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Everything posted by Kobani
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No error message appeared. It happens sporadically, likely because I may have reloaded too frequently while configuring the plugin. After a server restart, the issue disappeared. I’ll report back if it occurs again.
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Yes, so far no message has appeared anymore.
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Exception while calling NextTick callback (NullReferenceException: ) at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component) at Oxide.Plugins.TwigsDecay.TryInitBlockDecay (BuildingBlock block) [0x00000] in <cdfa38619e584ddcb7b560a1dce26310>:0 at Oxide.Plugins.TwigsDecay+<>c__DisplayClass17_0.<OnEntitySpawned>b__0 () [0x00000] in <cdfa38619e584ddcb7b560a1dce26310>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <112d89ea5d3348c8b949af0ab1a866d2>:0
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- 32 comments
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- #seaskull
- #sea skull
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(and 55 more)
Tagged with:
- #seaskull
- #sea skull
- #sea
- #skull
- #map
- #custom
- #custommap
- #custom map
- #rust
- #rust map
- #rust edit
- #rustedit
- #pirate
- #pirates
- #piratemap
- #isle
- #island
- #raid
- #oasis
- #kraken
- #animals
- #legend
- #monster
- #cave
- #custom monument
- #custom prefab
- #jungle
- #jungle biome
- #ship
- #ships
- #rugboat
- #boat
- #tugboat
- #train
- #locomotive
- #helitower
- #bradley
- #arena
- #dome
- #zipline
- #pve
- #pvp
- #roleplay
- #oxide
- #carbon
- #facepunch
- #steam
- #badgyver
- #world 2.0
- #buildarea
- #build area
- #puzzle
- #parkour
- #tower
- #seaofthieves
- #sea of thieves
- #pirates of the caribbean
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- 95 comments
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Error while compiling Convoy: 'HumanNPC' does not contain a definition for 'LootSpawnSlots' and no accessible extension method 'LootSpawnSlots' accepting a first argument of type 'HumanNPC' could be found (are you missing a using directive or an assembly reference?) | Line: 5236, Pos: 54
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It’s not about the UI being smaller or bigger. Example OffsetMin: "-200 100" OffsetMax: "200 500" AnchorMin: "0.5 0" AnchorMax: "0.5 0" With this setup, the button always stays in the same position, regardless of the screen size. It scales together with the player’s inventory, so it remains proportional and never gets distorted. In your UI, however, something is different. As a result, the UI stretches on different monitor sizes or when the interface changes, and the text becomes blurry. The goal should be for the UI to stay stable, not blurry or distorted. I hope this makes it clearer and helps you understand what I mean.
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thanks
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@Scalbox I wanted to ask if there have been any recent developments and whether an update is planned in the near future – especially regarding my request from August 17. I would greatly appreciate it if the reported issue and the UI display could be updated soon. As I mentioned last month, I am happy to provide a small token of appreciation for the UI adjustment and for your excellent work once it has been completed. I have always found your support and plugins to be extremely helpful and valuable.
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So, we’ve now searched intensively for the problem, and it’s not a plugin conflict. On the test server, we only have the plugin Ultimate Locker running. Here’s the problem again: The lock owner invites a player to the team and has SHARE LOCKS WITH CLAN/TEAM set to YES. The invited player has SHARE LOCKS WITH CLAN/TEAM set to NO. When the invited player accepts the request, the lock owner has to re-enter their codes.
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The problem occurs when it is set to null. "FORCE SHARE LOCKS WITH CLAN/TEAM MEMBERS. [true] to force all players to share locks with clan/team members. [false] to force all players to NOT share locks with clan/team members. [null] to use the player's default settings by UI. (Default: null)": null, here my config UltimateLocker.json
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We don’t use any other plugins to manage clans or teams. We only use Rust’s standard team feature.
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When the feature to share locks with clan/team is enabled, I have to re-enter all my codes whenever I add a player to the team. The same happens when I remove a player from the team – I again have to re-enter all my codes on every entity that I’ve placed a lock on. Could you check this?
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Would it be possible to add a feature that automatically grants specific players a permission when they enter a Zone Manager zone, and removes that permission again once they leave the zone? Please.
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Failed to call hook 'OnPlayerDisconnected' on plugin 'AdminMap v2.2.1' (ArgumentNullException: Value cannot be null. Parameter name: collection) at System.Collections.Generic.List`1[T].InsertRange (System.Int32 index, System.Collections.Generic.IEnumerable`1[T] collection) [0x00003] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0 at System.Collections.Generic.List`1[T].AddRange (System.Collections.Generic.IEnumerable`1[T] collection) [0x00000] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.BasePlayer.SendPingsToClient_Patch0(BasePlayer) at Oxide.Plugins.AdminMap+ConnectionData.Reset () [0x00032] in <4ad240077a93427a9cd838979c609a84>:0 at Oxide.Plugins.AdminMap+ConnectionData.Dispose () [0x0000b] in <4ad240077a93427a9cd838979c609a84>:0 at Oxide.Plugins.AdminMap.OnPlayerDisconnected (BasePlayer player) [0x0000f] in <4ad240077a93427a9cd838979c609a84>:0 at Oxide.Plugins.AdminMap.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00250] in <4ad240077a93427a9cd838979c609a84>: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 don’t think it’s a good idea to allow players to add their own skins through a chat command. First, there’s the risk of inappropriate content such as racist or pornographic skins being uploaded. These would need to be constantly monitored and removed, which is a lot of unnecessary work. On top of that, broken or faulty skins would likely remain in the list because most players wouldn’t bother to remove them, making everything messy and unorganized. There’s also the technical side: every custom skin has to be reloaded, and if the number of skins grows too much, it could impact performance and cause problems for everyone on the server. That’s why I believe skins should only be added by the server admins. This way, the skin list stays clean, safe, and stable for everyone.
- 242 comments
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I only use their skins, and it happens sporadically, not always.
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Hello, when using the WallpaperPlanner plugin, clients sometimes crash with the following error: disconnecting: RPC Error in CLIENT_ChangeSkin: Object reference not set to an instance of an object. at WallpaperPlanner.%ec87ecabfb278b42bf91e2507adbc735e942ba67 (BaseEntity+%fdc4654905f2f72c06885d9209e11c2578ec408d %9dc45fcdc6ca3b085024177958ce8ca2d8424e77) [0x00000] in <00000000000000000000000000000000>:0 at WallpaperPlanner.%83bf57c0e4895c00d83405fdc2f64d5655ef3b75 (BasePlayer %673f96cf5e0286d47e756cce43fdb68231a31516, System.UInt32 %84d8732c5bdd120f32f831af3c911748237a8590, %65204b348dc275b808bc1240e750cf69c065f391 %9dc45fcdc6ca3b085024177958ce8ca2d8424e77) [0x00000] in <00000000000000000000000000000000>:0 at BaseEntity.%591a453aea0af8eb44cd22307a043b1c65d47638 (System.UInt32 %9cb5a4a8f9665fe33db08563f71a3d870203b92f, %65204b348dc275b808bc1240e750cf69c065f391 %eef84677a5cb2e624b88fa9e0df59efc9d3b4d3e) [0x00000] in <00000000000000000000000000000000>:0 at Client.%f461ac74d0b5e9a94f61887f2129275ba5667a4e (%65204b348dc275b808bc1240e750cf69c065f391 %3865e81fe6e106475d6b8e676d0060963a2b0cd4) [0x00000] in <00000000000000000000000000000000>:0 at Client.%7690cd56dff748754be03c2ecb1f8eb2a542e3b3 (%65204b348dc275b808bc1240e750cf69c065f391 %3865e81fe6e106475d6b8e676d0060963a2b0cd4) [0x00000] in <00000000000000000000000000000000>:0 at %de7052d4c7b48c4811e8868789af25d0ce44dd6d.%a2abc7574dccc9791b3bac697bc4abfeaa619f47 (%f2a9c433d02429192a557554b9db64eccb520c1c %0d33bb0b2c4ae695a394fd92799fad588e575644) [0x00000] in <00000000000000000000000000000000>:0 at %b773d0bf2c9b9081e8e95a49c078729b7bfc0a4d.%9148f33e480d5539875ed944ffa024ca19c648f7 () [0x00000] in <00000000000000000000000000000000>:0 at Client.Update () [0x00000] in <00000000000000000000000000000000>:0 It happens sporadically when selecting a skin from the UI, not on every attempt. Please check this – it looks related to the CLIENT_ChangeSkin call. Thanks!
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I mentioned this before, and LAGZYA told me that the sets weren’t released yet – although they can already be enabled with permissions. @LAGZYA are there any updates on allowing players to use their purchased skins in the Skinbox? For example, in combination with the Player DLC API. Many other plugin developers have already implemented this. Thanks a lot for your effort!
- 242 comments
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- 1
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10/5 – Amazing Plugin & Outstanding Support! I absolutely love this plugin. No more messing around with single locks and endless settings – with UltimateLocker everything is handled easily through the UI. Auto-Lock, Auto-Closing, pin changes, team or guest access – it’s all there, and the interface is super clean and easy to use. Honestly, the UI is one of the best parts because it makes managing everything quick and fun. On top of that, the plugin runs rock solid. No bugs, no issues – you can tell a lot of effort and care went into it. It takes away so much stress on the server since doors, vehicles, turrets and more are secured automatically. Exactly what every server needs. And honestly, the plugin alone deserves 10 stars, but the support from Scalbox makes it even better. He responds incredibly fast, fixes problems right away, and even implements new feature requests whenever possible. That kind of dedication is rare and deserves a lot of praise. In short: amazing plugin, awesome UI, powerful features, stable performance, and a developer who truly cares about his work and community. 100% recommended!
- 181 comments
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- 2
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- #carbon
- #oxide
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(and 55 more)
Tagged with:
- #carbon
- #oxide
- #security
- #automation
- #locking
- #vehicles
- #deployables
- #furnaces
- #mining
- #quarries
- #construction
- #doors
- #protection
- #weapons
- #turrets
- #storage
- #customization
- #admin
- #utilities
- #access
- #teams
- #door closer
- #auto closing
- #auto lock
- #code lock
- #key lock
- #lock everything
- #windows
- #windows lock
- #wood shutters lock
- #medieval
- #medieval entities
- #mounted ballista
- #battering ram
- #catapult
- #siege tower
- #ballista
- #medieval large wood box
- #farm
- #farming
- #farm lock
- #farming lock
- #triangle planter box
- #triangle rail road planter
- #single plant pot
- #beehive
- #chicken coop
- #cooking workbench
- #engineering workbench
- #hopper
- #abyss horizontal storage tank
- #abyss vertical storage tank
- #black box
- #flight control codelock
- #wall cabinet
- #clothing mannequin
- #halloween
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I’m using a resolution of 2580 x 1080. If you don’t have a widescreen monitor, just switch to windowed mode and adjust the height of the window. If the UI then scales the same way as Rust’s inventory, everything should display correctly.