-
Posts
40 -
Joined
-
Last visited
Content Type
Profiles
Warranty Claims
Downloads
Forums
Store
Support
DOWNLOADS EXTRA
Services
Everything posted by Millahdee
-
@Rambii are you sure you are making edits to the current version? That's a different error from a different place in the code.
-
I was able to get it to compile by replacing the content on Line 532: With the following 12 lines: I can't make any guarantees, but at least it compiled successfully and *should* work as before.
-
- 108 comments
-
Actually, I see what is going on with me. It's more complicated. The reversion to v3.2.3 did restore my AutoFarms but my problem is, I am not downloading v3.2.5. I have had this issue with Codefling hosted plugins before. I don't know if it's a function of Chrome's insane caching insistence or what but if I try to download the current version of your plugin I am consistently getting v.3.2.4. I will try to get it using Firefox and see if I get the true version. Sorry to bother you unncessarily. You may want to talk to Codefling about their way of hosting updates. I have run into this issue a few times now. It seems to happen with plugins that update frequently of the course of a day or two.
- 247 comments
-
- 1
-
-
- #auto plant
- #auto farm
-
(and 5 more)
Tagged with:
-
OK, great news! I was able to restore their functionality. I reverted to v3.2.3 and all those lines came back that I saw before to update to v3.2.4: oaded plugin Auto Farm v3.2.3 by Razor [Auto Farm] planter.small.deployed [Auto Farm] railroadplanter.deployed [Auto Farm] minecart.planter.deployed [Auto Farm] planter.large.deployed [Auto Farm] planter.large.deployed [Auto Farm] triangle_railroad_planter.deployed [Auto Farm] planter.triangle.deployed [Auto Farm] minecart.planter.deployed [Auto Farm] bathtub.planter.deployed [Auto Farm] railroadplanter.deployed [Auto Farm] railroadplanter.deployed [Auto Farm] railroadplanter.deployed [Auto Farm] railroadplanter.deployed [Auto Farm] railroadplanter.deployed [Auto Farm] railroadplanter.deployed [Auto Farm] railroadplanter.deployed [Auto Farm] railroadplanter.deployed etc. etc. I confirmed that the planters were working, then went straight back to v3.2.5 and the planters still worked!!! Thanks so much for looking into this. I would have understood if they were just broken permanently but I couldn't figure out why they would be since nothing had changed in the data file.
- 247 comments
-
- #auto plant
- #auto farm
-
(and 5 more)
Tagged with:
-
I updated to v3.2.4 yesterday and they were lost. Updating today to v3.2.5 didn't restore them. What I don't understand is I have a backup of /oxide/data/AutoFarm/Farm_Data.json from 7/26 before the update to v3.2.4 that doesn't differ from my present /oxide/data/AutoFarm/Farm_Data.json. What I'm wondering is, is there another file somewhere where these planter IDs were wiped from with v3.2.4 that I could restore from 7/26 and thus not have to make my players replace all their farms? I can understand why v3.2.4 might have removed the planter IDs or whatever it was that was deleted. What I can't understand is why my data file isn't different from the backup from 7/26, because I suspect I should be able to restore things before v3.2.4 deleted planters using my backups from 7/26.
- 247 comments
-
- #auto plant
- #auto farm
-
(and 5 more)
Tagged with:
-
So I updated to v3.2.5 and the planters are still dead. When I reload the plugin it says 0 planters removed in console, but it doesn't give me a list of planters like it did prior to using v3.2.4. Would restarting the server restore functionality to the planters perhaps after updating to v3.2.5? I have players with hundreds of planters all connected with industrial who will be very upset to have to redo all that. Thanks!
- 247 comments
-
- #auto plant
- #auto farm
-
(and 5 more)
Tagged with:
-
- 247 comments
-
- #auto plant
- #auto farm
-
(and 5 more)
Tagged with:
-
I have players with lots of AutoFarm planters. If I have backups of my data files can I restore them from a prior state before the update wiped all my players' farms, so they don't have to replace them all? I'm looking at /oxide/data/AutoFarm/Farm_Data.json but I don't see any differences to that file from before I updated to v3.2.4 and deactivated the planters? Is there another file somewhere that I'm missing I could restore and get them reactivated? Thanks!
- 247 comments
-
- #auto plant
- #auto farm
-
(and 5 more)
Tagged with:
-
Ah ok that makes sense. No problem at all; thank you for fixing it. One never hears how much players enjoy something until it breaks and it was nice to see how much this plugin is loved on my server. Thanks again!
-
That fixed it! Thanks so much! Did that delete any custom static lootables I had set? I have the Lootables.Ext plugin as well. Does this need to be updated? configuration redone? Thanks so much
-
Still getting this on save. Also throwing similar errors on reload. Failed to call hook 'OnServerSave' on plugin 'StaticLootables v2.10.4' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.StaticLootables.SaveContainer () [0x00006] in <69dc053de03944a1b8f6cf2870668bfe>:0 at Oxide.Plugins.StaticLootables.OnServerSave () [0x00000] in <69dc053de03944a1b8f6cf2870668bfe>:0 at Oxide.Plugins.StaticLootables.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x002c1] in <69dc053de03944a1b8f6cf2870668bfe>: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
-
Happens during server save as well: Failed to call hook 'OnServerSave' on plugin 'StaticLootables v2.10.3' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.StaticLootables.SaveContainer () [0x00006] in <a34a89d313434cbbb263b72d7b9f1965>:0 at Oxide.Plugins.StaticLootables.OnServerSave () [0x00000] in <a34a89d313434cbbb263b72d7b9f1965>:0 at Oxide.Plugins.StaticLootables.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x002c1] in <a34a89d313434cbbb263b72d7b9f1965>: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 Saved 165,497 ents, cache(1.15), write(0.05), disk(0.05).
-
Failed to call hook 'OnPlayerAttack' on plugin 'StaticLootables v2.10.3' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.StaticLootables.GetLootable (System.String name, UnityEngine.Vector3 position, UnityEngine.GameObject reference) [0x00006] in <6f52a7a769cc49959474f8ca73de41a1>:0 at Oxide.Plugins.StaticLootables.GetLootable (BasePlayer player, UnityEngine.GameObject gameObject, Oxide.Plugins.StaticLootables+RootConfig+LootableDefinition definition, System.Boolean createOnLocked) [0x00043] in <6f52a7a769cc49959474f8ca73de41a1>:0 at Oxide.Plugins.StaticLootables.OnPlayerAttack (BasePlayer player, HitInfo info) [0x00063] in <6f52a7a769cc49959474f8ca73de41a1>:0 at Oxide.Plugins.StaticLootables.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0037a] in <6f52a7a769cc49959474f8ca73de41a1>: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
-
-
OK Thanks! I'll be patient! Just happy to hear you will make these viable still. Thanks so much for your reply. Take care.
-
Wondering if this will be updated with the removal of the cliffs by Facepunch on Thursday. 2Customplaceb is one of my most popular spots to build but the ring of cliffs making up the entrance are gone I'm discovering as I work on my map for Thursday in the Staging Branch editor. Thanks!
-
I can't say enough how amazing this map is! I've been using it for the past two months and my players absolutely LOVE IT! I had hoped it would be a 3-month run but I know Facepunch is redoing the cliffs, and as this map contains so many cliffs, I expect it will be obsolete on the 3rd. Is there any plan to update this in time for the 10/3 update wipe?
-
- 36 comments
-
- #gruber
- #custom map
-
(and 5 more)
Tagged with:
-
When I place these now they are unusuable. It's just a jumble of icebergs massed together with no order or organization.
-
I have included the icebergs (2Customplaced and 2Customplacee) on my maps for years now and it's always a nice surprise for the lucky players who find them. In the past couple wipes however, I have not been able to use what turns up on the map. They look vaguely the same but there's no base location inside of them. I'm wondering if Facepunch has pulled off one of their changing something that is working fine instead of fixing the many things needing work and they changed the constituent prefabs enough to break the monuments? Is there any chance of an update for this if so?
-
Thanks for your reply. Yes, ideally it would be on the NPC configuration file level so it could be enabled/disabled for each NPC class separately. Currently I am interested in making all of them not targeted by turrets, but I foresee wanting to permit it for some and preclude it for others. Of course, having it apply to the whole plugin would be an acceptable option instead, just not as ideal. I have the TurretConfig plugin running on my server also and was actually able to figure out how to add a conditional to its code to stop the targeting of all NPCPlayers by turrets, which works for my current purposes, and this is not as critical an issue for me as it was. I think though, that this would be a nice addition for consideration to your excellent plugin. FYI, the issue I needed to resolve with this is I allowed the building of raid towers and so forth near a monument where I put BetterNPCs, and the players put turrets in their construction and basically set up shooting galleries to farm the NPCs. I fixed that for the time being, but the suggestion I make would be a preferable way to do that. Thanks so much!
-
First I can't tell you how much I love this plugin! It's completely changed my server for the better. The possibilities are practically endless with these guys, you've enabled so much customization. I'm wondering if it's possible to add an additional flag, ideally in the NPC's config file rather than plugin-wide, that would let you determine whether the particular class of NPC is vulnerable to player autoturrets? Frankly I'm surprised that they are by default vulnerable, as they are built on the Scientist entity. Thanks so much for your consideration!
-
When I try to load both StaticLootables and LootablesExt neither loads, with no message given on the console. I have not yet restarted the server; I am submitting this in case this is a known issue and I can be instructed on how to make this work. Thanks for such a wonderful addition to my server. It really makes things interesting for the players.