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rogder dodger

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Support Replies posted by rogder dodger

  1.  Failed to call hook 'OnServerInitialized' on plugin 'LaunchExtended v1.3.0' (NullReferenceException: Object reference not set to an instance of an object)
    at Oxide.Plugins.LaunchExtended.<SetupMonument>b__68_0 (MonumentInfo monument) [0x00015] in <d9f705e24b714cbe9f140fe028f957fc>:0
    at System.Collections.Generic.List`1[T].ForEach (System.Action`1[T] action) [0x0001e] in <f98723dd4586469db5213ec59da723ca>:0
    at Oxide.Plugins.LaunchExtended.SetupMonument () [0x00005] in <d9f705e24b714cbe9f140fe028f957fc>:0
    at Oxide.Plugins.LaunchExtended.OnServerInitialized () [0x0002f] in <d9f705e24b714cbe9f140fe028f957fc>:0
    at Oxide.Plugins.LaunchExtended.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0006a] in <d9f705e24b714cbe9f140fe028f957fc>: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

    and 

    Failed to call hook 'OnServerInitialized' on plugin 'LaunchExtended v1.3.0' (NullReferenceException: Object reference not set to an instance of an object)
    at Oxide.Plugins.LaunchExtended.<SetupMonument>b__68_0 (MonumentInfo monument) [0x00015] in <d9f705e24b714cbe9f140fe028f957fc>:0
    at System.Collections.Generic.List`1[T].ForEach (System.Action`1[T] action) [0x0001e] in <f98723dd4586469db5213ec59da723ca>:0
    at Oxide.Plugins.LaunchExtended.SetupMonument () [0x00005] in <d9f705e24b714cbe9f140fe028f957fc>:0
    at Oxide.Plugins.LaunchExtended.OnServerInitialized () [0x0002f] in <d9f705e24b714cbe9f140fe028f957fc>:0
    at Oxide.Plugins.LaunchExtended.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0006a] in <d9f705e24b714cbe9f140fe028f957fc>: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

    Hey, plugin's crashing on init with a NullReferenceException inside the SetupMonument. Stack trace points to monument.displayPhrase.english.Contains("Launch Site")

    As some monument types have a null 'displayPhrase' (or null english), so the null check on monument itself isn't enough.

    Fix is straightforward though, if you swap line 468 to use null-conditional operators:

    if (monument.displayPhrase?.english?.Contains("Launch Site") == true)

    Also spotted a missing-braces issue on the if (launch == null) log line just below the return; was always executing unconditionally. Doesn't cause a crash since it's end of method anyway, but maybe worth tidying up a little:

    if (launch == null) { Puts("LaunchSite not found"); return; }

    Might be worth pushing these in the next update since the crash will hit anyone running a map that has monuments without display phrases set as i think many custom maps do. 

     

    Great plugin though, thanks!

    Rd 

     

     

     

    image.png

  2. Ok there must be a conflict with another plugin causing this, if you could - please send me a list of plugins you have. You can do this via DM if you wish to keep it private. I'm not able to recreate the problem and i haven't had any reports of it happening on other servers. 

  3. hello @Dovakillz can you tell me exactly what is happening? do you have any other plugins that affect airdrops. 

    I am aware of a problem with Vehicle Airdrops plugin that causes an airdrop still to fall after the instant airdrop has been deployed, is that what is happening? 

  4. Ah all good, i think you have highlighted some design i need to look at again. It's not very intuitive. 

    I'll work on that. thanks for getting back to me quickly and let me know if you have any more issues  

  5. Can you tell me what is going on with it @AlaEddineYahia

    When adding a player to the watchlist a box pops up saying "add notes". you have to click the center of this and type a note before clicking "Add" - All watchlist entries added from the UI require a note. 

    I'll have a think about whether this is good and intuitive UI but can you confirm you are doing this and still nothing happens?

  6. Also, on the ESP detetion report embed, it could use a lot more information being provided about the detection. 

    The distance, the object or player being looked at (players name), number of glances, all the information possible, This will help greatly in narrowing down and tuning the plugin to reduce false positives with configuration. 

  7. Hi Winterchild, this is a really good plugin and i'm very impressed with it so far. 

    I've been doing some testing this morning and noticed a few things i wanted to feedback to you. 

    ESP - Team Mate Detection

    The ESP detection is pretty cool and i'm getting quite consistent results with my configuration so far. One thing i noticed quite a few false positives as players look at their team mates - this happens especially when they are in their base or moving to/from their base. I think an easy fix for this would be a config option to ignore team mates before calling ProcessEspTarget. 

    This can also apply to TCs etc, checking if player is authorized on the tc before reporting. 

    Threat Assessment

    This is a cool feature but could definitely use some more config options. For example the default configuration will post a threat assessment of just about every player - essentially spamming the discord webhook. I've disabled this with the following config 

       "Enabled": true,
        "Use Unified Threat Webhook Reports": false,
        "Suppress Individual Type Webhooks When Unified Is Enabled": false,
     

    However, what would be really useful would be a threat assessment threshold - so for example it would post a threat assessment only when a players threat assessment is higher (for example only when the tier is HIGH/CRITICAL, or when overall score is above X).

     

    So far that's what i've noticed but overall great plugin and some very well thought out features. 

     

     

  8. On 1/16/2026 at 1:10 AM, aimacak said:

    @rogder dodger

    Hello, I apologize for the strange sequence of messages, unfortunately, this will not be even in the next big update for NpcSpawn and BetterNpc, because the developer said that it would not be possible to implement this, if it were possible, he would add it.

    If it's not possible i understand - I do note that Facepunch updated their AI to operate this way and the default NPCs cannot shoot through bushes. I wonder how they did it and whether they will add modding support for it in future 😞 

  9. 3 hours ago, OldRusty said:

    Hands down the best customer support response I have ever had, You sir are a gentleman, thank you so much for this. it is really appreciated. can offline players be added the same way as this? And is there a way to add comments to watch list additions via rustadmin?

     

    You are most welcome @OldRusty. Yeah you can add offline players from rust admin. At the moment you can’t add notes from the command context as RA doesn’t provide an additional text box for that however you can do it via a custom command in console.
     

    im looking to expand on the integration further In the future though so that may change.
     

    all the best

    rogder  

  10. Apologies, i was not aware this was still an issue and thought it was isolated. 

    I think a restart will probably resolve it and start populating the players table however this should not be required and i'll look into fixing the plugin to ensure it does not in the next version. 

     

  11. When a new player types /redeemrecycler, the plugin gives them a recycler even if they have no credits. It looks like the plugin creates a new record for the player, sets their credits to the start_recyclers value, and then immediately spawns a recycler without checking if the balance is actually greater than zero.

    In my config I have start_recyclers set to 0, but brand new players can still redeem one for free. Once they’ve redeemed, their credits correctly go negative and then back to zero, but the players get a free Recycler...

    Steps to reproduce:

    • Set start_recyclers to 0 in the config.
    • Join as a fresh player with no prior data.
    • Run /redeemrecycler.
    • Observe that the player gets a recycler even though they had no credits.

    Expected behavior:
    If a player has zero available recyclers, the plugin should block the redeem attempt and show the “no recyclers” message instead of giving them a free one.

    Actual Behavior: 
    Player who should have zero available recyclers gets a free recycler. 

  12. It may have something to do with custom map markers being broken in maps edited with Rust Edit - apparently some translation changes to the maps in latest rust update. I am going to try and quickly remove the markers and reload the map 

  13. 04/09 19:36:51 | Loaded plugin BotReSpawn v1.4.2 by Steenamaroo

    04/09 19:36:52 | Failed to run a 1.00 timer in 'BotReSpawn v1.4.2' (NullReferenceException: Object reference not set to an instance of an object)
    at Oxide.Plugins.BotReSpawn.CheckMonuments (System.Boolean add) [0x00054] in <a0f6658ebdcc44fea78940c9c82cf46c>:0
    at Oxide.Plugins.BotReSpawn.<OnServerInitialized>b__33_0 () [0x00043] in <a0f6658ebdcc44fea78940c9c82cf46c>:0
    at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <112d89ea5d3348c8b949af0ab1a866d2>:0

  14. Hey Mr Liquid - the Latest name of the player is always shown under player name. 

    If you're asking for player name history to also be stored and displayed in the embeds this would be something i'd have to think about for a later update. The plugin doesn't currently integrate with steam or battlemetrics other than providing a link to their profile. 

     

  15. Hey @MrLiquid each discord embed shows the Server and the notes when a player is or added or removed from the watchlist. Also when they come online like below: 

    image.png.b7bf65754451bd4af6f55770139e414d.png

    You can see the server details are at the bottom of every embed. 

    Watchlists are currently per-server. So if you wanted to add a player to watchlist on all of your servers you would do this on each server. 
    It would be a great idea to consolidate this somehow to have watchlists share player lists and watchlisted players across servers and this is something i might think about for future updates. 

  16. So i can see that the players list has some players in there (9) - have you had more than 9 players join the server since the plugin was deployed? 

    Again. Players are added to the players list when they first join the server so as time goes on that list will grow. 

    I will look into adding the ability to manually add players to watchlist who are not on the player list from the UI but you can use the commands for now. 

    If still unsure please DM me on Discord (im in the codefling discord) and i can help you more directly 

     

  17. Can you share a screenshot of what you see when you click "add player" in the UI?

    Also, if you could set "Debug = true" in the config and reload the plugin, then send me any console logs from the plugin that will help me troubleshoot. 

    Are you using carbon or oxide?

     

    @MrLiquidif you are uncomfortable sharing the information here please feel free to send to me in Private Message 

  18. Hey the players list should be populated with every player that has been on the server since the plugin was installed. This will grow over time. 

    I can look into adding some UI around manually adding a player via the UI who has not already played on the server. 

    In the meantime you can use the command /wl <steamid> "<note>" to add them via chat command 

  19. Hey @TuxGeek Thank you for sending this and passing on that information, I totally agree with ZEOD and will update my plugins hook to return true which should resolve the console spam issues you're getting. Keep an eye out for the latest version being released shortly!

    Rogder Dodger

  20. I'm seeing a similar issue withe betterNPC bots. It seems to get worse as time passes between server restarts. Their brains just stop operating as they they do when the server first starts.
    Seems to be reaction time, they'll just roam around then suddenly spring into action. 

    I don't think it's a performance issue as server FPS is stable and > 40. 

    I've attached some videos provided by a player on my server, the configs for these bots are fine and this behavior gets worse the longer the bot is on the server. 

    I've tried both Oxide and Carbon (recently switched) 

    I've checked things like aimanager.ai_dormant settings and all fine. 

    I've tried with default configurations. 

    I don't get the same issue with BotReSpawn bots. 

    Happy to send configs in Dms or dive in and assist troubleshooting if needed

  21. On the tugboat in Water Town most of the shops are not accessible to players - only the vendor in the tugboat is accessible. 

    On previous versions of the map there were various parts of the tugboat that could be interacted with as shops 

    image.png.16d1c265c052b0d49a2ad47de163334d.png

    • train station windows don't have glass so you can loot the red box without opening the security door
    • furniture in houses winds town sticking through walls
    • no tiled textures used for bridges, making them look really stretched and weird
    • rail network isn't an actual path but individual prefab pieces, making trains from plugins stop in a lot of the stations instead of going through them and going across the whole map
    • Cargo cannot lave the map - gets stuck and we end up with multiple cargo ships
    • Turrets in water town can be picked up by any player with a hammer
    • textures on the custom shop / tugboat in water town are broken 
    • beached cargo ship has not been put together properly and has gaps, missing doors, parts, unclimbable ladders
    • junkpiles spawning through tunnel E10
    • cargo ship at entrance port doors and deck not aligned
    • leftover fuse from vanilla puzzle removed in Entrance Port
    • .boats could get stuck under tugboat watertown
    • Can walk through all trees at water town 
    • furniture clipping through wall in fire tower - blocks player entry (stairs) 
    • leftover fuse sewage treatment plant
    • missing ladder trigger sewage treatment plant
    • Water town - invisible chairs at big wheel
    • Water town - multiple invisible entities on tugboat 

     

     

    image.png

  22. Hey this is an interesting idea i can think about. 

    Assuming it's something i might implement later how would you see it operating? A configuration to say "Allow only in PVE Areas"? 

    If that configuration was set true then any airdrop thrown in a non-pve area would do what? - fall at normal rate? not drop at all and return to the player? 

  23. Hey KpucTaJl i am a big fan of your plugins and my players love them. This one is no different. 

    The only feedback i get alot from my players is the frustration when NPCs shoot at them from behind or within bushes - in vanilla rust, Facepunch updated the NPCs so they no longer do this, they'll either disengage or they'll try to find a way around the bush - I wonder if this behavior could be implemented in Better Npc? 

    All the best!

    -Rogder Dodger

     

     

  24. Hey, fantastic map - beautifully crafted. 

    I have an issue with the TranRustEdit.cs plugin - 

    04/08 15:06:16 | Warning! 'TrainRustEdit' uses UnityEngine.GameObject.FindObjectsOfType. That may cause significant performance drops, and/or server stalls. Report to the developer or use at your own discretion!

    04/08 15:06:17 | Failed compiling 'TrainRustEdit.cs':

    04/08 15:06:17 | 1. 'TrainEngine' does not contain a definition for 'decayDuration' and no accessible extension method 'decayDuration' accepting a first argument of type 'TrainEngine' could be found (are you missing a using directive or an assembly reference?) [CS1061]
    (TrainRustEdit 19 line 73)

     

    Using plugins like Armoured Train - the trains are only spawning in underground 

     

    I'm using the latest Version of Carbon and latest version of your map. the plugin version is 1.0.3

  25. Hi @Bubbafett,

    Thank you for your feedback. I have identified and fixed the issue with the Helpful Supply skin IDs not saving in the latest version (1.0.13) of the InstantAirdrop plugin. You can download this now. 

    However, please be aware that removing Helpful Supply skin IDs from the ignore list will not make those drops "instant" and may lead to problems or duplicate air drops. The plugin, in its default configuration, works alongside Helpful Supply, but it does not currently integrate to make those signals instant. This is something I am considering working on in the future.

    All the best! 

  26. Can you send me the skin IDs you are using for helpful supply?

     

    These can be found in your helpfulsupply.cfg 

    the default ones are 
    2912968568, 2912968440, 2912968298, 2912968179, 2912967918, 2912968057, 2912968671

    which Instant airdrop is programmed to ignore 

  27. Ok the helpful signals shouldn't be happening instantly. Instant Supply Drop should only ensuring standard supply drops are instant so there may be a bug there.

    Do you have any other plugins that affect supply signals?

    Have you changed the skins on the helpful supply signals? 

    Thanks for getting back to me so quickly. 

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