Why is "Repopulating loot" containers only during restart? new crates and barrels appear with the default multiplier of loot.
Simple Loot
Set multipliers for any item of your choosing!
Total Downloads: 5,019 - First Release: Oct 10, 2017 - Last Update: Dec 8, 2017
- 5/5, 12 likes
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Code:
17:00 [Error] Failed to call hook 'OnEntitySpawned' on plugin 'SimpleLoot v1.0.4' (NullReferenceException: Object reference not set to an instance of an object) 17:00 [Stacktrace] at Oxide.Plugins.SimpleLoot.OnEntitySpawned (.BaseNetworkable entity) [0x00000] in <filename unknown>:0 at Oxide.Plugins.SimpleLoot.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00000] in <filename unknown>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00000] in <filename unknown>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00000] in <filename unknown>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00000] in <filename unknown>:0
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ist only if fresh restarted on my Server . i hac to reloead manually and than ist fine.
pls fix that- so i dont have to reload after x restart
bets regards -
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just after restart the server
Code:Compilation error: (OutOfMemoryException: Out of memory) Compilation error: (OutOfMemoryException: Out of memory) at (wrapper managed-to-native) object:__icall_wrapper_mono_array_new_specific (intptr,int) at System.IO.MemoryStream.ToArray () [0x00000] in <filename unknown>:0 at ObjectStream.IO.ObjectStreamWrapper`2[ObjectStream.Data.CompilerMessage,ObjectStream.Data.CompilerMessage].Serialize (ObjectStream.Data.CompilerMessage obj) [0x00000] in <filename unknown>:0 at ObjectStream.IO.ObjectStreamWrapper`2[ObjectStream.Data.CompilerMessage,ObjectStream.Data.CompilerMessage].WriteObject (ObjectStream.Data.CompilerMessage obj) [0x00000] in <filename unknown>:0 at ObjectStream.ObjectStreamConnection`2[ObjectStream.Data.CompilerMessage,ObjectStream.Data.CompilerMessage].WriteStream () [0x00000] in <filename unknown>:0 at ObjectStream.Threading.Worker.DoWorkImpl (System.Object oAction) [0x00000] in <filename unknown>:0 at (wrapper managed-to-native) object:__icall_wrapper_mono_array_new_specific (intptr,int) at System.IO.MemoryStream.ToArray () [0x00000] in <filename unknown>:0 at ObjectStream.IO.ObjectStreamWrapper`2[ObjectStream.Data.CompilerMessage,ObjectStream.Data.CompilerMessage].Serialize (ObjectStream.Data.CompilerMessage obj) [0x00000] in <filename unknown>:0 at ObjectStream.IO.ObjectStreamWrapper`2[ObjectStream.Data.CompilerMessage,ObjectStream.Data.CompilerMessage].WriteObject (ObjectStream.Data.CompilerMessage obj) [0x00000] in <filename unknown>:0 at ObjectStream.ObjectStreamConnection`2[ObjectStream.Data.CompilerMessage,ObjectStream.Data.CompilerMessage].WriteStream () [0x00000] in <filename unknown>:0 at ObjectStream.Threading.Worker.DoWorkImpl (System.Object oAction) [0x00000] in <filename unknown>:0
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Code:
Load requested for plugin which is already loading: SimpleLoot SimpleLoot was compiled successfully in 1797ms Failed to call hook 'OnServerInitialized' on plugin 'SimpleLoot v1.0.4' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Core.Configuration.DynamicConfigFile.Get (System.String[] path) [0x00000] in <filename unknown>:0 at Oxide.Plugins.SimpleLoot+Configuration.GetConfig[Dictionary`2] (System.Collections.Generic.Dictionary`2& variable, System.String[] path) [0x00000] in <filename unknown>:0 at Oxide.Plugins.SimpleLoot+Configuration..ctor () [0x00000] in <filename unknown>:0 at Oxide.Plugins.SimpleLoot.OnServerInitialized () [0x00000] in <filename unknown>:0 at Oxide.Plugins.SimpleLoot.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00000] in <filename unknown>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00000] in <filename unknown>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00000] in <filename unknown>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00000] in <filename unknown>:0
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FIX IT BY :
i just removed the Data folder , and config file ,, and the plugin .. then re-upload it again
byt why this happen ?? -
that error from simple loot i think we all get it
I have no idea why but it can spam my cmd window loads of times
But i just do oxide.reload SimpleLoot and its seems to be fine.
No idea if it is though - i just presume. -
i just downloaded this mod for the first time so i could increase the scrape only, and I'm getting this error
(21:20:33) | at Oxide.Plugins.SimpleLoot.OnEntitySpawned (.BaseNetworkable entity) [0x00000] in <filename unknown>:0
at Oxide.Plugins.SimpleLoot.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00000] in <filename unknown>:0
at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00000] in <filename unknown>:0
at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00000] in <filename unknown>:0
at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00000] in <filename unknown>:0
so i type in oxide.reload SimpleLoot then the game crashes every time i reload it
any advice? -
still spamming my console when restart the server
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this plugin just crash my server and won't startup until i delete the plugin .
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Could anyone please fix the code? I have to reload this plugin every 30 minutes to actualize number of components after respawn of pile thrashes and it causes (likely) multiplying of entities resulting in 260k of entities for 4 days of running an empty server with x2 and ~5 players.
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I ran this on my little server without issue. I suspect it could be an interaction with another mod that is causing issues. it uses OnEntitySpawned. That could be used by other mods causing collisions if they are processing lootContainer.inventory.itemList
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Each reload of the plugin increase suth things as assets/prefabs/tools/planner/planner.prefab and assets/prefabs/food/small water bottle/smallwaterbottle.entity.prefab geometrically (wasting entity limit). On the other hand multipliers do not apply on fresh respawned piles and we need to reload the plugin once in a while. As it was mentioned in the previous messages, by default this plugin multiply components only on restart (what's more with errors) and does not work any further.
P.S.: I turned off other plugins and watched entities doubled each time I reloaded SimpleLoot plugin. In a couple of days entity quantity exceeds half a limit. Dear developers, please look into the matter. -
Sorry, it seems I had notifications for this thread disabled. Currently I'm working on fixing the above issues. I'm trying to figure out why loot is set back to vanilla, it seems if a container doesn't spawn the loot naturally repopulates over time, which means I need to also hook when they're refreshed instead of just OnEntitySpawned. As for the NRE, I'm looking into more null checks currently. Additionally, thanks to Ernn and Maxaki for supporting the plugin's development.
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Kappasaurus updated Simple Loot with a new update entry:
1.0.5
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Kappasaurus updated Simple Loot with a new update entry:
1.0.6
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Kappasaurus, thanks a lot! We will test.
[DOUBLEPOST=1511643184][/DOUBLEPOST]Removed the old version (data file, config, plugin), uploaded the last. Set multipliers. Reloaded plugin. It worked. 10-15 minutes later when loot piles respawned I found that multipliers did not apply again. I reloaded the plugin once again - it works yet (will check it after a while). But each time I reload it entity number grows. -
Yes, multipliers get reset now after each spawn interation and one needs to reload the plugin again and again.
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