Looks broken since the update that just hit
Tried to reload, got this
[Oxide] 17:44 [Error] Build plugin failed to compile!
[Oxide] 17:44 [Error] Build.cs(632,21): error CS1501: No overload for method `Spawn' takes `1' arguments

Build
Build, spawn, plant, upgrade, deploy anything the way that you want it.
Total Downloads: 21,179 - First Release: Nov 8, 2014 - Last Update: Jul 26, 2018
- 4.9/5, 50 likes
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[Oxide] 17:48 [Info] HumanNPC and PathFinding were compiled successfully in 2925ms
[Oxide] 17:48 [Warning] Calling 'Unload' on 'PathFinding v1.0.1' took 288ms
[Oxide] 17:48 [Info] Unloaded plugin PathFinding v1.0.1 by Reneb / Nogrod
[Oxide] 17:48 [Error] Error while compiling HumanNPC.cs(1505,23): error CS1501: No overload for method `Spawn' takes `1' arguments
[Oxide] 17:48 [Info] Loaded plugin PathFinding v1.0.1 by Reneb / Nogrod
Human NPC - Core for Rust | Oxide -
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Fix attached
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Still getting the same error above for HumanNPC. Can you please explain how to fix?
[Error] Error while compiling HumanNPC.cs(1505,23): error CS1501: No overload for method `Spawn' takes `1' arguments
I did replace the Build.cs with the one linked above and it fixed it for that one. -
.spawn() with .Spawn()
.spawn(true) with .Spawn()
.spawn(false) with .Spawn() -
That worked. Thanks for your quick response.
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For some reason everytime I use buildgrade 2 all, it doesn't change the whole building. Only one at a time. Anything I need to change?
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Found a Solution
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omg thank you that helped so much!!!!
#ftw
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I got a weird bug. Before these last two updates, I had built some stuff with the Build mod/tool. I placed a Windmill with the Build tool, on-top a building. After the update, it no longer is seen as an entity. In fact, its just floating in the air still doing its Windmill animation, but its basically no-clipping. You can walk right through it and no entity kill, or the build erase command work on it. Anyone else experiencing something of the sort on their server?
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yes it is just aesthetic at this point, del assets/prefabs/deployable/windmill/ just use that to get rid of it, it does take away ALL windmills on map though from experience
cheers m8
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So that did work for you Fox, good to see.
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i also spawned a fireball and parachutes in the open for a more custom drop loot feel unfortunately in the end it did not work so i deleted that as well lol
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all function hasn't worked f or me for a little while too.