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Everything posted by Kobani
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1. Code Reset for Non-Owners After Plugin Reload Issue: After reloading certain plugins, players lose their authorization on code-locked entities. As a result, they are required to re-enter the code on their entities as if they had never been authorized. 2. Code Lockout on Vehicles & Admin Restrictions Issue: When other players enter the correct code on a vehicle, access is denied. After this first attempt, the vehicle immediately becomes completely locked, preventing any further code entry or interaction. Admin Issue: Due to this lockout, administrators are also unable to view/read the vehicle's code or move the vehicle when necessary (for example, when it is blocking a road or another player's base). Suggested Solution / Request: Could an administrative bypass be added? Ideally, administrators—especially while in Vanish mode—should always have full access to the vehicle and/or be able to view the code directly, allowing them to move blocked vehicles immediately when required.
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Since the wipe, the editor UI no longer disappears when it is closed. As with some other plugins, this appears to be related to FadeOut. It may need to be removed so the UI closes properly again. Could you please take a look at it?
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Failed to call hook 'OnServerInitialized' on plugin 'UltimateLocker v2.0.8' (AmbiguousMatchException: Ambiguous match found.) at System.RuntimeType.GetMethodImplCommon (System.String name, System.Int32 genericParameterCount, System.Reflection.BindingFlags bindingAttr, System.Reflection.Binder binder, System.Reflection.CallingConventions callConv, System.Type[] types, System.Reflection.ParameterModifier[] modifiers) [0x00050] in <41d29b352f6a475ab1bf7c6628b82790>:0 at System.RuntimeType.GetMethodImpl (System.String name, System.Reflection.BindingFlags bindingAttr, System.Reflection.Binder binder, System.Reflection.CallingConventions callConv, System.Type[] types, System.Reflection.ParameterModifier[] modifiers) [0x00000] in <41d29b352f6a475ab1bf7c6628b82790>:0 at System.Type.GetMethod (System.String name, System.Reflection.BindingFlags bindingAttr) [0x0000e] in <41d29b352f6a475ab1bf7c6628b82790>:0 at HarmonyLib.AccessTools+<>c__DisplayClass34_0.<Method>b__0 (System.Type t) [0x00000] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.AccessTools.FindIncludingBaseTypes[T] (System.Type type, System.Func`2[T,TResult] func) [0x00000] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.AccessTools.Method (System.Type type, System.String name, System.Type[] parameters, System.Type[] generics) [0x0004b] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0
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There appears to be an issue with locks when reskinning a Small Furnace using a spray can. If a furnace is using the Legacy Furnace skin and is then reskinned to a different furnace skin, any attached locks disappear. The same issue also occurs when reskinning from another furnace skin back to the Legacy Furnace skin. The problem seems to occur specifically when switching between the Legacy Furnace skin and any of the other furnace skins. Existing locks are removed or lost during the skin change, even though they were present before reskinning. This was tested by reskinning directly with a spray can. It may be worth checking whether the lock entity is being removed or not properly reattached when the furnace model changes during the skin switch.
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The new industrial doors do not appear to be supported by the automatic closing feature yet. Could you please add these doors so they can also close automatically? Additionally, the doors are also not closing again when they are opened using the HornDoors 1.0.2 plugin. This plugin is available on Codefling and is free. Could you please also check this case and adjust the automatic closing functionality accordingly?
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Hello, I wanted to kindly follow up regarding this issue, as my original report is now about 6 months old. The problem with upgrading building parts still occurs whenever the CreativeMode player flag is enabled. As described before, the upgrade sound plays, but the building piece remains Twig and is not actually upgraded. At the time, you mentioned that you would look into it, so I wanted to ask if there has been any progress or if there is currently any workaround planned for plugins using: player.SetPlayerFlag(BasePlayer.PlayerFlags.CreativeMode, true); I would appreciate a short update, as this issue is still affecting my server and I would really like to use the plugin on our server. Thank you.
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The industrial door is currently not functioning with the automatic closing feature.
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Could you add the new Industrial Decor Pack Items?
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It seems to happen only sporadically and not for every player. Unfortunately, there are currently no related error messages in the console. We will definitely keep monitoring it and try to narrow down the cause more precisely.
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It appears to occur sporadically after a server restart.
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Hello, could it be that the pumps are currently bugged? I’ve now had the issue twice where, after some time, they stop producing fresh water and suddenly start pumping salt water instead. When the pumps are replaced, everything works normally again afterward. Could you please look into this?
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If a player has an active cooldown and tries to buy a raid base through the UI, the remaining cooldown time should be shown in chat. Currently, nothing happens, which confuses players.
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@nivexSince the last update, the cooldown message is no longer visible.
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Error while compiling MushroomEvent: 'StringView' does not contain a definition for 'All' and no accessible extension method 'All' accepting a first argument of type 'StringView' could be found (are you missing a using directive or an assembly reference?) | Line: 1317, Pos: 30
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@David The button to return to the category via the welcome panel no longer works since the update of your plugin.
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Error while compiling PogoStick: 'PhysicMaterialCombine' is obsolete: 'PhysicMaterialCombine has been renamed to PhysicsMaterialCombine. Please use PhysicsMaterialCombine instead. (UnityUpgradable) -> PhysicsMaterialCombine' | Line: 354, Pos: 60
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Error while compiling JetPack: 'PhysicMaterialCombine' is obsolete: 'PhysicMaterialCombine has been renamed to PhysicsMaterialCombine. Please use PhysicsMaterialCombine instead. (UnityUpgradable) -> PhysicsMaterialCombine' | Line: 627, Pos: 60
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Would it be possible to add an option to manually adjust its position, for example via the config? This would allow setting custom values depending on the door type. For the Garage Door, values like the following would work well: -0.25f, 2.96f, 1.26f This way, the door closer would be visible to players and could also be picked up again.
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Thanks Right, I meant the door closer. Sorry
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@Scalbox The lock is in the way on the new hatches.
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If I add the following hook to your plugin, teleports from the TeleportGUI plugin are correctly detected and the zone status display is removed when a player teleports out of a monument zone. It works, but I’m not sure if this is the best way to implement it, since I don’t have much experience. You’re the expert. I would really appreciate it if you could add this to your plugin. Thank you very much! private void OnPlayerSleepEnded(BasePlayer player) { if (player == null || !player.IsConnected) return; NextTick(() => { if (player == null || !player.IsConnected) return; foreach (var watcher in _monumentsList.Values) { if (watcher.PlayersList.Contains(player)) { if (!watcher.IsInBounds(player.transform.position)) { watcher.OnPlayerExit(player, "Teleport"); } } } }); }
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@IIIaKa Hi, just a quick follow-up regarding the OnPlayerSleepEnded idea. Would it be okay for you if I tried to test this approach directly in your plugin to see if it works in this case? Of course only with your permission. I know you’re probably busy, so no rush. I just wanted to ask before trying anything on my side.
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Yes, I’m already familiar with that. Sometimes he replies quickly at first, but then stops responding altogether. However, I might have a possible workaround. ZoneManager detects teleports by using the OnPlayerSleepEnded hook. When a player teleports with TeleportGUI, the player briefly enters a sleeping state and then wakes up again after the teleport. This wake-up triggers OnPlayerSleepEnded, which allows the teleport to be detected. ZoneManager appears to use this behavior to recognize when a player has teleported. Maybe this approach could help here.
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Hello. I have already asked the author of the TeleportGUI plugin about this. However, since you are more familiar with the plugin, it would be great if you could also request it. If there are any follow-up questions, direct contact between you and the author might be easier and faster to clarify the details. Many Thanks