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Everything posted by Kobani
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- 167 comments
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- #carbon
- #oxide
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(and 54 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
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First of all, thanks from my side as well to Whispers88 for all the work! I found a small issue: Note: The Item Blacklist ("Blacklisted Items (itemID)") currently does not prevent skinning deployables using the /si command. At the moment, the item blacklist only applies when skinning items in the inventory.
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- 240 comments
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Hello, I’ve already spoken with you privately and wanted to kindly follow up here in the discussions. I’m a bit disappointed about the new ToS, as they limit what players can see — but I completely understand why this is necessary. Will there be a feature by August 7th that allows players to at least see their purchased skins in the plugin? I truly appreciate all the hard work you put into this and would be very grateful if this could be implemented. Thank you so much for your time and effort!
- 240 comments
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- 56 comments
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- 1
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- #recycler
- #industrial
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(and 2 more)
Tagged with:
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I just received the test version, and the issue has been resolved. Thank you anyway for your support.
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@adam Just a quick update from my side: I’ve now also noticed that the issue affects not only Armored Train, but also the Convoy event. When HeliSignals is loaded, the locked crate in Convoy doesn’t appear at all. I'm using the latest plugin versions as of July 29, 6:00 p.m. I've also informed the developer of HeliSignals Just wanted to clarify that so it can be taken into account during debugging. Sputnik is also affected. Sorry.
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Hi, I've discovered a conflict that occurs when your plugin HeliSignals is loaded. As soon as it's active, the locked crates in the Convoy and Armored Train plugins stop working properly: In the Convoy event, the locked crate doesn't appear at all. In Armored Train, the crate is bugged – it's either misplaced or not functioning correctly. As soon as HeliSignals is unloaded, both events work as expected again. Would be great if you could take a look. Thanks! I use all current versions as of July 29 at 6:00 p.m. Sputnik is also affected. Sorry.
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I am already using the latest version. 1.2.29
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@David Hi David, I would also greatly appreciate it if you could consider adding an option that allows players to only see or purchase items in the shop if they actually own them — either through DLCs or individual purchases. Another player already brought this up, and I fully agree with their suggestion. Especially with the recent Terms of Service update from Facepunch, such a feature would help ensure the shop remains fully usable while staying compliant with the new rules. Even if you decide not to implement it, I’d really appreciate a short response so we know whether there’s a chance this might be added — or if we should start looking into alternative solutions. Thanks again for your work on the plugin! Best regards, Michael / Kobani
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Hello, yes, I can confirm that when I unload the Heli Signals plugin, everything works fine again — the issue no longer occurs. So it does seem to be the cause of the problem.
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@MeventSupport I'm just a beginner, so maybe this isn't helpful — but maybe something like this could work: private bool PlayerOwnsSkin(BasePlayer player, ulong skinId) { return player?.blueprints?.steamInventory?.HasItem((int)skinId) ?? false; } It checks if the player owns a specific skin, so you could filter the visible ones. But I guess you probably already know that. I hope you find a good solution!
- 318 comments
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- #building
- #foundation
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(and 27 more)
Tagged with:
- #building
- #foundation
- #tool
- #tools
- #ui
- #upgrading
- #remove
- #upgrade
- #blocks
- #clans
- #friends
- #noescape
- #interface
- #hud
- #build skins
- #grade
- #gredable bases
- #grade rust bases
- #build system
- #upgrade buildings
- #remove structures
- #downgrade structures
- #base customization
- #best grade plugin
- #build plugin by mevent
- #reskin
- #bgrade
- #skins
- #building skins
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@adam Same here
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Would it be possible to also display only the approved skins that the player actually owns? For example, could something like the following method be used to check skin ownership? private bool PlayerOwnsSkin(BasePlayer player, ulong skinId) { return player?.blueprints?.steamInventory?.HasItem((int)skinId) ?? false; } So it's not quite so empty?
- 240 comments
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- 240 comments
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- 1
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UltimateLocker.json
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NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.UltimateLocker.ShowLockerUI (BasePlayer player, System.Boolean hasAlpha) [0x00044] in <66bc0d129c6a4b51bd1e2e6db97b2650>:0 at Oxide.Plugins.UltimateLocker+LockerBehaviour+<RaycastLoop>d__4.MoveNext () [0x00043] in <66bc0d129c6a4b51bd1e2e6db97b2650>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <935634f5cc14479dbaa30641d55600a9>:0
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Hey Malkizid, Just to clarify — Facepunch has now explicitly prohibited granting access to DLC for players who haven’t purchased it, and that applies to all servers, including modded servers. Previously, modded servers weren’t clearly affected, but with the latest update, they are now explicitly covered. From the updated guidelines (July 15, 2025): https://facepunch.com/legal/servers “Players must be able to freely and unconditionally access their validly purchased Facepunch DLC across all Servers.” “You must not grant access to any Facepunch DLC to players who have not validly purchased it. Servers may not bypass ownership checks or artificially enable Facepunch DLC.” The only exception is for temporary test servers. So while this may have been okay before, it’s no longer permitted — even on modded servers. Cheers, Kobani
- 318 comments
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- 1
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- #building
- #foundation
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(and 27 more)
Tagged with:
- #building
- #foundation
- #tool
- #tools
- #ui
- #upgrading
- #remove
- #upgrade
- #blocks
- #clans
- #friends
- #noescape
- #interface
- #hud
- #build skins
- #grade
- #gredable bases
- #grade rust bases
- #build system
- #upgrade buildings
- #remove structures
- #downgrade structures
- #base customization
- #best grade plugin
- #build plugin by mevent
- #reskin
- #bgrade
- #skins
- #building skins
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@Mevent Question about Facepunch's new DLC rules and plugin compatibility Hello! I just read the new server guidelines from Facepunch (as of July 2025). It clearly states that servers are not allowed to give players access to DLC or Facepunch-locked skins unless they actually own them. What does this mean for this plugin? Will there be a feature in the future to automatically detect and block Facepunch DLC content for players who don’t own it? Thank you in advance – I just want to make sure my server stays compliant with the rules.
- 318 comments
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- 1
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- #building
- #foundation
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(and 27 more)
Tagged with:
- #building
- #foundation
- #tool
- #tools
- #ui
- #upgrading
- #remove
- #upgrade
- #blocks
- #clans
- #friends
- #noescape
- #interface
- #hud
- #build skins
- #grade
- #gredable bases
- #grade rust bases
- #build system
- #upgrade buildings
- #remove structures
- #downgrade structures
- #base customization
- #best grade plugin
- #build plugin by mevent
- #reskin
- #bgrade
- #skins
- #building skins
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Hello! I just read the new server guidelines from Facepunch (as of July 2025). It clearly states that servers are not allowed to give players access to DLC or Facepunch-locked skins unless they actually own them. What does this mean for this plugin? Will there be a feature in the future to automatically detect and block Facepunch DLC content for players who don’t own it? Thank you in advance – I just want to make sure my server stays compliant with the rules.
- 57 comments
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- #wallpaper
- #wall
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(and 5 more)
Tagged with:
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@Whispers88 Question about Facepunch's new DLC rules and plugin compatibility Hello! I just read the new server guidelines from Facepunch (as of July 2025). It clearly states that servers are not allowed to give players access to DLC or Facepunch-locked skins unless they actually own them. What does this mean for this plugin? Will there be a feature in the future to automatically detect and block Facepunch DLC content for players who don’t own it? Thank you in advance – I just want to make sure my server stays compliant with the rules.
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A bug currently occurs when a vending machine with a terminal is later covered in the front upper area by a floor or another building block. If a drone is launched via the terminal under these conditions, a NullReferenceException or a similar error occurs, leading to the player being immediately disconnected from the server (client disconnect). ... disconnecting: RPC Error in Client_CloseMarketUI: Attempted to read past the end of the BufferStream at %15dcb7d4d020dec7d7ea5f88d482b3cc902e684d.%8961630192c281c30d2dd0ac96cc2b114e1636d2 () [0x00000] in <00000000000000000000000000000000>:0 at %963845a40fd2c5d478c3657952fdfb1b64e58c48.%f8a9d1422601a35dece83ecea8de20e802670242 () [0x00000] in <00000000000000000000000000000000>:0 at MarketTerminal.%721fe3d05f5fa04ca54c8f6a8c72ce34bc409347 (BaseEntity+%2668efb0358a3d288e8fa73d68f9123b276530c9 %b208841295925934eb591dd9d1bacf04daad0a27) [0x00000] in <00000000000000000000000000000000>:0 at MarketTerminal.%8f12f56b92dfcddab633b443bdcab425c565c9be (BasePlayer %220e9f0a253865374a3af6fa217519228e226735, System.UInt32 %4dc7df2dabb6b3e62cb081179134224683397ff7, %202dd77cc889a7b480a18835638b092f7ab2b1f1 %b208841295925934eb591dd9d1bacf04daad0a27) [0x00000] in <00000000000000000000000000000000>:0 at BaseEntity.%612ce7a787c16b93f36ecef7df996aab44189678 (System.UInt32 %45d28ca9142b1bc7070d69decbe3d0ea8268598f, %202dd77cc889a7b480a18835638b092f7ab2b1f1 %4ca3ab382443c8c532a4d4783d35f5b8a6f203a9) [0x00000] in <00000000000000000000000000000000>:0 at Client.%444c486e7e309cd88c3bfa4d4db31f2f3662e73b (%202dd77cc889a7b480a18835638b092f7ab2b1f1 %9fb9739a7cca74d997c67c85ea721b7f1df1e622) [0x00000] in <00000000000000000000000000000000>:0 at %cbbbdd89caac78cd0a356348522410341043ae69.%befc83facbf0dd3bf6d5c7b03bfb7cdd2f54fe36 (%963845a40fd2c5d478c3657952fdfb1b64e58c48 %83d8e0c296992e736a171cf92b65c520358f2382) [0x00000] in <00000000000000000000000000000000>:0 at %7c6941d014cf9a2576e767fb5c2ed1a3491958ea.%39ff3b807c9970c9ab0364fe062db7bd56054646 () [0x00000] in <00000000000000000000000000000000>:0 at Client.Update () [0x00000] in <00000000000000000000000000000000>:0
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"Would it be possible to add similar functionality for helicopters, such as: "Auto claim unowned vehicles when deploying locks": true, "Auto replace vehicle ownership when deploying locks": true I need this for compatibility with another plugin — otherwise, I’d have to keep using VehicleDeployedLocks, which would be unfortunate.
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There are currently no further issues. Should anything come up, I will get back to you. Thanks