NightLantern

Automatically turns ON and OFF lanterns after sunset and sunrise

Total Downloads: 20,633 - First Release: Jun 27, 2015 - Last Update: Jun 11, 2018

5/5, 52 likes
  1. The way Clanforge works is that it requires you to restart your server after each little change with the config files.. that is unless they've updated it since I last used them. You should verify the plugin is up to date (2.0.3) in the Clanforge, this is most likely where your problem is coming from. If updating the plugin is the case then be sure to delete your config file as per the update notes from the dev.
     
    Last edited by a moderator: Jan 10, 2017
  2. Didn't read his post properly... His version is out of date... He's running 2.0.1, latest is as you said 2.0.3.
     
  3. The plugin does not work since last update rust
     
  4. I get this spamming in my Rcon. "Failed to call hook 'OnConsumeFuel' on plugin 'NightLantern v2.0.3' (NullReferenceException: Object reference not set to an instance of an object)"
     
  5. it works, but it also turns off all furnaces
     
  6. I have a problem with this in my sever. I have ceretain things set to off but everything is automatically on after restart. Maybe im doing something wrong? Some of the items don't have wood or fuel in them but they still are on after restart.

    {
    "ConsumeFuel": true,
    "LightTypes": {
    "Campfires": true,
    "CeilingLight": true,
    "Furnace": false,
    "JackOLantern": true,
    "Lanterns": true,
    "LargeFurnace": false
    },
    "SunriseHour": 7.5,
    "SunsetHour": 18.5
    }
     
  7. Only works sometimes for me. Sometimes I get error timers to. :(
     
  8. I have same problem since the last big patch. After some hour I got an error message in the log file:

    19:00 [Error] Failed to run a 20.00 timer in 'NightLantern v2.0.3' (NullReferenceException: )
    19:00 [Stacktrace] at (wrapper managed-to-native) UnityEngine.MonoBehaviour:IsInvoking (string)
    at Oxide.Plugins.NightLantern.ToggleLanterns (Boolean status) [0x00000] in <filename unknown>:0
    at Oxide.Plugins.NightLantern.CheckTime () [0x00000] in <filename unknown>:0
    at Oxide.Plugins.NightLantern.<TimeLoop>m__0 () [0x00000] in <filename unknown>:0
    at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00000] in <filename unknown>:0

    My config is:

    {
    "ConsumeFuel": true,
    "LightTypes": {
    "Campfires": false,
    "CeilingLight": true,
    "Furnace": false,
    "JackOLantern": true,
    "Lanterns": true,
    "LargeFurnace": false
    },
    "SunriseHour": 8.5,
    "SunsetHour": 18
    }

    What now?
     
  9. k1lly0u updated NightLantern with a new update entry:

    2.0.4

     
  10. how to make the switch automatically fires at night only in the arena?
     
  11. If you're using ZoneManager for your arena, there should be a chat command such as /zone autolights true/false where you can set that. :)

    Zones Manager for Rust | Oxide
    Options:
    autolights true/false => autolights on or off depending on the time of the day (settable in the configs)
     
  12. I have a question. With the config below, will furnaces, large furnaces, and campfires still consume fuel, even though they're set to false (to NOT turn on) and overall ConsumeFuel set to false?

    Code:
    {
      "ConsumeFuel": false,
      "LightTypes": {
        "Campfires": false,
        "CeilingLight": true,
        "Furnace": false,
        "JackOLantern": true,
        "Lanterns": true,
        "LargeFurnace": false
      },
      "SunriseHour": 7.5,
      "SunsetHour": 18.5
    }
    I don't want my players to be able to cook/smelt without any fuel (wood) being consumed.

    My 2nd question is, if I enable campfires, furnaces etc to light up at night and NOT consume fuel, will fuel still be consumed when cooking / smelting? If a player places more fuel in, is charcoal still generated?
     
  13. ConsumeFuel is a global option, so it will affect all types that are enabled in light types. If you want to change it per type use NoFuelRequirements. The options in LightTypes toggle whether that type automatically turns on/off
     
  14. Ok, so if I leave the LightTypes for Campfires, Furnace and LargeFurnace at false, they'll still consume fuel and NOT turn on at night (basically act like normal devices) even if the ConsumeFuel is set to false, with the other LightTypes enabled?

    Meaning, 'ConsumeFuel - False' won't affect disabled lighttypes?
    [DOUBLEPOST=1485675935][/DOUBLEPOST]If I were to manually turn on a furnace at night with lighttype disabled, but fuel consumed also disabled (for other ENABLED lighttypes), would the furnace still consume fuel, due to the fact that the global ConsumeFuel option is set to false?
     
  15. ConsumeFuel will only apply to activated light types.
     
  16. Is there going to be support for TunaCan wall lamps? Thanks.
     
  17. Failed to call hook 'OnServerInitialized' on plugin 'NightLantern v2.0.4' (NullReferenceException: Object reference not set to an instance of an object)
     
  18. Wulf

    Wulf Community Admin

    Please check your oxide/logs for the full error.
     
  19. looks like update may have broken this one?