Will this solve the problem of the Abyss Hazmat Suit having an infinite durability value while this plugin is loaded?
TugMe
$14.99
Sold by: bmgjetTugMe: A highly customizable tugboat plugin providing adaptive settings, event spawning, placement control, TruePVE support.
- Description
- Reviews (17)
- Version History
- Discussions (222)
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Description
Description
Enhance your Tugboat experience for your players with the TugMe Plugin!
About TugMe Plugin
Permissions:
- TugMe.Spawn
- TugMe.Remove
- TugMe.Event
- TugMe.Buy
- TugMe.AutoNav
- TugMe.Place
- TugMe.Find
- TugMe.Horn
- TugMe.Button
- TugMe.Announce
- TugMe.Tome
- TugMe.Rotate
- TugMe.Torpedo
- TugMe.Mine
- TugMe.Latch
- TugMe.Tomeanywhere
Features:
- NPC Tugboat Vendors, Can be set at harbor, fishing villages, ferry terminal or custom position
- Vendors can be, Free, Require resources, Server rewards or economics.
- Disable Driver Check so tug boat won’t auto stop after 15 secs.
- Disable Fuel Requirement so doesn’t require fuel to run.
- Global Broadcast so tugboats can be seen at further distances or culled to network group view distance of 300.
- Fuel Usage Per Sec
- Engine thrust to set speed
- Max health of tugboat
- Spawn with fuel
- Pirate event that spawns NPCs and loot on roaming tugboats.
- Auto navigation that follows the cargo path.
- Overriding of placement restrictions.
- Block Native Spawns so only tugboats from this plugin can be spawned.
- TruePVE Support.
- Rotate placed entitys by hitting with hammer.
- Teleport Tugboat back to owner.
- Sam Sites Use Tugboat auth.
- Better NPC Compatiblity.
- Torpedoes!!!!
- Water Mines !!!!
- MiniCopter latching to tugboat
- Water system and ceiling light support.
- Electric Furnaces
Chat Commands:
- /tughelp – Shows a list of commands you can use
- /tugboat – Spawns tugboat where looking if you have permission (If a steamID is provided by an admin it will spawn for that player)
- /tugremove – Removes tugboat if you have permission
- /tugfind – Marks owned tugboats on the map if you have permission
- /autonav – enables/disables auto nav function if you have permission
- /tugevent – Spawns a tug event on the nearest cargo node if you have permission
- /tugtome – Teleports tugboat back to owner, Requires TugMe.Tome permission.
- /tugcam – Sets the ID for CCTV cameras attached to the tugboat.
Console Commands:
starttugevent X Y Z – Spawns tug event at this position.
Usage:
Most settings are disabled by default. Settings can be set from the oxide/config folder and TugMe.json file
Where a setting says -1 = default means having it set to -1 will use the Facepunch default values. These aren’t hard set as Facepunch can change them at any time so it’s best to look up on one of the Rust stats pages to see what to change it to make it different.
For example [Boat Setting] Engine Thrust (-1 = default)
You’d look up and see that as of writing this facepunch has this set to 200,000 which -1 would use.
If you wanted to double the tugboat’s speed then you’d set it to 400000 or to half speed 100000.
Custom Vendors:
They can be set with the setting [Spawners] Custom Vender Positions
You need to provide position, rotation, SpawnPoint.
Example:
“[Spawners] Custom Vender Positions”: [
{
“Position”: {
“x”: 747.0,
“y”: 1.0,
“z”: -353.0
},
“Rotation”: {
“x”: 0.0,
“y”: 0.0,
“z”: 0.0
},
“SpawnPoint”: {
“x”: 754.0,
“y”: 1.0,
“z”: -342.0
}
}
],
Over-ride placement:
Has a item list in the config called White List Shortnames. You can place these even when they show red and show a error.
You cant run wires or hoses so instead there is a option in the config to enable power when tugboat engine is running.
Do note guntrap and flame trap will need Boat Auth enabled in the config or they will attack everyone.
Pirate Event NPCs can be adjusted with the setting NPC/Turret Spawn Positions.
This is local position based off center of the tugboat, You can easily work out new positions by load a tugboat in rust edit.
Set its position to 0,0,0. Then place hazmat suits on it and look at the position of those.
Auto Turrets are set the same with a position and rotation
Remote Assets/Horn:
These require external files that are hosted online. A example one for the horn is
“https://github.com/bmgjet/HeightMaps/raw/main/Horn.asset”
Teleport To Me Command:
/tugtome
This uses the same logic as the /tugme to spawn uses. Which checks where your player is looking.
Rotation Function:
Short names of items set in Allow Rotation On config can be rotated by hitting them with the hammer while holding down reload key (R). It will rotate them each hit by Rotation Amount set in config. Do note some short names change to have _deployed or .deployed appended on the end.
Minicopter lock/latch:
When you have this function enabled in the config and TugMe.Latch permission. Landing on tugboat will lock minicopter to that position, Once you mount the minicopter it will unlatch after the set delay in the config.
It will output to chat the status of the latch/lock.
Torpedoes/Mines:
When you have this function enabled and the required permissions.
Pressing reload (R) key will attempt to fire a torpedo from the front of the tugboat, It will take the ammo straight out of your player inventory.
Pressing crouch (CTRL) key will drop a water mine off the back of the tugboat. These require inner tubes and C4. This is taken straight out of your inventory.
Using Custom Items For Vendors:
Spawn Cost When Using Resources has been replaced with Spawn Cost When Using Resources V2.
This allows you to enter a SkinID and Name that you want shown in the NPC Vendors screen.
Iv created a chat command you can use as a example.
/tugtoken int
int is the number of them to give yourself. This is a admin only command and will give you paper with the skinID of 2513472788
In your config file you would use this to make a tugboat cost 3 $5 notes
- “[Spawners] Spawn Cost When Using Resources V2”: [
{
“Shortname”: “paper”,
“Amount”: 3,
“SkinID”: 2513472788,
“Name”: “five dollars”
}
If SkinID and Name are left blank then it uses just the shortname and amount.
Water System:
Place a electric water purifier. it will run when tug is switched on if you have Power Electrical When Engine Running enabled in the config.
It will suck water from under the boat up and purify it.
If any sprinklers are detected on the same boat then it will hook those into the nearest water purifier. To be used for watering plants.
Support:
If support is required please use the discord support in the lone.design discord channel.
It can be found under #Customer_Support
Using the discussion or review pages on the website it will go unnoticed since there is no notification given to vendors when they get held back for moderation.
Videos:
Dynamic Harmony
Full Oxide Support
No Carbon Support
Reviews (17)
17 reviews for TugMe
Only logged in customers who have purchased this product may leave a review.
Version History
- Updated For Feb Force Wipe (Dont Update Before)
- Fixed Rewrote code for controlling RidableHorse parenting to Tugboats to use new RideableHorse2.
- Added Oct Force Wipe (Dont Update Before)
- Fixed NPC Kit being invisable (Thanks Nivex)
- Fixed Fireball getting stuck in save list warning if server saved as plugin was destroying tugboat
- Added EnableSave(False) to all event tugboat parts.
- Fixed Adjust Harbor position for tugboat dealer since cargo could pick him up if path had tight turn. (Reset config or Or edit your config. Where it says “”PrefabPath”: “assets/bundled/prefabs/autospawn/monument/harbor/harbor_1.prefab”, Change the OffsetPosition to “OffsetPosition”: { “x”: -65.4, “y”: 4.3, “z”: 24.2 },
- Updated Remove "test" debug message on NPC talk when buying tugboat
- Updated Sept Force Wipe (Dont Update Before)
- Added Config "Apply Code Lock To Pirate Loot Box" True by default (Set false to spawn with no code lock)
- Updated More work on building 2.0
- Fixed Support for Nexus and world wide map.
- Added new build mode using creative mode to make placements show blue. (Advise against using it unless its a test server since players can exploit it. Trying to get FP to fix the toggle not always networking to client)
- Fixed Sam sites not fully powering up.
- Fixed Method not found: void .server.Run (Aug update error since FP changed the method args)
- Updated Further improve shotgun and flame turret performance.
- Updated Improve performance of HitRay in FixedUpdate()
- Updated July Forced Update
- Added Added extra return arg to EventTugLooted hook. Now returns, Tugboat and list of players on tugboat.
- Fixed Electric furnaces will turn on with tugboat engine.
- Updated July Force Wipe, Fuel system change (!!!! Don't update before then !!!!)
- Fixed Improve detection of framework. Servers that had been upgrade to oxide that previously had carbon installed reporting as carbon from still having carbon folder left behind. (No need to update if you don't have this issue).
- Added Secondary region for Dynamic Harmony Server.
- Updated Improved TugToMe command, You can use single number instead of the whole netid
- Updated Performance improvements in autonav code
- Added Mode in config that applys set damage every 5mins to tugboat doors if left idling in safe zones
- Updated Performance improvement in CUI by caching data.
- Fixed Auto Turrets Looking powered when they arnt when a tugboat gets sunken
- Fixed NPCs when using betterNPC to control npcs not waking up until player is on the tugboat.
- Fixed Improved Error code messages
- Added Config to force framework type
- Added Config to use BetterNPC for NPCs
- Added Expose more NPC Settings
- Updated Don't parent drones on placement on tugs (Prevents issues with drone plugins)
- Updated Some more adjustments to heli latching
- Updated Pirate tugs will spawn rotated facing the next node in the path
- Fixed Carbon Loading issue, (Unable to test if fixed myself but have had a customer say this version fixed it for them) IF you had no issues prior you can ignore this update.
- Fixed GunTraps Shooting Owners Some Times
- Fixed Minicopter Latching
- Added isKinematic check to CheckDriftToShore
- Added (Prototype) Tugboat copy paste admin Commands/API
- Updated Raised Harmony 2.3 time out to 40 secs
- Added Couple More Console Debug Messages To Help In Debugging
- Fixed Remove (BasePlayer) cast that caused some server to throw InvalidCastException: Specified cast is not valid.
- Removed Drift back to shore code when engine still running (Was causing error messages once a hour per each tug on server) (Will look into alternative seems to be caused by unity engine update changing the way water physics work)
- Updated For May Force Wipe And Harmony 2.3, Don't Update Before!!!
- Updated Improve CUI speed.
- Updated Reduce timer usage.
- Fixed CargoPath direction
- Fixed Shotgun and flame traps not triggering
- Fixed NPCs kit being invisible some times.
- Fixed Collider for heli latching
- Updated PVE logic (try fix some edge case settings)
- Updated Adjust Kill/Death Hook Logic to speed up.
- Updated Remove CanTarget hook and register npc on turrets instead.
- Fixed Turrets looking as on when they are switched off.
- Updated Hopefully all issues are sorted and no new ones happen since this was almost a full rewrite for harmony 2.3 and the unity engine update.
- Updated Default positions for Harbors Vendors
- Updated For April Force Wipe (Dont Update Before)
- Updated Network changes that facepunch changed and didnt tell any one about until wipe day update. (F you facepunch 106 plugins I have to fix now on my phone while at work)
- Updated March Force Wipe Changes (Lots so hopefully nothing broken)
- Fixed Buoyancy hook that carbon brakes
- Fixed OnNewSave null reference on carbon not loading data fast enough.
- Fixed OnEntityEnter null reference when sav file is messed up and has entity with no netid
- Added Config: [Boat Setting] Move Locked Helis To Back Of Tugboat
- Added Config: Harmony Patch SendUpdatedInventoryInternal null checks - Will fix the error for other plugins that havnt updated OnInventoryNetworkUpdate hook, Wont fix vanilla bugs for CH47Scientists and there corpses, Stop reporting this to me report it to facepunch
- Added Config: [Boat Setting] Disable Decay On Locked Helis
- Added Config: [Boat Setting] Unlock Helis On Plugin Unload
- Updated Improve Latching/locking minicopter/attackheli to tugboat
- Updated Rework spawn code for placement overrides and pirate tugboats. (Should fix the Non-Convex error some servers got)
- Added Retry after 10sec to kit NPCs if first attempt failed
- Added Unsubscribe Pirate NPCs from onItemAddedRemoved.
- Added Add check that checks PirateNPCs are still parented after 1min. And re parents them to the tugboat if they arnt.
- Updated Change data types in variables to improve memory usage.
- Added Oxide Hook EventTugLooted(Tugboat tug) for when the lootbox of event tugs is broken into.
- Added New Config "[PirateTug] Pirate Tugboat Health (-1 = default)"
- Added New Config "[PirateTug] Prevent Pirate Tugboat From Sinking - Off by default"
- Added New Config "[PirateTug] When No Sink Trigger Fire After (Sec)"
- Added New Config "[PirateTug] Try Prevent Beaching With Repel Force - Off by default"
- Added New Config "[PirateTug] Min Server FPS To Allow Pirate Events"
- Fixed Work around for killyou's kits plugin not being fixed for GiveKit API. (Other kit plugins unaffected)
- Fixed NPC Parent and navmesh moved to after kit delay/NPC activate. (Should stop floating npcs on high fps servers)
- Fixed Allow samsites to place ontop of antenna.
- Fixed Samsite not being removed on event end,
- Updated Further increase kit delay to 4 sec from 3 (Takes about 3.4sec on 20fps turd servers)
- Updated Prevent pirate events from starting if server fps to low, (really you should aim for 25fps+)
- Updated Add anti-beaching code to pirate tugs, If getting pushed onto beach repel force is added. (Same as edge of map uses)
- Added 3 sec Delay to kitting NPCs, Should hopefully fix error some servers were getting.
- Updated For Feb force wipe hook changes
- Fixed Moved position of event trigger hooks to work better with ServerUI plugin.
- Added Shotgun and flame trap checks, Looks to see if player is standing on top of bag/bed. If they are then get the parent of the bag/bed and check that is tugboat your authed on.
- Fixed Facepunch.Pooling leak
- Added Attack Heli can latch to tugboat.
- Updated PVE mode adjustments to stop players sniping other players from beaches.
- Fixed Performance improvements
- Fixed Fix for Jan2024 Changes, Water system not wetting planters inside known issue since water triggers have been added to the inside of the tugboat.
- Fixed Fix some compatibility issues with other plugins.
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Added
Add to EventTugs Spawn code ( UnityEngine.Object.DestroyImmediate(ent?.GetComponent
());) - Added Oxide Hooks (EventTugStarted), (EventTugStopped)
- Added 3 Extra Turrets to stop sneaking onboard (As default, reset config to get)
- Updated Adjust way NPCs auth with turrets (Should prevent pirate on pirate and increase performance)
- Added config limit for Samsite And Autoturrets
- Added Guntraps to PirateTugs
- Fixed Take Fix from Nivex to prevent item leak
- Added isKinematic supression (Should reduce number of Kinematic warnings)
- Added Horse Tug Mode (Allows horses to parent to tugboats)
- Updated Place things with same rotation as tug (Will always point towards front of tug on first place)
- Added Place Double Door Frame Mode (Allows adding double door on back of tug as well as single door for more protection)
- Updated Change short name checks to itemid and ignore non-placeables (about 13% performance increase on placement mode)
- Added Combine Carbon and Oxide with Conditional Statements.
- Added Added AutoFlipper Option in config (Will force tugs up right if they detect as upside down)
- Added Extra Fire Option in config and extend burn time to 15mins instead of 5 to stop players waiting out the fire to take the tug.
- Added Checks for plugins messing with tugboat mountpoints to prevent NRE.
- Updated Switch TryDie To Timer from Invoke
- Updated Optimize hook subscriptions based on config
- Added Option for loot doors skinid.
- Added Camera Support and chat command to add names to cameras /tugcam ID (will need cctv to whitelist to allow placement)
- Added Setting To Stop Buoyancy Sleeping When no Nearby Players,
- Added Clean Up EventTugs function for servers that have crashed or shutdown incorrectly and missed the unload hook.
- Updated Remove Valid Kit Check Since Some Kit Plugins didnt support that.
- Added Limit X/Z Positions to 8K Size as a max setting.
- Updated Update for Sep forced wipe, Replace Minicopter with BaseHelicopter class(All Helis can latch now). Replace Reserved1 with Tugboat.Flags.On
- Added [PirateTug] NPCs Name Prefix (Adds text before the random name so server owners can make them easier to identify)
- Added [Boat Setting] Horn Use Nexus Horn Effect (Uses the sound effect from nexus ferrys horn)
- Fixed HumanNPC plugin compatibility issue.
- Updated Changed the OnSpawn Hook to have 1/2 sec delay instead of 1 frame to help slow servers that would fire hook before they had spawned the tug.
- Added Detection of servers that are running pirated version of plugin so I can contact there host with proof.
- Added Support for Nexus
- Updated Change CanBeTargeted to OnEntityEnter hook to improve performance (Only effects guntraps and flameturrets now)
- Updated Improve hook performance in OnEntityKill by adding is StorageContainer check
- Updated Improve harmony performance by removing hook MotorRowboat_TimeSinceDriver and doing it in fixed update to reset last driver time.
- Updated Move mine drop point slightly back further from the tugboat
- Added ceilinglight to default ItemOverride
- Added Tug power state is restored on plugin reloads
- Updated More placeable deployables tested and added as default (requires deleting config file so it recreates with new default)
- Added Electric furnace support
- Added Sprinkler / Water System
- Fixed Ceiling Light Check moved to above players eye level
- Fixed More TruePVE Hooks CanEntityBeTargeted and CanEntityTrapTrigger
- Fixed Adjust map marker logic since was blocking vanilla markers depending on settings.
- Added [Permission] TugMe.Torpedo
- Added [Permission] TugMe.Mine
- Added [Permission] TugMe.Latch
- Added [Config] [Building] Boat Auth = Samsite Auth
- Added [Config] [PirateTug] Use Alternative NPC Type (Alternative type doesnt get removed by better npc)
- Added [Config] [Boat Setting] Lock Minicopters To Tugboats On Driver Dismount
- Added [Config] [Boat Setting] Minicopter Unlock Delay (Give the engine time to spin up before unlocking.)
- Added [Config] [Boat Setting] Torpedo (Shoot with R key)
- Added [Config] [Boat Setting] Water Mines (Shot with CTRL key)
- Added [Config] [Server] Allow Native Spawned Tugs Already Authed On (For Option Block Native Tugboat Spawns) (Stops already exsisting tugs being removed if enabled half way though a wipe.)
- Added [Config] [PirateTug] Announce To Player Chat
- Added [Config] Use Kits Plugin For NPCs Attire(Change NPCs Attire to kits name)
- Added [Config] [Boat Setting] Only Apply Settings To Player Bought/Spawned Tug Boats
- Added [Config] [Spawners] Mark NPC Spawner At Ferry Terminal
- Added [Config] [Spawners] Map Marker Label
- Added [Config] [Spawners] Use Kits Plugin For NPCs Spawners Attire(Change NPC Spawners Attire to kits name)
- Updated [Spawners] Spawn Cost When Using Resources To [Spawners] Spawn Cost When Using Resources V2 Takes SkinID and Custom Name for when using custom skined items. (Old setting can be deleted)
- Fixed [Bugs] Use Vending Machines As Markers (Better Performance)
- Fixed [Bugs] Add check for NRE when admin killed tug with ent kill
- Fixed [Bugs] Fix /tugtome teleporting ontop of player.
- Fixed [Bugs] Fix NPCs/Turrets remaining on sunken tugs
- Fixed [Bugs] Limit Grid Min Letter To A And min number to 0
- Added [ChatCommand] /tugtoken int (Gives paper skinned with 2513472788 (NZ $5) Can be used as example for buying tugs with custom skinned items. Youd set the resource as paper and use that skinid.)
- Added CARBON SUPPORT
- Added [Permission] TugMe.Tome
- Added [Permission] TugMe.Rotate
- Added [Config] NPC Spawners Attire
- Added [Config] Boat Auth = Trap Auth
- Added [Config] Rotation Amount (Per Hammer Hit)
- Added [Config] Allow Rotation On
- Added [ChatCommand] /tugtome - Teleports your tug to where your looking same as /tugboat spawn logic.
- Added [Function] Rotate Deployable - short names of items in Allow Rotation On can be rotated by set angle if hit by hammer while holding reload key and with boat auth.
- Fixed [Bug] NPC Spawner/Vendor Suite break with fire
- Added [Permission] TugMe.Announce
- Added [Config] Spawn With Fuel
- Added [Config] Announce Event Starts
- Added [Config] Near Tug Radius (How far around tug is considered nearby)
- Added [Config] Mark Events On Map (with settings)
- Added [Config] Buy Window CUI Exposed (json)
- Added [Config] NPCs Attack Range Multiplyer
- Added [Config] NPCs Turrets (settings gun,ammo,health,position,rotation)
- Updated [Adjust] NPCs Attack Range Default 3X
- Added [Add] Language File Support
- Added [Add] End Event Fire
- Fixed [Bug] Fix Server Rewards Over Drafting.
- Fixed [Bug] PVE Not detecting parented stuff on tugboat
- Fixed [Bug] Fix Event Tug Stopping if NPC dismounted and DriverCheck Wasnt set to false
- Fixed [Bug] Fix NRE if fuel tank was full and mod setting changes
- Added Permission TugMe.Horn
- Added Permission TugMe.Button
- Added [Config] Block Native Spawns
- Added [Config] TruePVE Support
- Added [Config] Message Icon, Changes chat message icon
- Added [Config] Message Name, Changes chat message name
- Added [Config] Speed Multiplier, Slow down event tugs vs players tug speed
- Added [Config] NPCs Chatter Remote Asset, Play custom sound asset on NPC Chatter
- Added [Config] NPCs Kill Remote Asset, Play custom sound asset on NPC kills
- Added [Config] NPCs Death Remote Asset, Play custom sound asset on NPC death
- Added [Config] HornURL, Trigger a custom horn asset on mouse1 while driving tug
- Added [Config] Separate Ferry terminal vendor option
- Added [Config] Expose Vendor Offset Positions in config file
- Added [Config] Add AutoNav Button
- Updated [Adjust] Lower Default Loot Multiplyer
- Updated [Adjust] Raise Default Door Health
- Updated [Adjust] SpawnGlobal to true
- Updated [Adjust] Add extra NPC in loot room by default
- Fixed [Bug] NRE in CreateGun()
- Fixed [Bug] Event tugs not spawning with fuel.
Discussions (222)
222 thoughts on "TugMe"
Leave a reply
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Try version 1.0.10 Should hopefully seperate item info from NPCs and Players leaking over.
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Don’t Fixed 1.0.10
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Quick questions; will Cargo destroy a tug if it hits it? I’ve looked but haven’t found a definitive answer to that.
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They will bounce off cargo, And regarding attack heli. Ill look into that over the weekend but it might be a tight fit.
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Would it be possible to have the Attack Heli lock on to the stern as the mini currently does?
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hi, i love the plugin, it is fantastic, but i keep getting a unity 5 error:
[Server] INFO Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5.
[Server] INFO If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path “assets/content/vehicles/boats/tugboat/tugboat.prefab/assets/prefabs/npc/autoturret/autoturret_deployed.prefab/sentry”, Mesh asset path “” Mesh name “sentry.base_COL”could you fix this please, it is filling up my console with this error.
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I’m having this same error as well.
Console is being spammed with NullReferenceException, after pulling a server log, found the following:
Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5.
If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path “assets/content/vehicles/boats/tugboat/tugboat.prefab/assets/prefabs/npc/autoturret/autoturret_deployed.prefab/sentry”, Mesh asset path “” Mesh name “sentry.base_COL”NullReferenceException
at (wrapper managed-to-native) UnityEngine.Rigidbody.get_isKinematic(UnityEngine.Rigidbody)
at DroppedItem.TransformHasMoved () [0x00008] in :0
at BaseEntity.NetworkPositionTick () [0x00000] in :0
at InvokeHandlerBase1[T].DoTick () [0x00109] in :0
at InvokeHandlerBase1[T].LateUpdate () [0x0000c] in :0 -
“INFO Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5.”
Is merely a warning and something facepunch needs to fix.
Version 1.0.10 should hopefully suppress 99% of those warnings from the console but youll still see them in the log file until facepunch updates there rigidbody system to match the unity update they did recently.
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does not work right? once you dismount the driver seat then the tug is stuck. if you get back into the driver seat it will not move, just sits there. also the tugtome not working. any suggestions? also broke all the native tugs they are doing the same thing not working, just sitting in one place . just gonna remove it from server.
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This plugin doesnt change tug setting on dismount.
If you set the tug speed to low (less then 5,000 in the config) then the tug wont move. But that will be applied as soon as the plugin has loaded to every tugboat.
Theres a few known plugins out there that have the bug of breaking tugboats on dismount since they need updating.
Epic loot was one of them since it detected tugboats as rowboats and set the speed really low which stopped them moving as soon as you dismounted. (his latest version should fix that)
I cant remember the name of the others.
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“[PirateTug] Over-ride Buoyant Sleep When No Near By Players (Will Increase Server Load)”: true,
Is true or false better for server profromance?
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[PirateTug] Over-ride Buoyant Sleep When No Near By Players (Will Increase Server Load)
Set to false will be a performance increase. But then the tugboats will drop underwater and not move properly unless there is a player within 300f of the tugboat since facepunch though it was a good idea to put buoyancy to sleep when no players are around.
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Are there hooks for the tug event? so could add a custom icon to the hud plugin if possible :)
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Anyone? lol 2 weeks without an answer :(
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Guessing i have a better chance of the wall fetching than getting a response here huh lmao
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Does anyone know how to disable the automatic spawning of the Tug Event, and have it started and ended by command, so I can use it with EventManager?
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Heyo! Just brought the plugin yesterday, but players can’t seem to get SAM’s placed, is there something I missed?
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I’m seeing tugboats all over map that have de-activated turrets and no NPcs. Im guessing maybe left behind at daily server restart? How to clear them?
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Is it possible for the ceiling lights to grow plants on a boat?
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Could we get a command to change the boats ID
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Hey Guys! Two big questions….
1) Does anyone know how to enable automatic spawning of the Tug Event?
2) Where is the Auto Nav Button?
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In the config
“[PirateTug] Number Of Tug Boats”:
and
“[AutoNav] Add AutoNav Button”:You need give oxide perms
TugMe.Button
TugMe.AutoNavAnd it will show up when tug driver is authed on tugboat and has those perms.
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Can you advise on where I’ll see the button? I’ve verified these permissions are in affect as well as the config parameters. I’ve reloaded the plugin also.
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Can you add settings like this for player purchased tugboats?
Tug Health Settings (default = 3000)”: 3000.0,
Door Health Settings”: {
“Wooden Door Health (default = 200) “: 200.0,
“Metal Door Health (default = 250) “: 250.0,
“Industrial Door Health (default = 250) “: 250.0,
“Armor Door Health (default = 1000) “: 1000.0 -
This is a great plugin that we are using on our PvE server, we also were running SamSiteMap plugin. We have removed the SamSiteMap plugin as the static sam indicators are showing up in the sea, without moving. It would be great if TugMe had a true/false option for the sam sites on pirate boats. Loving this plugin!!!!
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You can edit the config to give no position to stop them spawning.
“[PirateTug] Samsite Spawn Positions”: [],
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Can’t see any mention so wanted to ask before considering purchase – Can the boombox be placed and used (like lights and electric furnaces)?
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Default radio stations work.
Cassettes should work but not tested much.
MP3 streams will only work for that network grid the tugboat spawned in (200meters) Beyond that they will stop playing due to them having a position check that only streams within 200 of its original position.
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Thank You, bmgjet. You are a star!
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Hey,
We’re experiencing issues with some of the functionalities. We’ve tried various different settings but can’t get the placement of things to work and the auto nav doesn’t seem to be working either. Anything we could try?
Thanks in advance!
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Enable the functions in the config and give the players the oxide permissions for what you want to let them do.
For placement it would be “oxide.grant group XXXX TugMe.Place”
For auto nav you have TugMe.AutoNav to allow the base function and TugMe.Button to add a auto nav button on bottom of screen.
Both these will require the player to be authed on the tug also.
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I just got this plugin and still looking more at it. Havent got the double door to spawn on tug. One thing i did notice just playing with it. Shooting the NPC, it will eventually drop his suit. Along with other stuff like scrap etc.
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Not sure I have seen this before.
Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5.
If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path “assets/content/vehicles/boats/tugboat/tugboat.prefab/assets/prefabs/npc/sam_site_turret/sam_site_turret_deployed.prefab/sam_site_turret_base”, Mesh asset path “” Mesh name “sam_site_turret_base_COL”-
yes been seeing a ton of these messages lately. didnt pay much attention, thought it was one that had to do with minicopter options, but now im seeing tons of these, along with flating npcs. Ive had to roll back to a prior version to get rid of flating npcs.
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Any plans or thoughts to add support for the Bank System By: Mevent?
It’d be nice to use that instead of Economy. -
Hello, everyone really liked this plugin, I really like the event, well, there are some problems, the main problem is that when there is a sleeping bag somewhere near the gantraps, then for some reason the gantraps start shooting theirs, I sent a message to support until now, I have not received a response, please fix this error with the gantraps and Sometimes it happens that tugboats sail without bots
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Any chance we could see a Tugboat limit included per player/team/clans/friends?
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Is this plugin still working? Npc shows up but I cant place anything on tug…
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How do you use Place Double Door Frame Mode? Does it need to be enabled in the config?
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Nevermind…figured it out as posting.
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Can you share how so that others that come here looking for answers may benefit? Thank you
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I am able to get everything to work as intended, except for the electric furnace.
I can not get it to turn on and smelt (the tugboat is running)Am I doing something wrong?
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Theres no special settings for it and if other electronics are working then likely you have some furnace plugin that replaces the default code for the furnaces with custom code since this plugin all it does is toggle CanRunWithNoFuel on electric furnaces when the engine is switched on.
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That has to be it… probably simple splitter. thanks for your quick answer!
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Is there a way to make “barricade.wood.cover” an Item that can be rotated after being placed on the Tug?
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You need to either use one of the websites like corrisionhour and lookup what the shortname is for the deployed version since often they will be different.
Or you can enable DebugMode in the config and it will output in the console the shortname of items players tried to place or rotate.So for “barricade.wood.cover” thats the item shortname add that to “[Building] White List Shortnames” and you can place it.
Then “barricade.cover.wood” is the deployed entitys shortname add that to “[Building] Allow Rotation On”-
Thanks!!
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Is there a way to allow the player to own the tugboat instead of blowing it up? or maybe if they AUTH on the boat then they own it and blow up stops?
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Curious about this as well.
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Any one getting inventory null reference and using kits on NPCs. You need to update your kit plugin.
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Failed to run a 1.00 timer in ‘TugMe v1.0.13’ (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.SendUpdatedInventoryInternal (PlayerInventory+Type type, ItemContainer container, PlayerInventory+NetworkInventoryMode mode) [0x0009f] in :0
at PlayerInventory.SendUpdatedInventory (PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone) [0x00010] in :0
at PlayerInventory.UpdateContainer (System.Single delta, PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone, System.Single temperature) [0x00023] in :0
at PlayerInventory.ServerUpdate (System.Single delta) [0x00065] in :0
at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in :0
at ItemContainer.Insert (Item item) [0x00046] in :0
at Item.SetParent (ItemContainer target) [0x00039] in :0
at Item.MoveToContainer (ItemContainer newcontainer, System.Int32 iTargetPos, System.Boolean allowStack, System.Boolean ignoreStackLimit, BasePlayer sourcePlayer, System.Boolean allowSwap) [0x004ed] in :0
at Oxide.Plugins.TugMe+c__DisplayClass98_1.b__1 () [0x000e5] in :0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0Failed to run a 1.00 timer in ‘TugMe v1.0.13’ (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.SendUpdatedInventoryInternal (PlayerInventory+Type type, ItemContainer container, PlayerInventory+NetworkInventoryMode mode) [0x0009f] in :0
at PlayerInventory.SendUpdatedInventory (PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone) [0x00010] in :0
at PlayerInventory.UpdateContainer (System.Single delta, PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone, System.Single temperature) [0x00023] in :0
at PlayerInventory.ServerUpdate (System.Single delta) [0x00065] in :0
at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in :0
at ItemContainer.Insert (Item item) [0x00046] in :0
at Item.SetParent (ItemContainer target) [0x00039] in :0
at Item.MoveToContainer (ItemContainer newcontainer, System.Int32 iTargetPos, System.Boolean allowStack, System.Boolean ignoreStackLimit, BasePlayer sourcePlayer, System.Boolean allowSwap) [0x004ed] in :0
at Oxide.Plugins.TugMe+c__DisplayClass98_1.b__1 () [0x000e5] in :0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0Failed to run a 2.00 timer in ‘TugMe v1.0.13’ (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.SendUpdatedInventoryInternal (PlayerInventory+Type type, ItemContainer container, PlayerInventory+NetworkInventoryMode mode) [0x0009f] in :0
at PlayerInventory.SendUpdatedInventory (PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone) [0x00010] in :0
at PlayerInventory.UpdateContainer (System.Single delta, PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone, System.Single temperature) [0x00023] in :0
at PlayerInventory.ServerUpdate (System.Single delta) [0x00065] in :0
at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in :0
at ItemContainer.Insert (Item item) [0x00046] in :0
at Item.SetParent (ItemContainer target) [0x00039] in :0
at Item.MoveToContainer (ItemContainer newcontainer, System.Int32 iTargetPos, System.Boolean allowStack, System.Boolean ignoreStackLimit, BasePlayer sourcePlayer, System.Boolean allowSwap) [0x004ed] in :0
at Oxide.Plugins.TugMe+c__DisplayClass98_1.b__1 () [0x000e5] in :0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0Failed to run a 2.00 timer in ‘TugMe v1.0.13’ (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.SendUpdatedInventoryInternal (PlayerInventory+Type type, ItemContainer container, PlayerInventory+NetworkInventoryMode mode) [0x0009f] in :0
at PlayerInventory.SendUpdatedInventory (PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone) [0x00010] in :0
at PlayerInventory.UpdateContainer (System.Single delta, PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone, System.Single temperature) [0x00023] in :0
at PlayerInventory.ServerUpdate (System.Single delta) [0x00065] in :0
at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in :0
at ItemContainer.Insert (Item item) [0x00046] in :0
at Item.SetParent (ItemContainer target) [0x00039] in :0
at Item.MoveToContainer (ItemContainer newcontainer, System.Int32 iTargetPos, System.Boolean allowStack, System.Boolean ignoreStackLimit, BasePlayer sourcePlayer, System.Boolean allowSwap) [0x004ed] in :0
at Oxide.Plugins.TugMe+c__DisplayClass98_1.b__1 () [0x000e5] in :0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0Failed to run a 2.00 timer in ‘TugMe v1.0.13’ (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.SendUpdatedInventoryInternal (PlayerInventory+Type type, ItemContainer container, PlayerInventory+NetworkInventoryMode mode) [0x0009f] in :0
at PlayerInventory.SendUpdatedInventory (PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone) [0x00010] in :0
at PlayerInventory.UpdateContainer (System.Single delta, PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone, System.Single temperature) [0x00023] in :0
at PlayerInventory.ServerUpdate (System.Single delta) [0x00065] in :0
at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in :0
at ItemContainer.Insert (Item item) [0x00046] in :0
at Item.SetParent (ItemContainer target) [0x00039] in :0
at Item.MoveToContainer (ItemContainer newcontainer, System.Int32 iTargetPos, System.Boolean allowStack, System.Boolean ignoreStackLimit, BasePlayer sourcePlayer, System.Boolean allowSwap) [0x004ed] in :0
at Oxide.Plugins.TugMe+c__DisplayClass98_1.b__1 () [0x000e5] in :0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0Failed to run a 2.00 timer in ‘TugMe v1.0.13’ (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.SendUpdatedInventoryInternal (PlayerInventory+Type type, ItemContainer container, PlayerInventory+NetworkInventoryMode mode) [0x0009f] in :0
at PlayerInventory.SendUpdatedInventory (PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone) [0x00010] in :0
at PlayerInventory.UpdateContainer (System.Single delta, PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone, System.Single temperature) [0x00023] in :0
at PlayerInventory.ServerUpdate (System.Single delta) [0x00065] in :0
at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in :0
at ItemContainer.Insert (Item item) [0x00046] in :0
at Item.SetParent (ItemContainer target) [0x00039] in :0
at Item.MoveToContainer (ItemContainer newcontainer, System.Int32 iTargetPos, System.Boolean allowStack, System.Boolean ignoreStackLimit, BasePlayer sourcePlayer, System.Boolean allowSwap) [0x004ed] in :0
at Oxide.Plugins.TugMe+c__DisplayClass98_1.b__1 () [0x000e5] in :0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0 -
Failed to run a 1.00 timer in ‘TugMe v1.0.13’ (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.SendUpdatedInventoryInternal (PlayerInventory+Type type, ItemContainer container, PlayerInventory+NetworkInventoryMode mode) [0x0009f] in :0
at PlayerInventory.SendUpdatedInventory (PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone) [0x00010] in :0
at PlayerInventory.UpdateContainer (System.Single delta, PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone, System.Single temperature) [0x00023] in :0
at PlayerInventory.ServerUpdate (System.Single delta) [0x00065] in :0
at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in :0
at ItemContainer.Insert (Item item) [0x00046] in :0
at Item.SetParent (ItemContainer target) [0x00039] in :0
at Item.MoveToContainer (ItemContainer newcontainer, System.Int32 iTargetPos, System.Boolean allowStack, System.Boolean ignoreStackLimit, BasePlayer sourcePlayer, System.Boolean allowSwap) [0x004ed] in :0
at Oxide.Plugins.TugMe+c__DisplayClass98_1.b__1 () [0x000e5] in :0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0Failed to run a 1.00 timer in ‘TugMe v1.0.13’ (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.SendUpdatedInventoryInternal (PlayerInventory+Type type, ItemContainer container, PlayerInventory+NetworkInventoryMode mode) [0x0009f] in :0
at PlayerInventory.SendUpdatedInventory (PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone) [0x00010] in :0
at PlayerInventory.UpdateContainer (System.Single delta, PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone, System.Single temperature) [0x00023] in :0
at PlayerInventory.ServerUpdate (System.Single delta) [0x00065] in :0
at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in :0
at ItemContainer.Insert (Item item) [0x00046] in :0
at Item.SetParent (ItemContainer target) [0x00039] in :0
at Item.MoveToContainer (ItemContainer newcontainer, System.Int32 iTargetPos, System.Boolean allowStack, System.Boolean ignoreStackLimit, BasePlayer sourcePlayer, System.Boolean allowSwap) [0x004ed] in :0
at Oxide.Plugins.TugMe+c__DisplayClass98_1.b__1 () [0x000e5] in :0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0Failed to run a 1.00 timer in ‘TugMe v1.0.13’ (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.SendUpdatedInventoryInternal (PlayerInventory+Type type, ItemContainer container, PlayerInventory+NetworkInventoryMode mode) [0x0009f] in :0
at PlayerInventory.SendUpdatedInventory (PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone) [0x00010] in :0
at PlayerInventory.UpdateContainer (System.Single delta, PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone, System.Single temperature) [0x00023] in :0
at PlayerInventory.ServerUpdate (System.Single delta) [0x00065] in :0
at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in :0
at ItemContainer.Insert (Item item) [0x00046] in :0
at Item.SetParent (ItemContainer target) [0x00039] in :0
at Item.MoveToContainer (ItemContainer newcontainer, System.Int32 iTargetPos, System.Boolean allowStack, System.Boolean ignoreStackLimit, BasePlayer sourcePlayer, System.Boolean allowSwap) [0x004ed] in :0
at Oxide.Plugins.TugMe+c__DisplayClass98_1.b__1 () [0x000e5] in :0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0Failed to run a 1.00 timer in ‘TugMe v1.0.13’ (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.SendUpdatedInventoryInternal (PlayerInventory+Type type, ItemContainer container, PlayerInventory+NetworkInventoryMode mode) [0x0009f] in :0
at PlayerInventory.SendUpdatedInventory (PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone) [0x00010] in :0
at PlayerInventory.UpdateContainer (System.Single delta, PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone, System.Single temperature) [0x00023] in :0
at PlayerInventory.ServerUpdate (System.Single delta) [0x00065] in :0
at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in :0
at ItemContainer.Insert (Item item) [0x00046] in :0
at Item.SetParent (ItemContainer target) [0x00039] in :0
at Item.MoveToContainer (ItemContainer newcontainer, System.Int32 iTargetPos, System.Boolean allowStack, System.Boolean ignoreStackLimit, BasePlayer sourcePlayer, System.Boolean allowSwap) [0x004ed] in :0
at Oxide.Plugins.TugMe+c__DisplayClass98_1.b__1 () [0x000e5] in :0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0Failed to run a 1.00 timer in ‘TugMe v1.0.13’ (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.SendUpdatedInventoryInternal (PlayerInventory+Type type, ItemContainer container, PlayerInventory+NetworkInventoryMode mode) [0x0009f] in :0
at PlayerInventory.SendUpdatedInventory (PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone) [0x00010] in :0
at PlayerInventory.UpdateContainer (System.Single delta, PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone, System.Single temperature) [0x00023] in :0
at PlayerInventory.ServerUpdate (System.Single delta) [0x00065] in :0
at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in :0
at ItemContainer.Insert (Item item) [0x00046] in :0
at Item.SetParent (ItemContainer target) [0x00039] in :0
at Item.MoveToContainer (ItemContainer newcontainer, System.Int32 iTargetPos, System.Boolean allowStack, System.Boolean ignoreStackLimit, BasePlayer sourcePlayer, System.Boolean allowSwap) [0x004ed] in :0
at Oxide.Plugins.TugMe+c__DisplayClass98_1.b__1 () [0x000e5] in :0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0Failed to run a 2.00 timer in ‘TugMe v1.0.13’ (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.SendUpdatedInventoryInternal (PlayerInventory+Type type, ItemContainer container, PlayerInventory+NetworkInventoryMode mode) [0x0009f] in :0
at PlayerInventory.SendUpdatedInventory (PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone) [0x00010] in :0
at PlayerInventory.UpdateContainer (System.Single delta, PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone, System.Single temperature) [0x00023] in :0
at PlayerInventory.ServerUpdate (System.Single delta) [0x00065] in :0
at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in :0
at ItemContainer.Insert (Item item) [0x00046] in :0
at Item.SetParent (ItemContainer target) [0x00039] in :0
at Item.MoveToContainer (ItemContainer newcontainer, System.Int32 iTargetPos, System.Boolean allowStack, System.Boolean ignoreStackLimit, BasePlayer sourcePlayer, System.Boolean allowSwap) [0x004ed] in :0
at Oxide.Plugins.TugMe+c__DisplayClass98_1.b__1 () [0x000e5] in :0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0 -
Why is this happening?
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Because facepunch decided to move the position that NPCs get dressed in the code for backpack stuff.
1.0.13 has a 1 sec delay which fixed it for 99% of people.
I just released 1.0.14 that changes that to a 3 sec delay for low end servers which should hopefully fix it.If your using a kit plugin youll have to wait for the dev of that kit plugin to update it and add delays in there code from NPC being spawned and dressed.
The umod kit plugin has always been really slow to get updates so if he doesnt update that in next day or two ill just add a setting to create your own kits internally.
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ailed to run a 3.00 timer in ‘TugMe v1.0.14’ (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.SendUpdatedInventoryInternal (PlayerInventory+Type type, ItemContainer container, PlayerInventory+NetworkInventoryMode mode) [0x0009f] in :0
at PlayerInventory.SendUpdatedInventory (PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone) [0x00010] in :0
at PlayerInventory.UpdateContainer (System.Single delta, PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone, System.Single temperature) [0x00023] in :0
at PlayerInventory.ServerUpdate (System.Single delta) [0x00065] in :0
at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in :0
at ItemContainer.Insert (Item item) [0x00046] in :0
at Oxide.Plugins.TugMe+c__DisplayClass98_2.b__3 () [0x00008] in :0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0
(12:18:20) | Failed to run a 3.00 timer in ‘TugMe v1.0.14’ (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.SendUpdatedInventoryInternal (PlayerInventory+Type type, ItemContainer container, PlayerInventory+NetworkInventoryMode mode) [0x0009f] in :0
at PlayerInventory.SendUpdatedInventory (PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone) [0x00010] in :0
at PlayerInventory.UpdateContainer (System.Single delta, PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone, System.Single temperature) [0x00023] in :0
at PlayerInventory.ServerUpdate (System.Single delta) [0x00065] in :0
at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in :0
at ItemContainer.Insert (Item item) [0x00046] in :0
at Oxide.Plugins.TugMe+c__DisplayClass98_2.b__3 () [0x00008] in :0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0
(12:18:20) | Failed to run a 3.00 timer in ‘TugMe v1.0.14’ (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.SendUpdatedInventoryInternal (PlayerInventory+Type type, ItemContainer container, PlayerInventory+NetworkInventoryMode mode) [0x0009f] in :0
at PlayerInventory.SendUpdatedInventory (PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone) [0x00010] in :0
at PlayerInventory.UpdateContainer (System.Single delta, PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone, System.Single temperature) [0x00023] in :0
at PlayerInventory.ServerUpdate (System.Single delta) [0x00065] in :0
at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in :0
at ItemContainer.Insert (Item item) [0x00046] in :0
at Oxide.Plugins.TugMe+c__DisplayClass98_2.b__3 () [0x00008] in :0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0
(12:18:20) | Failed to run a 3.00 timer in ‘TugMe v1.0.14’ (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.SendUpdatedInventoryInternal (PlayerInventory+Type type, ItemContainer container, PlayerInventory+NetworkInventoryMode mode) [0x0009f] in :0
at PlayerInventory.SendUpdatedInventory (PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone) [0x00010] in :0
at PlayerInventory.UpdateContainer (System.Single delta, PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone, System.Single temperature) [0x00023] in :0
at PlayerInventory.ServerUpdate (System.Single delta) [0x00065] in :0
at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in :0
at ItemContainer.Insert (Item item) [0x00046] in :0
at Oxide.Plugins.TugMe+c__DisplayClass98_2.b__3 () [0x00008] in :0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0
(12:18:20) | Failed to run a 3.00 timer in ‘TugMe v1.0.14’ (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.SendUpdatedInventoryInternal (PlayerInventory+Type type, ItemContainer container, PlayerInventory+NetworkInventoryMode mode) [0x0009f] in :0
at PlayerInventory.SendUpdatedInventory (PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone) [0x00010] in :0
at PlayerInventory.UpdateContainer (System.Single delta, PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone, System.Single temperature) [0x00023] in :0
at PlayerInventory.ServerUpdate (System.Single delta) [0x00065] in :0
at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in :0
at ItemContainer.Insert (Item item) [0x00046] in :0
at Oxide.Plugins.TugMe+c__DisplayClass98_2.b__3 () [0x00008] in :0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0 -
I’m getting this error in console, any ideas how I can stop the error?
Failed to run a 1.00 timer in ‘TugMe v1.0.12’ (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.SendUpdatedInventoryInternal (PlayerInventory+Type type, ItemContainer container, PlayerInventory+NetworkInventoryMode mode) [0x0009f] in :0
at PlayerInventory.SendUpdatedInventory (PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone) [0x00010] in :0
at PlayerInventory.UpdateContainer (System.Single delta, PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone, System.Single temperature) [0x00023] in :0
at PlayerInventory.ServerUpdate (System.Single delta) [0x00065] in :0
at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in :0
at ItemContainer.Insert (Item item) [0x00046] in :0
at Item.SetParent (ItemContainer target) [0x00039] in :0
at Item.MoveToContainer (ItemContainer newcontainer, System.Int32 iTargetPos, System.Boolean allowStack, System.Boolean ignoreStackLimit, BasePlayer sourcePlayer, System.Boolean allowSwap) [0x004ed] in :0
at Oxide.Plugins.TugMe+c__DisplayClass97_1.b__1 () [0x000e5] in :0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0
Failed to run a 1.00 timer in ‘TugMe v1.0.12’ (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.SendUpdatedInventoryInternal (PlayerInventory+Type type, ItemContainer container, PlayerInventory+NetworkInventoryMode mode) [0x0009f] in :0
at PlayerInventory.SendUpdatedInventory (PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone) [0x00010] in :0
at PlayerInventory.UpdateContainer (System.Single delta, PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone, System.Single temperature) [0x00023] in :0
at PlayerInventory.ServerUpdate (System.Single delta) [0x00065] in :0
at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in :0
at ItemContainer.Insert (Item item) [0x00046] in :0
at Item.SetParent (ItemContainer target) [0x00039] in :0
at Item.MoveToContainer (ItemContainer newcontainer, System.Int32 iTargetPos, System.Boolean allowStack, System.Boolean ignoreStackLimit, BasePlayer sourcePlayer, System.Boolean allowSwap) [0x004ed] in :0
at Oxide.Plugins.TugMe+c__DisplayClass97_1.b__1 () [0x000e5] in :0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0
Failed to run a 2.00 timer in ‘TugMe v1.0.12’ (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.SendUpdatedInventoryInternal (PlayerInventory+Type type, ItemContainer container, PlayerInventory+NetworkInventoryMode mode) [0x0009f] in :0
at PlayerInventory.SendUpdatedInventory (PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone) [0x00010] in :0
at PlayerInventory.UpdateContainer (System.Single delta, PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone, System.Single temperature) [0x00023] in :0
at PlayerInventory.ServerUpdate (System.Single delta) [0x00065] in :0
at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in :0
at ItemContainer.Insert (Item item) [0x00046] in :0
at Item.SetParent (ItemContainer target) [0x00039] in :0
at Item.MoveToContainer (ItemContainer newcontainer, System.Int32 iTargetPos, System.Boolean allowStack, System.Boolean ignoreStackLimit, BasePlayer sourcePlayer, System.Boolean allowSwap) [0x004ed] in :0
at Oxide.Plugins.TugMe+c__DisplayClass97_1.b__1 () [0x000e5] in :0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0
Failed to run a 2.00 timer in ‘TugMe v1.0.12’ (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.SendUpdatedInventoryInternal (PlayerInventory+Type type, ItemContainer container, PlayerInventory+NetworkInventoryMode mode) [0x0009f] in :0
at PlayerInventory.SendUpdatedInventory (PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone) [0x00010] in :0
at PlayerInventory.UpdateContainer (System.Single delta, PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone, System.Single temperature) [0x00023] in :0
at PlayerInventory.ServerUpdate (System.Single delta) [0x00065] in :0
at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in :0
at ItemContainer.Insert (Item item) [0x00046] in :0
at Item.SetParent (ItemContainer target) [0x00039] in :0
at Item.MoveToContainer (ItemContainer newcontainer, System.Int32 iTargetPos, System.Boolean allowStack, System.Boolean ignoreStackLimit, BasePlayer sourcePlayer, System.Boolean allowSwap) [0x004ed] in :0
at Oxide.Plugins.TugMe+c__DisplayClass97_1.b__1 () [0x000e5] in :0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0
Failed to run a 2.00 timer in ‘TugMe v1.0.12’ (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.SendUpdatedInventoryInternal (PlayerInventory+Type type, ItemContainer container, PlayerInventory+NetworkInventoryMode mode) [0x0009f] in :0
at PlayerInventory.SendUpdatedInventory (PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone) [0x00010] in :0
at PlayerInventory.UpdateContainer (System.Single delta, PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone, System.Single temperature) [0x00023] in :0
at PlayerInventory.ServerUpdate (System.Single delta) [0x00065] in :0
at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in :0
at ItemContainer.Insert (Item item) [0x00046] in :0
at Item.SetParent (ItemContainer target) [0x00039] in :0
at Item.MoveToContainer (ItemContainer newcontainer, System.Int32 iTargetPos, System.Boolean allowStack, System.Boolean ignoreStackLimit, BasePlayer sourcePlayer, System.Boolean allowSwap) [0x004ed] in :0
at Oxide.Plugins.TugMe+c__DisplayClass97_1.b__1 () [0x000e5] in :0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0
Failed to run a 2.00 timer in ‘TugMe v1.0.12’ (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.SendUpdatedInventoryInternal (PlayerInventory+Type type, ItemContainer container, PlayerInventory+NetworkInventoryMode mode) [0x0009f] in :0
at PlayerInventory.SendUpdatedInventory (PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone) [0x00010] in :0
at PlayerInventory.UpdateContainer (System.Single delta, PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone, System.Single temperature) [0x00023] in :0
at PlayerInventory.ServerUpdate (System.Single delta) [0x00065] in :0
at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in :0
at ItemContainer.Insert (Item item) [0x00046] in :0
at Item.SetParent (ItemContainer target) [0x00039] in :0
at Item.MoveToContainer (ItemContainer newcontainer, System.Int32 iTargetPos, System.Boolean allowStack, System.Boolean ignoreStackLimit, BasePlayer sourcePlayer, System.Boolean allowSwap) [0x004ed] in :0
at Oxide.Plugins.TugMe+c__DisplayClass97_1.b__1 () [0x000e5] in :0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0-
i added the latest update and waiting to see if this happens again.
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I am also having this error with the latest update
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after latest update still get this: Failed to run a 3.00 timer in ‘TugMe v1.0.14’ (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.SendUpdatedInventoryInternal (PlayerInventory+Type type, ItemContainer container, PlayerInventory+NetworkInventoryMode mode) [0x0009f] in :0
at PlayerInventory.SendUpdatedInventory (PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone) [0x00010] in :0
at PlayerInventory.UpdateContainer (System.Single delta, PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone, System.Single temperature) [0x00023] in :0
at PlayerInventory.ServerUpdate (System.Single delta) [0x00065] in :0
at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in :0
at ItemContainer.Insert (Item item) [0x00046] in :0
at Oxide.Plugins.TugMe+c__DisplayClass98_2.b__3 () [0x00008] in :0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0
(13:23:42) | Failed to run a 3.00 timer in ‘TugMe v1.0.14’ (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.SendUpdatedInventoryInternal (PlayerInventory+Type type, ItemContainer container, PlayerInventory+NetworkInventoryMode mode) [0x0009f] in :0
at PlayerInventory.SendUpdatedInventory (PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone) [0x00010] in :0
at PlayerInventory.UpdateContainer (System.Single delta, PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone, System.Single temperature) [0x00023] in :0
at PlayerInventory.ServerUpdate (System.Single delta) [0x00065] in :0
at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in :0
at ItemContainer.Insert (Item item) [0x00046] in :0
at Oxide.Plugins.TugMe+c__DisplayClass98_2.b__3 () [0x00008] in :0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0
(13:23:42) | Failed to run a 3.00 timer in ‘TugMe v1.0.14’ (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.SendUpdatedInventoryInternal (PlayerInventory+Type type, ItemContainer container, PlayerInventory+NetworkInventoryMode mode) [0x0009f] in :0
at PlayerInventory.SendUpdatedInventory (PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone) [0x00010] in :0
at PlayerInventory.UpdateContainer (System.Single delta, PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone, System.Single temperature) [0x00023] in :0
at PlayerInventory.ServerUpdate (System.Single delta) [0x00065] in :0
at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in :0
at ItemContainer.Insert (Item item) [0x00046] in :0
at Oxide.Plugins.TugMe+c__DisplayClass98_2.b__3 () [0x00008] in :0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0
(13:23:42) | Failed to run a 3.00 timer in ‘TugMe v1.0.14’ (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.SendUpdatedInventoryInternal (PlayerInventory+Type type, ItemContainer container, PlayerInventory+NetworkInventoryMode mode) [0x0009f] in :0
at PlayerInventory.SendUpdatedInventory (PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone) [0x00010] in :0
at PlayerInventory.UpdateContainer (System.Single delta, PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone, System.Single temperature) [0x00023] in :0
at PlayerInventory.ServerUpdate (System.Single delta) [0x00065] in :0
at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in :0
at ItemContainer.Insert (Item item) [0x00046] in :0
at Oxide.Plugins.TugMe+c__DisplayClass98_2.b__3 () [0x00008] in :0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0
(13:23:42) | Failed to run a 3.00 timer in ‘TugMe v1.0.14’ (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.SendUpdatedInventoryInternal (PlayerInventory+Type type, ItemContainer container, PlayerInventory+NetworkInventoryMode mode) [0x0009f] in :0
at PlayerInventory.SendUpdatedInventory (PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone) [0x00010] in :0
at PlayerInventory.UpdateContainer (System.Single delta, PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone, System.Single temperature) [0x00023] in :0
at PlayerInventory.ServerUpdate (System.Single delta) [0x00065] in :0
at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in :0
at ItemContainer.Insert (Item item) [0x00046] in :0
at Oxide.Plugins.TugMe+c__DisplayClass98_2.b__3 () [0x00008] in :0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0
(13:23:42) | Failed to run a 3.00 timer in ‘TugMe v1.0.14’ (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.SendUpdatedInventoryInternal (PlayerInventory+Type type, ItemContainer container, PlayerInventory+NetworkInventoryMode mode) [0x0009f] in :0
at PlayerInventory.SendUpdatedInventory (PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone) [0x00010] in :0
at PlayerInventory.UpdateContainer (System.Single delta, PlayerInventory+Type type, ItemContainer container, System.Boolean bSendInventoryToEveryone, System.Single temperature) [0x00023] in :0
at PlayerInventory.ServerUpdate (System.Single delta) [0x00065] in :0
at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in :0
at ItemContainer.Insert (Item item) [0x00046] in :0
at Oxide.Plugins.TugMe+c__DisplayClass98_2.b__3 () [0x00008] in :0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0-
I am also getting this with the latest update
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kits plugin is updated, still get errors.
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hi love the mod but having an issue with the whitelisted items bot being deployable even with the configs set is there any known issues atm
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You also need oxide perm “TugMe.Place”
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I manage the TugMe config on a friend’s server but haven’t played in a couple months. Signed in tonight and noticed I can no longer place items in the pilot house. I used to place a wooden crate and a gunrack stand on the floor next to the helm. Just wondering if anything has changed with that capability.
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Nothing has been changed in regards to that. Its possible face punch made some colliders in that room larger which is blocking placement since it looks at the default colliders to try prevent stuff being inside things.
You could try lowering [Building] Placement Distance Checking but dont set it to low or youll be placing stuff inside other stuff.
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Unless im missing something, whenever my players enable the AutoNav feature, the boat seems to just spin in circles then autonav shuts off after a bit. Any ideas?
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[Boat Setting] Disable Tugboat Driver Check
If you have that set to false then the vanilla circle and shutdown code will run when you dismount divers mount.-
Okay ill go and check if this works, thanks for the quick reply.
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Worked perfectly, thanks for the quick reply.
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Hello, I updated to the latest version (didnt have this problem with prior versions) however the NPCs are now floating when you come in range of the tugboat, and it starts moving. The npcs will just stay floating. It wasnt doing this in 1.0.13. I was late and didnt see update 1.0.14 and when I updated to 1.0.15 I was made aware by players the npcs are just floating when the tug moves. I have had to disable this sadly (tug pirates).
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Do you have [PirateTug] Over-ride Buoyant Sleep When No Near By Players (Will Increase Server Load)
set to false. Since that will cause issue where if no players are around in the network grid of the tugboat the server moves the tugboats underwater to hide them and reduce render load. So basically need to be set to true if your using the events.Other wise message me on discord so we can try and work out whats happening.
I might have to put some code in that checks like every min if NPCs are still riding tugboat and if not then force them back onto it.
All the stuff facepunch broke last forced update is really doing my head in since its stuff they didn’t need to mess with.
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This plugin continues to be my favorite ever developed for Rust, and I’m appreciative of your continued excellent support and development. Two questions. First, I can use /tugfind to locate my tugs with markers, however, after a daily server restart, it won’t find/link to any of my existing tugs, only tugs I’ve purchased since the restart. Is that a known issue and is there a possible fix?
Second, I like to build out a tug and then put a lot of fuel in it and leave it on autonav after I log out. At 57 knots and loaded with turrets and SAMs, I’ve found they get raided/sunk far less this way. After the daily server restart, autonav is off and the tug is stopped. Is there a way to have the tug continue on its course after a server restart, without any manual intervention? Thanks!
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Would still like to know about /tugfind finding 0 tugs after a server restart. Is there something we can do with the server to fix this?
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How do you place the Double Door/Frame on the Tug? What settings in the configuration need to be set?
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Look in the config for “[Building] Add Double Door Frame To Tug Back”: true,
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Yes we have that set to true. Should the Door Frame just be there and I just put the double door in it? or do I have to actually build it on the Tug Boat before I put the double door in?
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I’m having some issues with rotation on a few items, like sign.neon.xl for example. It’s in the shortname and rotation whitelists. In the rotation whitelist I’ve tried the normal shortname along with adding .deployed and _deployed but I still can’t rotate it. Am I able to use the item ID instead in both whitelists for placement and rotation?
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Just tried it.
“sign.neon.xl.animated” in white list
“sign.neon.xl.animated” in rotation list
Have TugMe.Rotate perm. Hit with hammer while holding R down and it turns.-
Interesting. I hadn’t tried it with the animated sign, only the regular XL sign. Will play with it again today. Thanks!
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I am in the process of switching over to Carbon and I am getting this error so it will not even load.
Failed compiling ‘C:\MyRust Server\carbon\plugins\TugMe.cs’:
1. Argument 1: cannot convert from ‘BaseCombatEntity’ to ‘Tugboat’ [CS1503]
(TugMe 84 line 1320)Thank you
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I saw you had updated the plugin. It is working now. Thank you!
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“[PirateTug] Mark Events On Map”: true,
Does this config not work with
“[MAP] Draw On Map TugBoats”: false ?
If not, it will not work in my environment.
If so, can you please make it an independent config?
I do not want the player’s tugboat to appear on the map, but I do want the pirates to appear on the map.
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Sorry, Fixed
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Good afternoon,
Installed the latest version today after wipe. I am running Carbon and am getting the following error. I
Failed compiling ‘C:\MyRust Server\carbon\plugins\TugMe.cs’:
1. No overload for method ‘StartWrite’ takes 1 arguments [CS1501]
(TugMe 56 line 2746)Thank you.
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Error while compiling TugMe: No overload for method ‘StartWrite’ takes 1 arguments | Line: 2746, Pos: 5
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i got the same
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getting this error when trying to upload new version
Error while compiling TugMe: No overload for method ‘StartWrite’ takes 1 arguments | Line: 2746, Pos: 56
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this plugin is now fixed thanks to bmgs dedication and hard work whilst driving home on the bus…….
Thank you much appreciated -
You will need to update again to 1.0.18
Facepunch did one of those last min changes that they didnt tell any one about or test hence why they released 2 updates already today.
So far only known issue is out of 13 people I got to test it only one seems to have issue of pirate tugs not moving. Ill be looking into that as soon as I finish work.-
One more found issue,
Vending Machines Names arnt applying. So tug vendors show up as “A Vending Machine”
Its a known issue to facepunch and they are looking into fixing what they broke.
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I looked through, but didn’t see anything. I wanted regular events, kind of like airship/convoy plugins. I set pirate tug to “4” as I saw mentioned. But, reloading mod, nada. “starttugevent” at server console: nada. thinking that option needs a location? any tips to quickly just get an event running?
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You need to wait for the first EventTick set in (“[PirateTug] Refresh Tickrate (sec)”) before it will start spawning them when set with “[PirateTug] Number Of Tug Boats””
starttugevent console command needs a position. (starttugevent X Y Z)
so a example would be “starttugevent -2000 0 2000”
That would be bottom left corner on a 4000 sized map.Or if you have permission “TugMe.Event”
you can use chat command /tugevent and it will spawn one on the nearest cargoship path node.-
Ok — when I do the starttugevent -2000 0 2000, and hit enter, on server console, nothing is returned. If that’s what’s supposed to happen — would be nice to get some sort of console feedback, “event started”, etc. and perhaps when not supplying coords, some feedback as well “must use coords, example: “. Since I’m not on, no idea if anything started, though I do have the chat options set to true, for announcing.
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It will say “TugEvent @ Position”
if it spawned one.It requires admin perm if a player is using f1 console or to be triggered from another plugin. Since only people using that have it triggered by custom monument plugins like pirate island prefab/plugin.
Not sure if rcon has admin perm. So that might be why its not giving you any message back.You could try find the line
if (arg.IsAdmin && arg.Args?.Length >= 3) //Check there are 3 or more argsChange it to
if ((arg.IsAdmin || arg.IsRcon) && arg.Args?.Length >= 3) //Check there are 3 or more argsOther wise ill test in when I get a free moment myself.
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Found it, changed the line, reloaded, tried again from rcon, same — no response. Crashing, then out of town, so won’t be able to peek again for a few days, but thanks for the efforts.
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Place and Autonav don’t seem to be working at all this patch.
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Same here, just loaded it up and set it up and cant get either to work
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“Plugins report”: [ “TugMe (1.0.18), Total Hook Time 728.449083234257”] is this not a bit high?
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Hook time is a useless metric on plugins that have harmony code in them since harmony hooks are always active and counting towards that time even when not running and code.
And because some one will probably ask it. The memory use metric is even more useless since it doesn’t measure any of the memory of the harmony stuff.
Admins on your server you can get stats by using F1 then command o.plugins
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does anyone know the value to double speed and health? everytime i do it it sinks all the tugs
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Rustlabs website says defaults are
Health 3000
Engine Thrust 100000So double those values.
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hi.
if i set “[Server] Enable PVE Support”: true, the tug event doors can be damaged. otherwise no damage. (we run true pve)
now the problem is that spawned tugboats can also be raided.
any idea of what im doing wrong?
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so if i set PVE support to false, the doors on the pirateship cant be damaged by player, and not the crate. so the event cant be done.
if i set PVE support to true the pirate ship doors and crate can be damaged by players and event can be completed.
side effect is that doors and other deployables on every new spawned/bought tugboat can also be damaged/destroyed by players.
for now i guess i have to remove this plugin again until i can find a way to get it to work on a true pve server.
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Not sure what your doing wrong since it should work with there being quite a few servers running it in PVE.
I don’t know the exact config they use since I don’t run PVE myself.
But basically how it works in the plugin is you enable it in the config which exposes the pve hook if the entity is on a tugboat thats in the list of event(pirate) tugboats then anything on that can be damaged.
Player tugboats should never be in that list unless its one they took over from doing the event.Usually id ask for a copy of your server with it configs and try it on my test server. But due to there being a hell of a lot of changes next wipe all my time at the moment is going into trying to get stuff ready for wipe day.
After that I can have a look into it if you wish.-
alright i understand if you have allot on your plate, no worries.
so it seems like Every tugboat spawned after plugin is installed (console spawn or bought at vendor) gets the same setting as the pirate tug
tugboats natively spawned or console spawned Before plugin install is not effected.
so this line is only supposed to effect pirate event?
“[Server] Enable PVE Support”: false,-
i have done some testing to rule out plugin conflicts
i have now tested on my local testserver with the following Only mods installed:
TugMe
TruePve
Vanishfresh Tugme config. only changed the previously mentioned
“[Server] Enable PVE Support”: true/false,and
“[PirateTug] Number Of Tug Boats”: 1, from 0 to 1same result, bought/spawned tugboats can be raided with TruePve support true
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The tugboat vendors need a new spawn position in the new harbors.
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Note: Harbor positions have changed and I didnt want to force a config reset on people.
So heres your options.
Reset your config file, Or remove the complete “[Spawners] Vendor Positions (Offset from Center Of Monument)”: [” json lines.
Or manually update the positions.
They Have Changed To:
{
“PrefabPath”: “assets/bundled/prefabs/autospawn/monument/harbor/harbor_1.prefab”,
“OffsetPosition”: {
“x”: -66.4,
“y”: 4.3,
“z”: 43.2
},
“OffsetRotation”: {
“x”: 0.0,
“y”: 180.0,
“z”: 0.0
},
“OffsetSpawnPoint”: {
“x”: -74.5,
“y”: 0.0,
“z”: 35.0
}
},
{
“PrefabPath”: “assets/bundled/prefabs/autospawn/monument/harbor/harbor_2.prefab”,
“OffsetPosition”: {
“x”: 41.25,
“y”: 4.08,
“z”: 109.0
},
“OffsetRotation”: {
“x”: 0.0,
“y”: 0.0,
“z”: 0.0
},
“OffsetSpawnPoint”: {
“x”: 50.0,
“y”: 0.0,
“z”: 120.0
}
}, -
Known issue, Facepunch has reversed the direction of the cargo ship so tugboats will head on collide with them.
Will make a update to reverse the tugboats direction when I get a chance. -
anyone able to get minicopters to latch to tug the last couple days?
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spotlights seem to stay the direction you point them no matter how the boat turns.
say i point it north, its gonna point north regardless of how the boat turns
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Spot lights will point what ever direction the player pointed them as per vanilla code.
If its something people want I can add code so they face direction of boat while its moving. Just not sure how id tie that into not breaking other search light type plugins like active search lights that auto lock onto players.Im looking into why some people are having issues latching heli on. Only info I have so far is they work.
Server restarts then 1 out of 10 people cant use it until the get another tugboat.-
ok. the lamp is not important. the latching and the true pve thing with tugboats/pirate tug would be nice if it could work in the future
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Hey bmgjet!
Just wondering if It’s best to turn off the pirate event for now due to the CargoShip update! I just recently bought the plugin, and saw that you were working on an update for the Pirate event to turn them the opposite direction?
Our players are very excited to customize their tug homes :) Seems like an amazing addition!
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You can run it, Just when cargo ship is out they will bump into each other and agro the tugboat pirates so they will take shots at cargo ship until it passes by it.
I have a fix that im testing at the moment and hopefully have it validated for the weekend coming.-
Thanks a ton for the reply! I’ve gone ahead and enabled the events!
I did notice something however, BMG! I can’t seem to keep the map marker up during the event. Funnily enough when given the AutoNav permission the map marker appears for roughly 3-5 seconds before disappearing. I’ve played around, but unfortunately can’t seem to keep the Map Markers up..
Map markers are enabled in my config settings under the regular default color codes etc!Amazing plugin/mod man, love your YT, and thanks so much for making such a great plugin for my players. Gave a 5 Star Review <3
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The complement is very good.
but I can’t get the autopilot.
do you know how to do it?-
Enable in the config and give the permissions to the player.
You also need disable driver check config so they dont switch off after few secs of no driver.
To use it when you have the gui button enabled you click the button.
Hold full throttle then dismount with space bar and it will keep going follow cargo path.-
a great job.
thank you so much
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Iv delayed the update since I ended up basically rewriting 60% of the plugin and need more time to validate every function is still working correctly.
Message me on discord with your order number if you want to get a test version.Changes include:
Switch to dynamic harmony using Rust.Harmony (Requires you to enter your orderid in the config file so it can activate)
3X performance increase (hook time went from 31 sec per 24 hours to 8 sec per 24hrs for my server)
Improve CUI speed.
Reduce timer usage.
Fix CargoPath direction
Fix shotgun and flame traps
Fix NPCs kit being invisible some times.
Fix collider for heli latching
Adjust PVE logic (try fix some edge case settings)
Adjust Kill/Death Hook Logic to speed up.
Remove CanTarget hook and register npc on turrets instead. (Good performance increase, Side effect pirates can attack other pirate tugs)
Fix Turrets looking as on when they are switched off.-
This is absolutely FREAKING awesome. Thank you BMG!
Man, my players absolutely love this feature/mod/plugin.
I just wanted to report an issue while I still have a chance my players have mentioned…. Upon logging out on Tugboats since I installed the plugin. Players will login, and notice that they have “Suicided” / Died from themselves. Almost as if the player falls through the floor of tugboat, and dies after logging out.
Your an awesome creator / guy man. Pumped for this update :)
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Is this mod compatible with say Tug Pirates? Im not a fan of the pirates on this current mod and would like to be able to implement a different plugin for that purpose but dont know if it will interfere
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No idea, If thats ones of the plugins that stole code from my github for boat pathing then probably not since this will detect it as a orphaned tugboat not in the event or player list and remove it.
If it uses its own pathing code it should be fine.-
Is there a way i could privately email you with the config file for that plugin so that you can determine if it was indeed ripped from your github? Id prefer to NOT use plugins that contain stolen code.
my business email is edibledabsttv@gmail.com
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When is an update?
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Wipe day since all my effort is going into trying to make sure everything works on wipe day. Facepunch turned it into a unityengine update and a harmony update which breaks 90% of my plugins lol.
You can message me on discord to get a staging test version. Iv already got a few people testing it and was going to reach out to another batch of people to test after this weekend since im working on the last few issues they have found.
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Super excited for this!
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新版本安装不上
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Getting this error on the new version
(11:53:21) | Failed to call hook ‘CanEntityTakeDamage’ on plugin ‘TugMe v1.1.0’ (InvalidCastException: Specified cast is not valid.)
at Oxide.Plugins.TugMe.CanEntityTakeDamage (BaseCombatEntity entity, HitInfo hitinfo) [0x00062] in :0
at Oxide.Plugins.TugMe.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0098a] in :0
at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in :0
at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in :0
at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0-
Same here
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same
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fixed in 1.1.1
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Failed to call hook ‘CanEntityTakeDamage’ on plugin ‘TugMe v1.1.0’ (InvalidCastException: Specified cast is not valid.)
at Oxide.Plugins.TugMe.CanEntityTakeDamage (BaseCombatEntity entity, HitInfo hitinfo) [0x00062] in :0
at Oxide.Plugins.TugMe.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0098a] in :0
at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in :0
at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in :0
at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0 -
Unloaded plugin TugMe v1.1.1 by bmgjet,Can’t be installed
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it works with true pve now. the ONLY thing that does not work is that IF you SINK the pirateship, the doors cant be damaged anymore, on PVE! but i think thats not an issue as long as people dont decide to torp it down to 0 before boarding.
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Tug sellers are not spawning for me. Last wipe they worked just fine but after this update they are not there anymore. Anyone else with this problem?
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Make sure you have entered your OrderID in the config file.
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i did. with and without the hashtag. is there anything else that should be done in that matter? The config file is the same that it was before the update
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No hashtag
So it will be like at the top of the config it will be like
“OrderID: “: “12345678”,12345678 would be your OrderID. Dont share it publically with any one.
Save config restart plugin should say in the console/log file “[TugMe] Licence Validated” then everything will be unlocked.
Im suspecting thats your issue since the tugboat vendors is one of the things that needs to be activated.Then for the vendors/sellers you have
[Spawners] Adds NPC Spawners At Harbors
[Spawners] Adds NPCs Spawners At Fishing Villages
[Spawners] Adds NPC Spawner At Ferry TerminalSet these to true and it will spawn them at the facepunch moments of that type (not custom or broken prefab ones)
You should see during the startup of the plugin in the console/log
“Spawned (Amount) Tugboat Dealers.”If your still having trouble. Message me your logfile on discord so I can take a look.
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I wrote you on Discord. Thank you!
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Tried to land an attack helo on the back of a tug today and it sank right through the boat and to the bottom of the ocean. Anyone else experiencing this?
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Definitely a new bug. Have tried landing attack helos several times with tugs in different locations. After landing and receiving the “Minicopter latched” confirmation, the helo just sinks straight through the tug to the bottom of the ocean.
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Hey my players have reported this issue as well! Following bmg’s YouTube though it definitely looks like he’s adding a lot to the Mod :) Perhaps this has already been fixed in his upcoming release!
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Should of been fixed in 1.1.2 since it looked to be a issue with the unity engine update and it having removed all the isKinematic checks so the helis just clipped though the tug.
I fixed it by freezing the rigid body and then it being parented it should remain in the same place on the tug where ever it goes.
Are you still having an issue? -
BMG thinks it’s being caused by another plugin…wondering what plugins you and I may be running that are the same.
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well now they started spawning the pirateship too close to land. on a 1250 map, spawning at shore
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They just spawn on the cargo ships path. If they are too close to the shore the cargo ship is going to be aswell and will wipe out bases.
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im just saying. it was close to harbor so cargos “docking path” might have been close. it spawned on shore, reloaded and spawned next to a player base. also at shore. i will try enabling it again at some point
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Well thats all the spawn code for them does is selects random node of the cargoships path spawns the tugboat on that node.
If they are spawning on the beach then theres something wrong with your cargo path or you have some other plugin moving them to the beach.
Next version iv set them up so they will always spawn facing the next node in the path in case they arnt spawning on the beach but running into the beach while turning around-
ill throw in 1.1.4 now and hope it works better.
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Confirmed were running 1.1.2; attack helos fall through tug deck.
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I’d like to be able to launch drones from my tug and then control them from a workstation in the cabin. When we place a drone on the rear deck of the tug, the boat immediately begins flipping over.
Were paying a major youtube creator to make a video about our tug builds and we’re hoping to get this addressed, if possible, before we publish.
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Whats your time frame since I don’t really have much time until Friday night.
Its going to be some incompatibility with some other plugin since im on some one else’s server at the moment trying to debug why better npc is causing issues with tugboats npcs and decided to just try a drone and it worked as normal. So does landing mini and attack helis.
https://www.youtube.com/watch?v=rr5aC26Mki0Message me on discord. It will probably be quickest if I can get a clone of your server to test on a local machine
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Timeframe isn’t that tight, next week or two would be great. Interesting on all accounts…I’ll talk to our admin about this.
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When I use /tugtome 95% of the time I get a message saying I’m trying to spawn the tug too far away. It’s very difficult to get the tugs to move to me, it seems like I need to be facing a very specific direction/angle. On some of our maps the tugs are getting beached a lot when leaving them on autopilot so we’ve been using this command more and more. Is there some trick to getting /tugtome to work each time?
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Ok, probably a config issue on my part. Was looking at the json while trying this command and noticed:
[Spawners] Spawn Block Radius”: 20.0,
Moved a little closer to tug and was able to get it back in the water. Am I on the right track with this thinking?
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You can use perm, “TugMe.Tomeanywhere”
which relaxes the teleport conditions. Altho be warned they are really strict to stop players abusing them since back when it was more relaxed players did things like have bag on a tug and clip it inside of things like cargoship and icebergs. Then respawn on there bag inside it and teleporting it onto other players stuff.I need you to message me on discord or open a ticket on lones discord so I can DM you this update coming out to see if it fixes your heli issue.
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When I load TugMe using Carbon I get this error and none of the turrets are powered on the tugboat
Unloaded plugin TugMe v1.1.3 by bmgjet
Warning! ‘TugMe’ uses Harmony. That may cause instability, use at your own discretion!
Loaded plugin TugMe v1.1.3 by bmgjet [365ms]
Web request callback raised an exception in ‘TugMe v1.1.3 by bmgjet’ plugin [200] (Could not load file or assembly ‘Oxide.Core, Version=2.0.0.0, Culture=neutral, PublicKeyToken=null’ or one of its dependencies.)
at void hl.hl.OnLoaded(OnHarmonyModLoadedArgs b)
at void hl.hl.OnLoaded(OnHarmonyModLoadedArgs b)
at void Oxide.Plugins.TugMe.Plugin(int code, string response) in /home/container/carbon/plugins/TugMe.cs:line 1213
at bool Oxide.Plugins.TugMe.LoadHarmony2_3()+(int code, string response) => { } in /home/container/carbon/plugins/TugMe.cs:line 1188
at void Oxide.Core.Libraries.WebRequests+WebRequest.OnComplete() in /home/runner/work/Carbon/Carbon/Carbon.Core/Carbon.Components/Carbon.Common/src/Oxide/Libraries/WebRequest.cs:line 393
[TugMe] Spawned 6 Tugboat Dealers.
[TugMe] Modded 2 Tugboats. -
When placing items they always face the front of the boat (ie. guntraps) which is not ideal since raiders typically come from the back side of the boat. Is rotating the only way to accomplish this or am I missing something in the config placement?
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You have to use the rotation mode by hitting it with hammer and holding R key down since the way the player has it facing in there building planner is never sent to the server so theres no way for the plugin to know what way to spawn it. It just spawns on where the player is looking at and at the same level/rotation as the tugboat.
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I’m sure when we had this on a previous server you could put a test generator down and had to wire your own electrics on the Tug. I do not like the idea of using the engine to power the electrics due to fuel consumption. Am I correct in saying this is a change that has been made or did I imagine it, if so change it back or give an option for doing it each way.
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That’s never been a thing since rust io wires are a fixed position thing. Every small bit the tugboat moves would break the wire and leave it just hanging in the air unconnected..
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not Talk to vending NPC
Failed to call hook ‘NPCTalking_Server_BeginTalking’ on plugin ‘TugMe v1.1.6’ (NullReferenceException: Object reference not set to an instance of an object)
at Oxide.Plugins.TugMe.SpawnManager (BasePlayer player) [0x00002] in :0
at Oxide.Plugins.TugMe.NPCTalking_Server_BeginTalking (BasePlayer ply, System.Boolean TugBlocked) [0x00063] in :0
at Oxide.Plugins.TugMe.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01ef6] in :0
at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in :0
at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in :0
at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0 -
“[Building] Rotation Amount (Per Hammer Hit)”: 8,
“[Building] Allow Rotation On”: [
“autoturret_deployed”,
“barricade.concrete”,
“composter”,
“sign.pole.banner.large”,
“refinery_small_deployed”,
“searchlight.deployed”,
“guntrap.deployed”,This is not working. All of the whitelisted items face the same direction and are not able to rotate with the hammer. Any idea for a fix?
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how are you suppose to place anything like turrets? or anything else that you usually can’t? i gave permission but when i try to place something invalid angle
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Enable “Allow Override Of Placement Check (White Listed Items Only)” in the config also.
Then you can place anything in the “White List Shortnames”-
This doesnt work
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and you need better support then this like a discord
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Just bought this with the idea to place stuff on the tugboat but nothing works.
This is in my config
“[Building] Allow Override Of Placement Check (White Listed Items Only)”: true,But still not able to place small oil refinery for example.
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You need the oxide permission as well “TugMe.Place”
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Pirate tugs keep running into cargo and shooting at NPCs. Is there a fix for this?
Pirate tugs also spawn immediately after taking one down but I don’t see a way to change how often they spawn. Am I missing something?
thanks -
I had to revert to an old version for this to work correctly. Players and myself included are getting stuck in a state where the game things they are always on the tug. Causing them to end up clipping up and down through the ground with the pattern of the waves when they go to land resulting in death/insideterriainviolation. This behavior starts the second you turn on the tug. Disconnecting from the server does not fix the game thinking you are on a tugboat. Dying and spawning at a bag not on the tug spawns you on the tug. Unload TugMe the issue stops. Reload it comes back. load old version of tugme everything works fine. Something is going on really messed up.
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What two versions are you going between so I can look what the difference between there code is. There isn’t anything that effects parenting players to tugs thats all just native code. I know some admin no clip and teleport plugins use to have issues with what your explaining but that effected everything like cargoship as well and wouldnt explain why changing version fixes it for you.
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Yeah im really not sure. All i know for sure is that when I took the older version that was working fine off of my other server and replaced it the problem went away. Also when i put the newest version back on the problem came back. Multiple times. Tho latching didnt work anymore with the older version but I was ok with that. Going to try this new version out now and fingers crossed everything is fine. I agree is was very strange. I did manage to get a few videos of what was happening from in game. If the problem comes back I will share them with you.
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How to respond in a tugboat
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Spawn tug
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How do I give myself the tugboat permission?
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Tug permission
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Is there any solution for the pirate tugs who spawn and don’t move? Well, they start moving once you get close to them for like 5 sec and than they stop again and the NPCs are just floating behind the tug at that point.
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I have a question and a request. Absolutely love this plug…well done!
Is it possible to adjust rotations on certain items? All of my Shotgun Traps face the same way and cannot randomize their position.
Certain deployables are not able to be removed once placed, even with a hammer ( ie Furnace-Water Purifier-Barricades).
Add Deployable request – Test Generator
Bottom of the boat Defenses… This area seems to be the most vulnerable, even with the Torpedo option. Would it be possible to retro fit somehow a
defensive mechanism that prevents underwater attacks from C4 being attached to the bottom of the boat (Honestly, on this I have not attempted to test but will so completely unsure on the validity of the question).
Skins!! Is this even possible? Imagine the practical’s with that if it were-
You can add any thing to the whitelist with its short name
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Can you add the new cargoship horn?
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When players die inside of the Pirate Tugs as its drowing it is removing their corpses
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Hey … can i have word with you on discord or somewhere ?
Water thigns kinda not working … planters are not filling with water at all ..Splinkers are working ,purifier is working ,but planters dont get water at all .-
Looks like facepunch have re added the water cull volume back into the tugboats again.
They added it a few months then removed it when I requested back then but its made it way back in this wipe by the looks of it since you dont get wet under sprinklers. Ill see if they will remove it again since it shouldnt be needed on tugboats.
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I noticed if I buy a tug, then someone else removed me from its TC and adds themselves, neither of us can now see the tug using /tugfind, nor does it show up under /tugtome. Are either commands tied to the tug’s TC? How can we fix this? We had an extensively built tug get landlocked today and wanted to move it, but neither of us could.
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Why can’t I place lights, water purifer, etc?
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Never mind figured out, but how do I spawn the npc vendor wherever I want it?
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We purchased this prior to the August update. When it hit, several things on TugMe broke. We reported them, rather than provide any support we were just refunded the product.
So… can’t really recommend this and because we were refunded we are unable to review.
Pretty shady.
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After latest update:
Error while compiling TugMe: The type ‘System.Collections.Generic.List’ cannot be used as type parameter ‘T’ in the generic type or method ‘Pool.Free(ref T)’. There is no implicit reference conversion from ‘System.Collections.Generic.List’ to ‘Facepunch.Pool.IPooled’. | Line: 3148, Pos: 28-
Also: Error while compiling TugMe: The type ‘System.Collections.Generic.List’ cannot be used as type parameter ‘T’ in the generic type or method ‘Pool.Free(ref T)’. There is no implicit reference conversion from ‘System.Collections.Generic.List’ to ‘Facepunch.Pool.IPooled’. | Line: 3481, Pos: 56
fixt them both with: Facepunch.Pool.FreeUnmanaged
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Hello. The plugin is not compiling even with the new patch
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Error while compiling TugMe: The type ‘System.Collections.Generic.List’ cannot be used as type parameter ‘T’ in the generic type or method ‘Pool.Free(ref T)’. There is no implicit reference conversion from ‘System.Collections.Generic.List’ to ‘Facepunch.Pool.IPooled’. | Line: 3148, Pos: 28
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Error while compiling TugMe: The type ‘System.Collections.Generic.List’ cannot be used as type parameter ‘T’ in the generic type or method ‘Pool.Free(ref T)’. There is no implicit reference conversion from ‘System.Collections.Generic.List’ to ‘Facepunch.Pool.IPooled’. | Line: 3148, Pos: 28
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[CSharp] Started Oxide.Compiler v1.0.26.0 successfully
(18:11:01) | Error while compiling TugMe: The type ‘System.Collections.Generic.List’ cannot be used as type parameter ‘T’ in the generic type or method ‘Pool.Free(ref T)’. There is no implicit reference conversion from ‘System.Collections.Generic.List’ to ‘Facepunch.Pool.IPooled’. | Line: 3148, Pos: 28This is with the last upload that is supposed to be for two people
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Error while compiling TugMe: The type ‘System.Collections.Generic.List’ cannot be used as type parameter ‘T’ in the generic type or method ‘Pool.Free(ref T)’. There is no implicit reference conversion from ‘System.Collections.Generic.List’ to ‘Facepunch.Pool.IPooled’. | Line: 3148, Pos: 28
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The pachulo seller no longer sells pachulo and what he gives are missions, is it just to me?
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No also for me.
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@bmgjet – I’m sure you know about this as several people have posted about it, but the latest version of the plugin (1.2.0) won’t compile. Cheers!
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Hello,
I just got the tugboat in my inventory.
I got a Build plugin for removing.
Is there a way to put my tugboat in the water again? -
Hi, on my server players can still raid tugboats that they have purchased. Has anyone fixed the problem?
The settings are of course as follows
“[Server] Enable PVE Support”: true,.
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With WorldUpdate coming Oct.
They have made a slight change to the exit path or harbors which can cause the cargoship to pickup the tugboat dealer there.
Either wipe your config when that update goes live.
Or edit your config.
Where it says “”PrefabPath”: “assets/bundled/prefabs/autospawn/monument/harbor/harbor_1.prefab”,
Change the OffsetPosition to“OffsetPosition”: {
“x”: -65.4,
“y”: 4.3,
“z”: 24.2
}, -
hi i have a problem when i activate the thugboat pirates they are floating above the thugboat , the baot is not doing anything and standing still in one place its not moving if i destroy the tugboat the npc’s stay flaoting above the water.
tryed the delete all configs and start over but not helping keeps doing it.
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Again, The pachulo seller no longer sells pachulo and what he gives are missions, is it just to me?
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| Error while compiling TugMe: ‘PlayerInventory’ does not contain a definition for ‘AllItems’ and no accessible extension method ‘AllItems’ accepting a first argument of type ‘PlayerInventory’ could be found (are you missing a using directive or an assembly reference?) | Line: 2159, Pos: 57
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Thank you for the update
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Same. Just like last month really.
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Ah, the update must have dropped while I was typing thank you! All working.
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Hey, Vendors sell missions again!
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How do I use this with a BetterNpc profile, not sure which profile to change/enable?
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Vendor sells missions again!
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its solved with a restart
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Noticing player bodies are getting deleted when the boat despawns after they beat it. Possible to prevent this?
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TugMe is busy lately!
“TugMe (1.2.2) (8.441 MB), Total Hook Time = 177.857214” -
Hello bmgjet, Today a player was on cargo ship and placed the copter on the ship. The player was not in the copter and the pirate boat samsite destoyed the copter. Is it possible to prevent this? Its not so nice when a standing copter is destroyed by a samsite.
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Doesn’t look like the author is responding here anymore. I have two comments left over the past few months that aren’t even being approved by mods. Unfortunate.
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When attack helis are landed on tugs they bug out and need destroyed
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Well I see again it’s been since last Sept since the dev has responded here again. Ugh
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I’m getting kicked with NullReferenceException errors (something called LookAtWeaponRack) anytime I place weapon racks on tugs now. Anyone else seeing this issue?
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This issue appears to be resolved as of the latest rust update, and in my case was not related to the TugMe plugin as it happened anywhere, land, caves, etc.
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As of the latest Rust update, we can no longer place rugs on Tugboats. Our config files have not changed; rugs have always been whitelisted. BMG, would you take a look at this?
Setup
Plugin FAQ – How do I use this .zip/.7z file I just purchased on my server?
• First, you want to unzip the file. You can do so by just double-clicking it to open, then drag the contents to the desired location (you may need to install an external unzipping software if you don’t already have one such as 7zip or winrar)
• Next you will find either a structure of folders or just the .cs file itself (it’s the actual plugin file itself).
• After that just install the .cs (plugin file) into your …/oxide/plugins/ folder where you will install plugins you ever need to.
Additionally, here’s a great video that easily covers adding a plugin to your server if you need! https://youtu.be/yWC_p97FhQA
• Installation is not included with any products on the site, however, if needed we may assist if you reach out to our support.
Currently all products on Lone.Design will be contained within a zipped file which is the .7z or .zip that you see. I believe windows 10 and up can unzip on its own without 3rd party tools, but in that case, if you’re unfamiliar with zipped files here are 2 programs I recommend to easily unzip zipped files.
Video On How to Zip and Unzip: https://youtu.be/Ep-L3PjBPCk (TechInsider Youtube Channel)
Zipping/Unzipping Tools
Winrar https://www.rarlab.com (I used to use for years, but works great!)
7zip https://www.7-zip.org/a/7z2107-x64.exe (the one I use currently)
redburndrift (verified owner) –
Works absolutely magnificently. Author worked with me to help find an incompatible plugin. Amazing support, players love it!
Pneuma (verified owner) –
So far good plugin, & has potential but its not without issues. Configuration value information is lacking in various areas, for example (-1 default) with no context means what exactly? Each setting where applicable needs a brief description so admin know what logic the dev is using.
geekyplaster (verified owner) –
Simply Awesome – Who doesn’t love the Tug Life right? Works well and frequently updated by an active dev 10/10.
Liquid Bucket (verified owner) –
Love the plugin, and even more love how quick the dev is willing to add suggestions and make those changes.
Keep up the great work, HUGE SHOUT OUT TO BRENDA TOO!
Meowenix (verified owner) –
Good potential, but unable to get this working properly, as the default values of -1? Not sure what to put.. Tried various values for the thrust, and the tugs just stay parked… Wish there was info about how to set the values up.
Yaki (verified owner) –
Awesome plugin! Awesome developer! Works exactly as describer :)
mick20101731 (verified owner) –
Awesome Plugin and just woundering if there was away to get the TUG Event to spawn auto without runing the command
nromine06 (verified owner) –
Takes some tweaking so set to “[Boat Setting] Engine Thrust (-1 = default)”: 650000 for 72 KMH. other than that works great!
Funky Nugget (verified owner) –
cant be happier, certainly now the description been updated for noobs like myself who can realy make a mess of config. the players love to pimp there boat and the event is awesome. the price is also very solid. overal, great stuff!
brad-6697 (verified owner) –
One of the best plugins ever created for Rust; adds a whole new level of gameplay.
Marsdon Rhekhu (verified owner) –
Wonderful plugin for a really cheap price. And a very helpful developer who is always engaged in removing bugs and adding new improvements coming from the community !
Neighigh (verified owner) –
Love it! Some great combinations with other plugins on our server. Lots to offer in terms of compatibility in this one! We even made a video for our servers addition of it! Thanks for the hard work BMJet!
https://youtu.be/cdFstFSF3ZI
Rogelio Gisbert (verified owner) –
I just bought it and the option to add turrets to the ship does not work.
Dead Nasty (verified owner) –
Good plugin but developer lacks in customer service.
Discussion tabs go unanswered for months.
Leaves Discord messages on read with no response as well.
brad-6697 (verified owner) –
This is an amazing plugin and having managed dozens of popular servers over the past 7 years, I can say this is among the best Rust plugins ever made. It gives server admins total granular control over how much customization they want for their tugboats, and offers players features that Facepunch should’ve included with the tugs to begin with. The developer has a history of being attentive with regard to updates and support inquiries, and should probably be charging far more for this plugin.
Mahoraga (verified owner) –
Absolutely freakin’ awesome plugin for your players to enjoy. BMG is a mastermind of coding, love his YT channel too.
If you guys are looking for an amazing new addition to your server then look no furthur than here! My players are so so happy with this great mod!!!
brad-6697 (verified owner) –
One of my favorite Rust plugins of all time, and worth far more than the $15 BMG is asking. It can be a frustrating plugin to run as well, due in part to the lone.design management. I’ve had a comment awaiting moderation for nearly two months. I’m guessing it will never be approved. Questions often go unanswered.