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Everything posted by Kobani
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It is located in the center of the map, floating at roughly 30 meters above ground. It appears sporadically and not consistently. It is most likely the garbage point, which apparently cannot be moved or changed. ~ 0, 30, 0
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I haven’t used the prefabs for a few months because I didn’t have the time. Now I wanted to create a new map, and it no longer works. I suspect that an update from Facepunch might be the cause. I would be very grateful if you could look into it and find a solution. Yes, everything on my side is up to date.
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Hi, thanks for the reply. Unfortunately this really is the only message that appears in the logs: failed to pickup assets/prefabs/deployable/playerioents/waterpump/water.pump.deployed.prefab but no valid error reason was given There is no additional stacktrace or detailed error output at all. I just wanted to share a personal suspicion (I’m not a professional in this area, so please take this only as a hint, not a claim): From what I can see, this message can occur if a plugin blocks a pickup via CanPickupEntity and at the same time removes (Kill()) the entity. In that situation Rust seems to abort the pickup, but doesn’t receive a valid reject reason, which results in this generic log message. So my guess is that the prefab itself is probably fine, and the message is more a side-effect of the pickup being denied without a proper error reason being returned to the engine. Again, this is just a suspicion based on observation and testing, not expert knowledge. I understand that without a full error log it’s hard to debug – I just wanted to pass this along in case it helps. Best regards Michael
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Rustadmin and server.log
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This error occurs when a player picks up the pump. Standard pick up, do not hit with a hammer.
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failed to pickup assets/prefabs/deployable/playerioents/waterpump/water.pump.deployed.prefab but no valid error reason was given It is displayed in the console when it is picked up, including the player name and ID. Could you please check this?
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Hello, I am experiencing an issue with your plugin that seems to be caused by a conflict with another plugin. That other plugin explicitly sets the following flag on the player: player.SetPlayerFlag(BasePlayer.PlayerFlags.CreativeMode, true); The issue occurs as follows: When I use the building plan and try to upgrade building parts, the upgrade does not actually happen. You can hear the sound of the selected material, but the building piece remains at Twig. It therefore appears that setting the CreativeMode player flag is interfering with or blocking the upgrade behavior. Could you please look into this and check whether this behavior can be handled or worked around? I would be very grateful. The developer may have already contacted you regarding this issue.
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Yeah, that works now, thanks. I have one more question: Would it be possible to disable the upgrade function in your plugin? I have been using BuildTools for years, and my players really enjoy it. However, it currently conflicts with your plugin, so the upgrade and downgrade functions do not work correctly while your plugin is active. Promise, that’s my last question… for now! I hope
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Would it be possible to add a configuration option that limits helicopter signal usage to a specific ZoneManager zone by Zone ID? This would allow PvE servers to better control where helicopter events can occur. I’d really appreciate it if this could be added soon. Best regards, Michael
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Oh, sorry! Regarding point 1: I had overlooked that and haven’t tried it yet. I was waiting for a notification about updates, but I hadn’t purchased the plugin at that time. My apologies. Regarding point 2: Yes, that’s exactly what I meant. I’m using Oxide.
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Hello, I have already purchased your plugin and would like to start by saying that it is truly great work – thank you very much for that. I have a short inquiry regarding the issues mentioned in the Discussions section: 1. Is there already an estimate on when the reported issue with building skins will be resolved? 2. Is it planned to display the Steam name in chat instead of the SteamID? Feature request: Would it be possible to extend the “Plot Settings – Custom Kit Items” so that it can be defined in which inventory area the specified items should spawn (e.g. Belt, Main or Wear)? At the moment, custom items can be defined, but a separation by inventory area would make this feature much more flexible and user-friendly. Example: "Plot Settings - Custom Kit Items": { "BeltItems": [ { "ShortName": "building.planner", "Amount": 1, "SkinId": 3516607039 }, { "ShortName": "hammer", "Amount": 1, "SkinId": 3502437761 } ], "WearItems": [ { "ShortName": "hoodie", "Amount": 1, "SkinId": 1819497052 } ] } Thank you in advance for your time. Kind regards Michael
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So now we only have the small convoy running. Then it works without it stopping. As I've mentioned several times, the medium convoy always gets stuck eventually.
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Thank you for your response. I realize I may have overlooked the key bindings, so I appreciate your clarification. As I mentioned before, I am considering purchasing your sandbox. However, there are other sandboxes available with more features, so I am still a bit uncertain given the price. What I particularly appreciate about your solution is its clean, calm presentation and well-thought-out functionality. Before making a decision, I would like to know: - What features or additions are planned for the future? - How many individual plugins does your sandbox currently consist of? - How resource-intensive are these plugins, and what system requirements would you recommend? I understand these are quite a few questions, and I do not want to be impolite or a bother. It is simply important for me to make an informed decision, as the price is significant and I want to ensure the sandbox will run reliably on my server. So far, in testing, your plugin has impressed me the most. Excellent work! Thank you in advance for your time and information.
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For example, chat commands could be used there to trigger commands from other plugins, such as /remove, /rules, or /help, so players don’t have to constantly type these commands into the chat. This would also solve the ent.kill issue, as admins could integrate the Remove Tool directly. The remove button could then be placed in the tools section as well.
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I’ve just tested your plugin and noticed that “Upgrade Everything” does not work correctly when different skins are involved. Example: One part of the foundation uses the default wood skin, while another part uses the Frontier skin. When I try to upgrade everything to stone, the following happens: The default wood parts correctly upgrade to stone The Frontier parts are instead downgraded to twig, rather than upgrading to stone This behavior seems to depend on the previously applied skin and results in inconsistent upgrade outcomes.
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Thanks, that was the problem. It works now.
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This happens on server start, not on plugin reload. Failed to call hook 'OnLootManagerInitialized' on plugin 'Sputnik v1.5.1' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.Sputnik+LootManagerBridge.RegisterPresets () [0x00000] in <aa4c2a2fa88044e6bfeeab3279a5df2e>:0 at Oxide.Plugins.Sputnik.OnLootManagerInitialized () [0x00000] in <aa4c2a2fa88044e6bfeeab3279a5df2e>:0 at Oxide.Plugins.Sputnik.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00749] in <aa4c2a2fa88044e6bfeeab3279a5df2e>: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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"Prevent the appearance of palm trees? [true/false]": true When this option is set to true, palm trees should not appear in the world at all. However, instead of being fully removed, some palm trees remain partially present and display visual issues, such as incorrect or altered textures. When the setting is changed back to false, not all palm trees are restored correctly. Some of them remain visually broken and are not properly corrected.
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Gingerbread can currently only be enabled if all skins are enabled, which I don’t want to do because of the new rules. Could you please change this so Gingerbread can be enabled independently?
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There seems to be a misunderstanding: the map works fine on my end. I just wanted to point out the error that appears in the console on server start with your map. It’s possible that something might be wrong with the map that only becomes apparent during gameplay. Nonetheless, thank you for the quick response.
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I have sent you a PM
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The error occurs with this map when starting the server NullReferenceException: Object reference not set to an instance of an object at BaseAIBrain.InitializeAI () [0x00007] in <be4adbdf5e0f4c4e9c1c34c20f6b5421>:0 at AnimalBrain.InitializeAI () [0x00000] in <be4adbdf5e0f4c4e9c1c34c20f6b5421>:0 at BaseAIBrain.Start () [0x00006] in <be4adbdf5e0f4c4e9c1c34c20f6b5421>:0
