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  1. Past hour
  2. Your config looks good, I tested on my test server with your config and it works fine. So something else is causing your issue, another plugin is probably conflicting with the loot spawn process. I have a test version for you to try to see if it resolves your issue. Please can you join my Discord and hit me up on a message and we can discuss and troubleshoot.
  3. Mbesailor

    Techtree

    Morning, was wondering how it interacts with Craftmenu? Also, lets say i set up a new node area, but only want VIP weaponsmiths to have access to that. Is that possible?
  4. This is why i said it wasnt very important, ty
  5. For one offs or weird stuff just hit me up on my Discord if you like
  6. Today
  7. so this is what i would like to see i have quickly made just the one door and hooked it to the grass plots the button is just a prop and will have a sign above it with an image etc! but the idea is to utilise the lobby better! https://rustybangers.uk/assets/img/doors.mp4 add me on Discord fiddl31985
  8. Khaled

    Weapon Control

    Hi ALiEN JiM, Thank you for the detailed report you’re absolutely right. At the moment, the plugin applies its ammo capacity logic whenever a weapon is equipped, which can override additional ammo provided by extended magazines, SkillTree perks, or other plugins. In setups like yours where ammo is already handled elsewhere, this behavior is understandably undesirable. To address this, I’ll be adding an option to completely disable the ammo capacity system. When disabled, the plugin will no longer modify weapon ammo or magazine capacity at all, allowing external systems to function without interference while still keeping all damage-related features active. This option will be available in an upcoming update, and once enabled, the plugin will not touch ammo values in any situation. Thank you again for bringing this up feedback like this helps improve compatibility and overall server experience. Best regards, Khaled
  9. The_Kiiiing

    Проблема

    Unfortunately I am unable to reproduce your problem. There is probably a conflict with another plugin. When I test the plugin on my server everything works as expected. Are you using any plugins or custom plugins that might use the event owner api?
  10. The_Kiiiing

    Stack Sizes

    The plugin attempts to import old data files. If you previously used version 1 with stack size configuration enabled, this might be the problem. Make sure there is no Loottable folder in your oxide/data folder.
  11. ProjektEU

    error

    12:11:08 Exception while calling NextTick callback (KeyNotFoundException: The given key 'Hitbar_fill_blue' was not present in the dictionary.) at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <f98723dd4586469db5213ec59da723ca>:0 at Oxide.Plugins.AdvancedHitBar+<>c__DisplayClass36_0.<OnEntityTakeDamage>b__0 () [0x003ce] in <6a8600893b31452d8f73e510ab7ef09c>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <112d89ea5d3348c8b949af0ab1a866d2>:0
  12. Then it is almost certainly caused by stacking plugin that you are using. Keep in mind that this plugin is not intended to be used in combination with other stacking plugins.
  13. The_Kiiiing

    Category Limit

    Categories can be used to create a pool of items and the plugin picks the configured amount from that pool. For example you create a category that contains only components, then you set the amount to 2. That way you can make sure every crate contains exactly 2 random component items.
  14. The_Kiiiing

    Plugine doest work

    Are you getting any errors in the console?
  15. Changed Status from Pending to Closed
  16. I added it to my to-do list, but this has very low priority as it is only a very minimal feature and does not impact the funtionality of the plugin at all.
  17. This plugin uses the OnEntityKill hook to determine when an entity is destroyed. It is possible that the IQGradeRemove pluign does not call this hook and therefore the entities are still counted
  18. Nambo1641

    Loot Manager

    Hello, I have a question. You're saying I create a preset in Loot Manager, give it a name, and then use that name to correspond to line 896? For example: Chinook_crate. I add the loot I want via LootManager. And line 896 would read: "LootManager Preset": "Chinook_crate" Is that correct? Thank you for your help.
  19. DickyRTR

    Roaming NPCs

    Any progress on this @walkinrey
  20. Yes because its custom! and time it takes to create this! Worth every penny! Not to mention the coding is very good! Light weight design! Its a very good system and is the best I have seen for a creative build server!
  21. Okay, I'll add that to my list. Thanks for the suggestion for improvement
  22. ill run it over again for the language files and for double rewards a extra field for the notifications since you are giving a certain amount of eco and SR both ?
  23. moulinch

    Fuel Monitor

    Thank you for the detailed reply! For now, the points I mentioned earlier are the only ones I have, so thanks a lot for taking them into account. I’m really looking forward to seeing them implemented in future updates. Keep up the great work, and thanks again!
  24. ProjektEU

    inventory of full

    I solved it for now by just making 2 kits out of 1 kit, but it just says I have a full inventory.
  25. ProjektEU

    inventory of full

    Everything worked normally and then suddenly it stopped working because the player doesn't have enough space in the inventory, but when he takes the kit, he has enough space
  26. I already did this and as I said before, without RoamingNPCs constantly calling "IsDeployableNature" everythink is fine.
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