Like in title, in multiplayer mode spikelog barricades are instantly disappearing when placed, and error popup in console window about bugged line #28 in file HCBarricadeAction.lua. They do exist tho, cause after placing invisible wall is created (zombies are attacking it too) and dead zombie body texture on the floor (cannot grab it, I suppose it's bug related). In single player mode mod is working fine. Here's the code (all file), maybe someone had same issue before. Thank you in advance for any help / suggestions and sorry if I misplaced my post, I'm new around. http://s13.postimg.org/hi6okyehz/zombo.jpg [spoiler] [code] require "TimedActions/ISBaseTimedAction" ISAddBarricadeAction = ISBaseTimedAction:derive("ISAddBarricadeAction"); function ISAddBarricadeAction:isValid() return true; end function ISAddBarricadeAction:update() self.item:setJobDelta(self:getJobDelta()); end function ISAddBarricadeAction:start() self.item:setJobType("placeBarricade"); self.item:setJobDelta(0.0); end function ISAddBarricadeAction:stop() ISBaseTimedAction.stop(self); self.item:setJobDelta(0.0); end function ISAddBarricadeAction:perform() self.item:getContainer():setDrawDirty(true); self.item:setJobDelta(0.0); self.character:getInventory():Remove("HCLogbarrier"); if isClient() then local args = {x = self.sq:getX(), y = self.sq.getY(), z = self.sq.getZ(), sprite = self.sprite}; sendClientCommand(self.character, 'Hydrocraft', 'placeBarricade', args); else HCPlaceItem.placeBarricade(self.sq, self.sprite); end ISBaseTimedAction.perform(self); end function ISAddBarricadeAction:new(character, sq, item, sprite, time) local o = {}; setmetatable(o, self); self.__index = self; o.character = character; o.item = item; o.stopOnWalk = true; o.stopOnRun = true; o.maxTime = time; o.sprite = sprite; o.sq = sq; return o; end [/code] [/spoiler]