AutoCrafter

A machine that automatically crafts items so the player can do more interesting stuff instead.

Total Downloads: 696 - First Release: Aug 1, 2017 - Last Update: Aug 23, 2017

5/5, 5 likes
  1. the plugin has died
     
  2. Hello, I added this plugin to my server but it doesn't work this is what the logs show me:

    01:15 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 212.0212 ms to execute.
    01:24 [Info] Loading Oxide Core v2.0.3773...
    01:24 [Info] Loading extensions...
    01:24 [Info] Loaded extension JavaScript v2.0.3270 by Oxide Team
    01:24 [Info] Latest compiler MD5: 5fbca0bf39b1c09ddf2fb3686b869242
    01:24 [Info] Local compiler MD5: 5fbca0bf39b1c09ddf2fb3686b869242
    01:24 [Info] Loaded extension CSharp v2.0.3776 by Oxide and Contributors
    01:24 [Info] Loaded extension MySql v2.0.3752 by Oxide and Contributors
    01:24 [Info] Loaded extension Rust v2.0.3804 by Oxide and Contributors
    01:24 [Info] Loaded extension SQLite v2.0.3752 by Oxide and Contributors
    01:24 [Info] Loaded extension Unity v2.0.3751 by Oxide and Contributors
    01:24 [Info] Using Covalence provider for game 'Rust'
    01:24 [Info] Loading plugins...
    01:24 [Info] Loaded plugin Rust v2.0.3804 by Oxide and Contributors
    01:24 [Info] Loaded plugin Unity v2.0.3751 by Oxide and Contributors
    01:24 [Info] AutoDoors, AutoFuel, AutoGrades, Backpacks, GatherManager, Kits, Murderers, NoDecay, QuickSmelt, RemoverTool, SkipNightUI, SmoothRestart, StackSizeController, UpgradeWorkbenches and ZoneManager were compiled successfully in 2378ms
    01:24 [Error] Error while compiling: AutoCrafter.cs(893,21): error CS0117: `BuildingManager' does not contain a definition for `DecayEntities'
    01:24 [Info] Loaded plugin AutoDoors v3.1.2 by Wulf/lukespragg
    01:24 [Info] Loaded plugin AutoFuel v1.0.6 by redBDGR
    01:24 [Info] Loaded plugin Automatic Build Grades v0.0.22 by AlexALX
    01:24 [Info] Loaded plugin Backpacks v2.1.5 by LaserHydra
    01:24 [Info] Loaded plugin Gathering Manager v2.2.6 by Mughisi
    01:24 [Info] Loaded plugin Kits v3.2.9 by Reneb
    01:24 [Info] [Murderers] No Murderers points found! Add new!
    01:24 [Info] Loaded plugin Murderers v1.0.2 by Shadow
    01:24 [Info] Loaded plugin NoDecay v1.0.19 by Diesel_42o
    01:24 [Info] Loaded plugin QuickSmelt v3.1.0 by Wulf/Fujikura
    01:24 [Info] Loaded plugin RemoverTool v4.2.5 by Reneb
    01:24 [Info] Loaded plugin SkipNightUI v0.1.2 by k1lly0u
    01:24 [Info] Loaded plugin SmoothRestart v1.2.4 by Fujikura/Visagalis
    01:24 [Info] Loaded plugin Stack Size Controller v1.9.9 by Canopy Sheep
    01:24 [Info] Loaded plugin UpgradeWorkbenches v1.0.2 by Jake_Rich
    01:24 [Info] [ZoneManager] Loaded 0 Zone definitions
    01:24 [Info] Loaded plugin ZoneManager v2.4.61 by Reneb / Nogrod
    01:26 [Info] [RemoverTool] RemoverTool: Rust:IO is not present. You need to install Rust:IO first in order to use the RustIO option!
    01:26 [Error] [SkipNightUI] Image Library is not installed. It is required to load the images. Unable to continue!
    01:26 [Info] Unloaded plugin SkipNightUI v0.1.2 by k1lly0u
    03:27 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 175.0175 ms to execute.
    04:38 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 182.0182 ms to execute.
    06:09 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 186.0186 ms to execute.
    10:30 [Info] [NoDecay] NoDecay.OnEntityTakeDamage took 190 ms to execute.
    14:47 [Info] [SmoothRestart] Server will restart in 1 minutes!
     
  3. pls update Error while compiling: AutoCrafter.cs(893,21): error CS0117: `BuildingManager' does not contain a definition for `DecayEntities'
    [DOUBLEPOST=1519341690,1515101795][/DOUBLEPOST]Neeed FixPLS =) Nice Plugin!
     
  4. need some help newer to hosting servers been figureing everything out on my own but i am stuck . can not figure out what i am doing wrong here. thanks in advance. this is the error im getting in jsonlint (

    Error: Parse error on line 7:
    ... "Amount": 1000 ... ], "CrafterPro
    ---------------------^
    Expecting 'EOF', '}', ',', ']', got 'undefined')

    {
    "ScanForWorldItems": true,
    "ShowPlayerInstructionsOnFirstJoin": true,
    "ShowInstructionsAsGameTip": true,
    "UpgradeCost": {
    "Shortname": "metal.refined",
    "Amount": 1000

    ...
    ],
    "CrafterProtectionProperties": 0.98 f, // Generic
    0, // Hunger
    0, // Thirst
    0, // Cold
    0, // Drowned
    1, // Heat
    0, // Bleeding
    0, // Poison
    0, // Suicide
    0.999 f, // Bullet
    0.99 f, // Slash
    0.99 f, // Blunt
    0, // Fall
    1, // Radiation
    0.99 f, // Bite
    0.98 f, // Stab
    0.3 f, // Explosion
    0, // RadiationExposure
    0, // ColdExposure
    0, // Decay
    0, // ElectricShock
    1 // Arrow
    ]
    }
     
  5. 17:27:48) | Error while compiling: AutoCrafter.cs(895,21): error CS0117: `BuildingManager' does not contain a definition for `DecayEntities'
     
  6. in your video it looks very easy
    but he lacks explanations to make it work
    for novices like me
    I installed it and I do not know how to place the permissions
    for lack of a clear explanation
     
  7. error CS0117: `BuildingManager' does not contain a definition for `DecayEntities'
     
  8. FWIW, if you comment out the section containing the decay setup as follows, the plugin will load. However, it seems that for anything requiring a blueprint, the standard crafting is used. Looks like this is dead mainly because of the introduction of the blueprint and workbench system, imho.
    Code:
    //          else
    //          {
    //              uint prefabID = researchPrefab.GetComponent<BaseEntity>().prefabID;
    //              var decay = PrefabAttribute.server.Find<Decay>(prefabID);
    //              var decayPoints = PrefabAttribute.server.FindAll<DecayPoint>(prefabID);
    //
    //              typeof (DecayEntity).GetField("decay", BindingFlags.NonPublic | BindingFlags.Instance).SetValue(Recycler, decay);
    //              typeof (DecayEntity).GetField("decayPoints", BindingFlags.NonPublic | BindingFlags.Instance).SetValue(Recycler, decayPoints);
    //              BuildingManager.DecayEntities.Add(Recycler);
    //          }