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
  1. 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
     
  2. Fix for latest
     

    Attached Files:

    • Build.cs
      File size:
      66.8 KB
      Views:
      252
  3. Looks like the same error as humannpc is having, mind fixing that too? :)
     
  4. link please and error its showing
     

  5. [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
     
  6. thx will fix it now
     
  7. Fix attached
     

    Attached Files:

  8. Already fixed check above your version has some prefabs wrong
     
  9. 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.
     
  10. Replace:
    .spawn() with .Spawn()
    .spawn(true) with .Spawn()
    .spawn(false) with .Spawn()
     
  11. That worked. Thanks for your quick response.
     
  12. 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?
     
  13. Found a Solution
     

    Attached Files:

  14. omg thank you that helped so much!!!! :) #ftw
     
  15. 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?
     
  16. 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

     
  17. Goddamn it CaptFoxX, you're a goddamn genius. I'd give you a high-five or a fist-bump or a hug if I could.
     
  18. So that did work for you Fox, good to see.
     
  19. 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

     
  20. all function hasn't worked f or me for a little while too.