some of these functions could open up potential exploit risks, like item shortname issues or skin stacking bugs that we’ve seen before in some plugins, or even vanilla stuff like the industrial crafter. But honestly, I believe the devs have already put a lot of thought into preventing that, especially considering how well this plugin is already designed.
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- 285 comments
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- 2
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- #updates checker
- #plugin
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The latest update is broken. If you are not using the grouping system and have set individual prefab limits per group, there is an issue. In my case, setting the limit to 0 (meaning no placements should be allowed) still permits players to place 1 prefab. The restriction only takes effect on the second placement. This functionality was working correctly in the previous version. EDIT : Planter Pot broken prefab = "assets/prefabs/deployable/plant pots/plantpot.single.deployed.prefab": 0, LimitEntities new broken.json
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Temporary Solution to Remove the Industrial Crafter (Including Items Inside) This plugin is installed to prevent skinned items from being re placed inside the crafter. - Download and install the Object Remover plugin by Misticos from UMod. - Execute this Chat Command: /object crafter action remove radius 0 inside true This command will delete all existing industrial crafters in the game world. It will also remove any industrial crafters stored in player containers or already installed in the server.
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Failed to call hook 'OnPlayerSleep' on plugin 'RoamTask
Geralldo.RuLey posted A Support Request in Support
I got this error message on the server startup [10.14 12:22:03] Failed to call hook 'OnPlayerSleep' on plugin 'RoamTasks v1.1.5' (NullReferenceException: Object reference not set to an instance of an object) [10.14 12:22:03] at Oxide.Game.Rust.Cui.CuiHelper.DestroyUi (BasePlayer player, System.String elem) [0x00035] in <5156dd9f46a14285b9974a4b2ce13553>:0 [10.14 12:22:03] at Oxide.Plugins.RoamTasks.DestroyUiElements (BasePlayer player) [0x00000] in <6f730e15432f440393b961a640de4519>:0 [10.14 12:22:03] at Oxide.Plugins.RoamTasks.OnPlayerSleep (BasePlayer player) [0x0001a] in <6f730e15432f440393b961a640de4519>:0 [10.14 12:22:03] at Oxide.Plugins.RoamTasks.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0046e] in <6f730e15432f440393b961a640de4519>:0 [10.14 12:22:03] at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0 [10.14 12:22:03] at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 [10.14 12:22:03] at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0 -
Not every individual plugin is affected, but some of my plugins are experiencing issues. Specifically, Raidable Bases, Extended Crafting, and Random Raids. Additionally, there might be other plugins that will face similar issues upon receiving updates. In this context, the error message "some plugins failed to check" might be occurring with other plugins from Lone.Design.
- 285 comments
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- #updates checker
- #plugin
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- 285 comments
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- #updates checker
- #plugin
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