Laminin
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It should look something like this, where the console command is the left option and the right option is a chat message: "List of rewards the player receives based on level": { "1": { "List of commands and chat messages that the player receives when reaching the specified level [Left = command. Right = Private message to player]. {id} = steam ID. {name} == name.": { "o.grant user {id} permission": "You've gained a permission!", "o.grant user {id} permission2": null }, "List of commands that are fired off when the player data is reset": [ "o.revoke user {id} permission", "o.revoke user {id} permission2" ] }, "5": { "List of commands and chat messages that the player receives when reaching the specified level [Left = command. Right = Private message to player]. {id} = steam ID. {name} == name.": { "o.grant user {id} cooking.level5": null, "deposit {id} 100": "You have received $100 and free boxes for leveling! Use /box to open them!", "givecase {id} 1 1": null }, "List of commands that are fired off when the player data is reset": [ "o.revoke user {id} cooking.level5" ] } } The number represents the level.
- 957 comments
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- 1
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- #leveling
- #progression
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Yeah, that made the map usable while a notification is active. Thanks again.
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Will do when I'm home from work, thank you very much! Yup worked perfect. Thank you for this plugin, honestly made my notifications so much cleaner.
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Laminin started following Map unusable while a notification is active
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Not sure if you're aware of this or not, but while a notification is active in the top right the map becomes unusable. You can zoom in and out but are unable to actually move it no matter where you're clicking and dragging. Sucks when you're using the notification system for something like skill tree and you're getting a ton of crafting refunds as the stream of notifications is pretty constant.
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Laminin started following Ultimate RCON and Trading Platform
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- 123 comments
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- 957 comments
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- #leveling
- #progression
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Quick question before purchase, would player permissions take the highest value if a player were to have multiple permissions? Example: "Player Permissions": { "powermodifier.large1": { "Sets the Max Generation OutPut for Wind Mills (Default is 100)": 250, "Overrides target speed for Wind Mills (Default is 0)": 0.0, "Sets the Max Generation OutPut for Solar Panels (Default is 20)": 20, "Sets the Max Generation OutPut for Test Gens (Default is 8)": 8, "Large Battery Settings": { "MaxOutput": 110, "Efficiency": 0.8, "MaxCapacitySeconds": 1440000 }, "Medium Battery Settings": { "MaxOutput": 50, "Efficiency": 0.8, "MaxCapacitySeconds": 540000 }, "Small Battery Settings": { "MaxOutput": 10, "Efficiency": 0.8, "MaxCapacitySeconds": 9000 }, "Fuel Generator Settings": { "StackSize": 1000, "OutputEnergy": 35, "FuelPerSec": 1.0 }, "Tesla Coil Trap Settings": { "SetHealth": 250.0, "PowerToDamageRatio": 2.0, "DischargeTickRate": 0.25, "MaxDischargeSelfDamageSeconds": 120.0, "MaxDamageOutput": 35.0, "PowerForHeavyShorting": 10 }, "Electrical Heater Settings": { "FadeDuration": 1.0, "HeatAmount": 5.0 } } }, "Player Permissions": { "powermodifier.med1": { "Sets the Max Generation OutPut for Wind Mills (Default is 100)": 250, "Overrides target speed for Wind Mills (Default is 0)": 0.0, "Sets the Max Generation OutPut for Solar Panels (Default is 20)": 20, "Sets the Max Generation OutPut for Test Gens (Default is 8)": 8, "Large Battery Settings": { "MaxOutput": 100, "Efficiency": 0.8, "MaxCapacitySeconds": 1440000 }, "Medium Battery Settings": { "MaxOutput": 60, "Efficiency": 0.8, "MaxCapacitySeconds": 540000 }, "Small Battery Settings": { "MaxOutput": 10, "Efficiency": 0.8, "MaxCapacitySeconds": 9000 }, "Fuel Generator Settings": { "StackSize": 1000, "OutputEnergy": 35, "FuelPerSec": 1.0 }, "Tesla Coil Trap Settings": { "SetHealth": 250.0, "PowerToDamageRatio": 2.0, "DischargeTickRate": 0.25, "MaxDischargeSelfDamageSeconds": 120.0, "MaxDamageOutput": 35.0, "PowerForHeavyShorting": 10 }, "Electrical Heater Settings": { "FadeDuration": 1.0, "HeatAmount": 5.0 } } } Would a player with both powermodifier.med1 and powermodifier.large1 gain the the large battery output of 110 and medium battery output of 60?
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Hey I know you're busy but players reporting that the instant gathering for mining and skinning aren't working properly. The node will instantly get mined/skinned but they won't receive the full resources for what's left of the node. Also any way to add a daily limit to the amount of XP gained from building? Kind of like how the rested XP works but resets at a set interval before being able to gain building XP again. Enabling building XP isn't recommended in it's current form as it's abusable with stability enabled.
- 957 comments
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- #leveling
- #progression
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- 342 comments
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- #abilities
- #boss
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Just future feature suggestions for your consideration: The ability to mix and match base set stats, I believe this was suggested before and you mentioned it'd require a plugin rewrite. If possible maybe just add each base stat as it's own set bonus? Not sure if possible. Increased HP set bonus, again not sure if possible Increased XP for skill tree set bonus would be nice Increased explosive damage set bonus for raidable bases Scavenger's Luck, much like miner/woodcutter/fishing but on loot/barrel kill Small Bug with raidable bases happens when it tries to add epicloot items into boxes, sometimes it'll spawn some of them, other times it errors immediately and doesn't spawn any for that base. Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.EpicLoot+<OnRaidableBaseStarted>c__AnonStorey14.<>m__0 () [0x000fb] in <7ac54d2a7f2249cf9272057aa63e4a02>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0
- 205 comments
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- #enhanced
- #custom loot
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(and 7 more)
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I understand this already, betternpc's are just heavy scientists skinned. I've created a monument tier system in which some monuments npcs are easier than others, but they're all essentially heavy scientists. My problem is if I set heavys to only spawn easy and medium raids then theres really no way to trigger a hard+ raid. And if I set heavies to spawn any raid then you get some dude with a bow defending against a nightmare raid. If each raid tier had a permission then I could assign it to the player upon level up with skill tree.