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Everything posted by Kobani
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The following message appears sporadically in the console. Failed to call hook 'OnPlayerInput' on plugin 'UltimateLocker v1.4.2' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.UltimateLocker+LockerBehaviour.HandleInput (InputState input) [0x00034] in <2e2420c1f348459f8e0f72e3a89acc76>:0 at Oxide.Plugins.UltimateLocker.OnPlayerInput (BasePlayer player, InputState input) [0x0002b] in <2e2420c1f348459f8e0f72e3a89acc76>:0 at Oxide.Plugins.UltimateLocker.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x007f4] in <2e2420c1f348459f8e0f72e3a89acc76>: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 <d59b507fd76240e5b62228d0eae39b73>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <d59b507fd76240e5b62228d0eae39b73>:0 The second message appears when a lock is removed from the vehicle after I exit it. Tested with Minicopter, Scrap Helicopter, Attack Helicopter, and Bicycle NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.UltimateLocker.ShowLockerUI (BasePlayer player, System.Boolean hasAlpha) [0x00044] in <2e2420c1f348459f8e0f72e3a89acc76>:0 at Oxide.Plugins.UltimateLocker+LockerBehaviour+<RaycastLoop>d__4.MoveNext () [0x00043] in <2e2420c1f348459f8e0f72e3a89acc76>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <935634f5cc14479dbaa30641d55600a9>:0
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Hello, I hope I'm not being a bother again. I've noticed that there's also a delay when stacking items – similar to the issue with placing Codelocks in your other plugin. Sometimes it only works after the third or fourth click, which causes confusion among players, as they think it's no longer functioning. Would it be possible to improve this as well? Thank you very much in advance!
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It's significantly improved now, thank you!
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Hey, thanks so much for your effort and the excellent support – really outstanding work! Unfortunately, the latest update didn’t bring much improvement on my end. I’m hopeful that the upcoming update will fully resolve the issue. Just a small suggestion/idea: What do you think about opening the menu when a player is holding a lock and clicks the right or middle mouse button? That could make the interaction more intuitive.
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I previously used several other plugins, but now I only need yours – thank you for that! However, I've noticed that when placing locks manually, there is sometimes a delay – they don't always appear on the first click and may require a second or third attempt. This confuses my players, as with the previous plugins, the lock was always placed immediately on the first click. Could you please look into this?
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http://kobani.de/StackEverything.mp4 - Certain items (e.g. boxes or other items with specific custom skin IDs) should not be placeable onto other stackable items, nor should they be stackable with them. - It should be possible to define, based on the skin ID, that items with specific skin IDs are excluded from stacking or placement behavior. - If an attempt is made to place such an item (with an excluded skin ID) onto another item, no stacking or transformation should occur – the item should simply remain in the inventory. I hope I have now been able to translate it clearly.
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I use the “Industrial Recycler” plugin. This is placed with a large crate and can be stacked on crates with your plugin. You need to prevent the skin ID from being used. The way it is done in Cheststacks. could you add something like this? It needs a blacklist that prevents the placement of items with certain skin IDs.
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Could you please add the option to specify certain skin IDs whose items should not be stacked by the Industrial Recycler plugin? Currently, the recycler can be placed on boxes. However, if I add its skin ID to the blacklist, the recycler gets destroyed when placed.
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Have you forgotten me?
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Important questions before purchase: Does the system support multiple languages? It is essential for me that the application adapts to the selected language – especially for the search function, as many users search in their native language. Can you confirm whether this is supported? When and how can permissions or access rights be assigned? It is important for us to know when user permissions can be configured and whether this can be done per role or individually.
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Resources are deducted when you reach the limit and try to build, but they are not refunded.
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My problems have all been resolved with the latest updates. Thank you very much.
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- 240 comments
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@LAGZYA Failed to call hook 'ConsoleCommand' on plugin 'LSkins v2.2.1' (IndexOutOfRangeException: Index was outside the bounds of the array.) at Oxide.Plugins.LSkins.ConsoleCommand (ConsoleSystem+Arg arg) [0x01077] in <1ebcd908911c427b821ff8faf06ecbe0>:0 at Oxide.Plugins.LSkins.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00655] in <1ebcd908911c427b821ff8faf06ecbe0>: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 <8cb2d664f1574f2b96d53f1c1869d96a>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <8cb2d664f1574f2b96d53f1c1869d96a>:0 When a wallpaper is selected from the favorites, the error message mentioned above appears. When using custom skins (3495643608) for wallpapers, the following message is displayed Failed to call hook 'ConsoleCommand' on plugin 'LSkins v2.2.1' (OverflowException: Value was either too large or too small for an Int32.) at System.Number.ThrowOverflowOrFormatException (System.Boolean overflow, System.String overflowResourceKey) [0x0001a] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0 at System.Number.ParseInt32 (System.ReadOnlySpan`1[T] value, System.Globalization.NumberStyles styles, System.Globalization.NumberFormatInfo info) [0x00016] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0 at System.Int32.Parse (System.String s) [0x00016] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0 at Oxide.Plugins.LSkins.ConsoleCommand (ConsoleSystem+Arg arg) [0x0120b] in <547302fce53e41c48511777a8573e5bc>:0 at Oxide.Plugins.LSkins.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00655] in <547302fce53e41c48511777a8573e5bc>: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 <8cb2d664f1574f2b96d53f1c1869d96a>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <8cb2d664f1574f2b96d53f1c1869d96a>:0 The skins are then not applied
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- 240 comments
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@LAGZYA "Hey, since the last wipe, it's no longer possible to skin the wallpapers. I suspect it has something to do with the new wallpaper tool. Could you please take a look at it? I'd really appreciate it! There is a new shortname and two more for ceilings and floors. Please check the data for more information.
- 240 comments
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They should look in the center of the map. The trash collection point is located at 0 0 0 and it's out in the open.
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Hey, a video unfortunately wouldn't show more than the screenshot – because I simply can't get out of the basement. As you can see in the screenshot, when holding a building plan, I'm able to place a wall outside of the basement, and that actually works even while I'm standing inside it. So far, I haven’t found any way to leave the basement. I had already suggested asking the player who apparently managed to escape the basement and build underneath the map – maybe he can explain exactly how he did it. Also, Kakakolaka himself mentioned that he uses certain commands to be able to build there. Quote: “The foundations are placed like this because I use some creative commands, free placement, etc.” So maybe his commands (or plugins) also allow removing walls... Without any plugins or special commands, it's not possible to place foundations under the map. To sum it up: Placing walls outside while being in the basement is possible – but I haven’t discovered any way to actually get out of the basement. http://kobani.de/RUST 2025.06.04 - 08.23.46.01.mp4
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According to player feedback, the issue occurred after a server restart. Unfortunately, I don’t have any more details at the moment. I’ll try to reproduce it on my test server. Since not all players are affected, I could imagine that it might be related to nearby items or other surrounding factors. Sorry, that’s all I know for now.
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It happens sporadically that the industrial recycler suddenly becomes a normal recycler after a restart. and you can no longer update it afterwards, it says: Recycler component not found. Can you check this? I waited a bit with the message. I haven't changed anything in the modifications if I compare the messages about it, the problem seems to occur sporadically since the May wipe.
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@IIIaKa I sent them a personal message with a possible solution.
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@IIIaKa Unfortunately, replacing the method did not prevent it. Do you need anything specific?
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I tried to reproduce the bug because I’m also curious about this behavior. I tested several different ways to get out of the basement – but without success. The only thing I noticed: It’s possible to place building parts outside the basement while standing inside it. I also used my teleport plugin to test, but I couldn't replicate the issue. I tried various positions inside the basement, including elevated spots – everything worked fine. @Mr01sam It does seem possible to build outside the basement while being inside. However, I wasn’t able to find any way to get out of the basement. While testing, I noticed a few other things: You can place another hatch on a foundation that already has a basement hatch. If the hatches are removed while the plugin is inactive, the basement remains after reloading the plugin, even though there are no hatches left in the main building. @kakakolaka I think the player involved is probably the best person to explain how they managed to get out. Which teleport plugin are you using? Are you using any plugin besides Removetool to remove objects? Are you using a building plugin (e.g. one that simplifies construction)? Is stone your default material for basements? I see foundations in their picture — you can’t just place those under the map without a plugin. Either they’re using something like UberTool, or the player is a magician...