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Butters

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  1. Butters

    Chinook bugged?

    Flys back and forth above the crashsite but doesnt drop guys
  2. Just wondering whereabouts we can edit the positioning of the Upkeep and Protection Buttons. I just need to move them up a tiny bit to play nice with the BetterTC plugin buttons. Cheers
  3. I have a semi fix. Replace; private void OnEntityBuilt(Planner plan, GameObject go) { if (plan == null || go?.name == "assets/prefabs/deployable/tool cupboard/cupboard.tool.deployed.prefab") return; BuildingPrivlidge priv = plan.GetBuildingPrivilege(); if (priv != null) { With; private void OnEntityBuilt(Planner plan, GameObject go) { if (plan == null || go?.name == "assets/prefabs/deployable/tool cupboard/cupboard.tool.deployed.prefab" || go?.name == "assets/prefabs/deployable/tool cupboard/retro/cupboard.tool.retro.deployed.prefab" ) return; BuildingPrivlidge priv = plan.GetBuildingPrivilege(); if (priv != null) { In the RaidProtection.cs file. This only half fixes it though, it'll allow the new tc they've added to function but the Upkeep and Protection UI buttons will be missing from its inventory for some reason. BUT if you have a plugin like BetterTC which allows you to switch between the vanilla tc and new tc model then you can switch to the vanilla one, add protection then switch back to the new model and your base is safe. The Upkeep and Protection UI buttons only seem to like the vanilla tc for some reason. (Shoutout to Mabel for helping me get this far, hopefully a proper fix can get implemented soon)
  4. I have a semi fix. Replace; private void OnEntityBuilt(Planner plan, GameObject go) { if (plan == null || go?.name == "assets/prefabs/deployable/tool cupboard/cupboard.tool.deployed.prefab") return; BuildingPrivlidge priv = plan.GetBuildingPrivilege(); if (priv != null) { With; private void OnEntityBuilt(Planner plan, GameObject go) { if (plan == null || go?.name == "assets/prefabs/deployable/tool cupboard/cupboard.tool.deployed.prefab" || go?.name == "assets/prefabs/deployable/tool cupboard/retro/cupboard.tool.retro.deployed.prefab" ) return; BuildingPrivlidge priv = plan.GetBuildingPrivilege(); if (priv != null) { In the RaidProtection.cs file. This only half fixes it though, it'll allow the new tc they've added to function but the Upkeep and Protection UI buttons will be missing from its inventory for some reason. BUT if you have a plugin like BetterTC which allows you to switch between the vanilla tc and new tc model then you can switch to the vanilla one, add protection then switch back to the new model and your base is safe. The Upkeep and Protection UI buttons only seem to like the vanilla tc for some reason. (Shoutout to Mabel for helping me get this far, hopefully a proper fix can get implemented soon)
  5. Butters

    DLC Skins Permission

    Okay so I can get it to upgrade to adobe, brick etc if I click the tiny spray can on the top right but the upgrade button itself says locked and gives a permission error in the chat?
  6. Butters

    DLC Skins Permission

    bettertc.upskin permission also apparently doesnt exist?
  7. Butters

    DLC Skins Permission

    Can't seem to work out which permission grants access to adobe, brick etc. I've updated and can see them there I just cant seem to remove the red padlock on them
  8. TciEventsCrane - Failed to compile: 'BaseHelicopter' does not contain a definition for 'maxCratesToSpawn' and no accessible extension method 'maxCratesToSpawn' accepting a first argument of type 'BaseHelicopter' could be found (are you missing a using directive or an assembly reference?) | Line: 130, Pos: 62
  9. One of the last updates from facepunch messed with monument ids changing them making them vanish from the map thanks facepunch Trainyards Definity affected, not sure what else but when you go in map the area is just empty with holes in the ground from the alphas
  10. Just Loot Table UI v1.0.31, potatos were set to yield 1x potato and 3x seed. I've just set it to use vanilla so will see if it fixes
  11. { "Settings": { "Disable autofarm placement by default /autofarm": false, "How many slots in seed container": 1, "How many slots in output container": 6, "Add sprinkler to planter": false, "How far can sprinkler water": 1.0, "Add storage adapters": false, "Sprinkler needs water hookup to work": false, "Large Box Sprinkler On Soil Saturation Level": 5100, "Large Box Sprinkler OFF Soil Saturation Level": 6000, "Small Box Sprinkler On Soil Saturation Level": 1650, "Small Box Sprinkler OFF Soil Saturation Level": 1750, "Enable for use in plugins that require CallHookOnCollectiblePickup": true, "Enable weed pick from Ganja plugin": true, "Allowed seed itemID's and multiplier amount to get on auto gather": { "803954639": 1, "998894949": 1, "1911552868": 1, "-1776128552": 1, "-237809779": 1, "-2084071424": 1, "-1511285251": 1, "830839496": 1, "-992286106": 1, "-520133715": 1, "838831151": 1, "-778875547": 1, "-1305326964": 1, "-886280491": 1, "1512054436": 1, "1898094925": 1, "2133269020": 1, "1533551194": 1, "390728933": 1 }, "Permission needed to place autofarms": { "autofarm.allow": 50, "autofarm.vip": 100 } }, "Version": { "Major": 1, "Minor": 5, "Patch": 2 } }
  12. Just noticed if I put 9 potato seeds into the stash on the planter and let it grow it gives back 300 potatos? anyway to turn this down?
  13. Hey just curious how we get the furnaces that spell out DOOM to be turned on? Cheers!
  14. Plugin compiles and runs no issues but no bosses seem to spawn? Was working til this latest update/wipe. Tried deleting the config and restarting it but still no luck
  15. deleted the .cs, repasted it now its compiling fine..? I just updated it the other day as well so thats got me confused
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