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- #dome
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Changed Status from Pending to Closed Changed Fixed In to 1.0.2
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Hello, sorry for the late reply. The installation instructions are available either in the description or inside the downloaded zip file. You can also get help from the plugin guide.
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Changed Status from Not a Bug to Closed
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Changed Status from Pending to Not a Bug Changed Fixed In to 2.3.6
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Changed Status from Not a Bug to Closed
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Changed Status from Pending to Not a Bug Changed Fixed In to 2.3.6
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My suggestion is that instead of modifying the shop, you should adjust the other configs that use the Economics plugin. This shop contains nearly a thousand items, so changing the RP values one by one would take days. Also, bulk editing is not really an option, as it would break the shop’s balance, for example if it were done using AI or automated tools. Another option would be to disable Economics in the shop config and run it with a different currency using the Server Rewards plugin instead. The decision is yours.
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Hi there! I will deploy a fix for this asap! Im sorry for the downtime i have been absent for a bit.
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- #blackmarket
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Thanks. Yeah what i see, ehm dont see in manager they are gone at all .... but thanks for help. I know for future now ...
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- #boat
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i got it thank you lol
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I have an issue with my economic points being to large for the cost of config. I need about 10 to 20x amounts. Since I use economics for different things this makes it very hard to do. Unless there is a way to change the rate?
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Perhaps, a reload and it was clean, who knows lol Thanks for looking. c.reload SkillTree Unloaded plugin Skill Tree v1.7.7 by imthenewguy [SkillTree] Automatically Harmony patched 'Shield.ServerSideAttack_Patch3' (Shield_Patch) method [AfterPluginInit]. [SkillTree] Automatically Harmony patched 'MetalDetectorSource.CreateFlag_Patch3' (Item_SplitItem_Patch) method [AfterPluginInit]. [SkillTree] Automatically Harmony patched 'MetalDetectorFlag.OnFullyDug_Patch3' (OnFullyDug_Patch) method [AfterPluginInit]. [SkillTree] Automatically Harmony patched 'BaseFishingRod.Server_RequestCast_Patch5' (FishingRod_Cast_Patch) method [AfterPluginInit]. [SkillTree] Automatically Harmony patched 'Recycler.StopRecycling_Patch3' (StopRecycling_Patch) method [AfterPluginInit]. [SkillTree] Automatically Harmony patched 'BasePlayer.RadiationProtection_Patch3' (RadiationProtection_Patch) method [AfterPluginInit]. [SkillTree] Automatically Harmony patched 'ItemModContainerArmorSlot.CreateForPlayer_Patch3' (ItemModContainerArmorSlot_Patch) method [AfterPluginInit]. Loaded plugin Skill Tree v1.7.7 by imthenewguy [1551ms] [Skill Tree] Blueprint count: 627 [Skill Tree] Spawned: workbench1.deployed [Skill Tree] Spawned: workbench2.deployed [Skill Tree] Spawned: workbench3.deployed [Skill Tree] Loading 9 images into ImageLibrary [Skill Tree] Loaded all images for SkillTree. [Skill Tree] Tracking 0 required nodes.
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- #leveling
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You can either add the item to your shop, or use the Extra Gather Bonuses plugin to grant items when gathering resources. https://umod.org/plugins/extra-gather-bonuses ex { "Shortname": "fertilizer", "Amount min": 1, "Amount max": 5, "Skin": 3675820909, "Display name": "Mushroom mycelium", "Chance": 10 }
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- #leveling
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- 8 comments
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I need a lot more information than that to assist.
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hq metal burning doesn't stop when output full
Kleementin replied to Kleementin's Support Report in Support
I know. But can you give us an option that stops the process when no more ore can be smelted due to the full output? This is only a waste of time and wood. -
Putting wood stack in furnace leaves wood behind/generates wood
Kleementin replied to Kleementin's Support Report in Support
Wrong thread! I dont have the video anymore. This was last October. -
Putting wood stack in furnace leaves wood behind/generates wood
Kleementin replied to Kleementin's Support Report in Support
Wasnt a video. It was a pic. Here you can see the wood is still burning even though no more ore can be melted due to the full output. -
No, I understood your problem and just answered about the radius of the turrets, because the plugin does not control them at the moment. The plugin is currently checking the number of turrets in a given building, there may be many nuances, so you need to fix this with a careful and thoughtful solution so as not to get even more problems.
