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XianSeho

Posted

before i buy this is there a player command that will allow them to toggle on/ off gathering or seeing the ingredients?

imthenewguy

Posted

1 hour ago, XianSeho said:

before i buy this is there a player command that will allow them to toggle on/ off gathering or seeing the ingredients?

Ahh that was one option I forgot to add to the menu.

Just added it; will  be in the next release.

 

 

image.png

XianSeho

Posted

If i wanted thing to drop like 10% of the time how would i set it?  like this? or do i set it somewhere else in another section? i gutted 1000 fish and cut down a ton of trees and got nothing?  Also the recipes do not seem to be dropping?

    "Drop sources": {
      "Default": 10.1,
      "AnyTree": 10.1,
      "ArcticTree": 10.1,
      "DesertTree": 10.1,
      "TemperateTree": 10.1,
      "TundraTree": 10.1,

 

imthenewguy

Posted

28 minutes ago, XianSeho said:

If i wanted thing to drop like 10% of the time how would i set it?  like this? or do i set it somewhere else in another section? i gutted 1000 fish and cut down a ton of trees and got nothing?  Also the recipes do not seem to be dropping?

    "Drop sources": {
      "Default": 10.1,
      "AnyTree": 10.1,
      "ArcticTree": 10.1,
      "DesertTree": 10.1,
      "TemperateTree": 10.1,
      "TundraTree": 10.1,

 

Have you assigned all of the permissions?

The drop sources I would need to check when I get home.

XianSeho

Posted

yes all permissions assigned,  just need to know how to make the drop rate 10%?  would it be "AnyTree"  10.0 or "AnyTree" 0.10 or "AnyTree" 0.01?  just need to know how the percentage numbers work in this section?   and how to make the drop rate on the recipes work?

imthenewguy

Posted (edited)

Ingredients use a float system. 1.0 would represent a 100% chance to drop ingredients, while 0.05 would represent a 5% drop chance.

The drop chance for the recipes are based out of 100, so 3.0 would be 3%, 15.0 would be 15% etc.

 

Edited by imthenewguy
ClumsyZombie

Posted (edited)

Everything is all good sorry 

Edited by ClumsyZombie
tigerbaby

Posted

Hello!

Can i ask, in the cooking plugin is already fixed that problem to you can set minimum sell price '1' to products ? I mean. If i set 0,30 € (30 cent) than broken the plugin.  (to sell 1 money / corn for example is too much. players do 1 day hell of money )

 

ChardaZAR

Posted

How can I increase the drop % on player grown plants and crops?
I'm getting very small returns when harvesting corn and pumpkins when I grow them in my own planters

Vincie1992

Posted

I WOULD LOVE TO HAVE THE SKIN ID FROM THAT LOCKER!!!! cant find it on steam 😞
AMAZING PLUGIN BTW REALLY LOVE IT!!!! 

Vincie1992

Posted

Ohw and for some reason i cant add an market NPC? 😞

imthenewguy

Posted

25 minutes ago, Vincie1992 said:

Ohw and for some reason i cant add an market NPC? 😞

What happens when you try to add a market NPC?

Vincie1992

Posted

I noticed i forget a perms for it... but now when i place it it stays there for 5 seconds and then its gone again.. 

imthenewguy

Posted

5 hours ago, Vincie1992 said:

I noticed i forget a perms for it... but now when i place it it stays there for 5 seconds and then its gone again.. 

You have another plugin on your server messing with it.

Dead Nasty

Posted

Getting this in console: 

Failed to call hook 'OnDispenserBonus' on plugin 'Cooking v2.0.4' (NullReferenceException: Object reference not set to an instance of an object.)

at Oxide.Plugins.Cooking.HandleDispenserDrops (ResourceDispenser dispenser, BasePlayer player, System.Boolean finalHit, Oxide.Plugins.Cooking+BuffManager buffManager, System.Single modifier) [0x001e2] in <89179951a3a7459f82a10a3f50e0da1f>:0

at Oxide.Plugins.Cooking.HandleDispenserGather (ResourceDispenser dispenser, BasePlayer player, Item item, System.Boolean finalHit) [0x0003c] in <89179951a3a7459f82a10a3f50e0da1f>:0

at Oxide.Plugins.Cooking.OnDispenserBonus (ResourceDispenser dispenser, BasePlayer player, Item item) [0x00000] in <89179951a3a7459f82a10a3f50e0da1f>:0

at Oxide.Plugins.Cooking.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x03cdc] in <89179951a3a7459f82a10a3f50e0da1f>:0

at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <e3740cd7ab6f40909737d74eeeaf1a8a>:0

at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <032ab7611607468ebf42c14e3cf9df20>:0

at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <032ab7611607468ebf42c14e3cf9df20>:0

 

puddingking130

Posted

Hello, 

Do we have to delete our config for the latest update today? the UI is jacked up now... The ingredients say "UIIngredientCount" on everything

 

puddingking130

Posted (edited)

22 minutes ago, puddingking130 said:

Hello, 

Do we have to delete our config for the latest update today? the UI is jacked up now... The ingredients say "UIIngredientCount" on everything

 

NM, the config has to be redone

Edited by puddingking130
Malkizid

Posted (edited)

Hi @imthenewguy  would it be possible to add /removemarketnpcall   or some such feature in your next update?

As each time we wipe every two weeks if I forget to remove them before wipe, they are all floating around the map on a new wipe.
So a command would be really nice! So we don't have to go into the data folder and edit them out.

Otherwise all good and many thanks for the awesome plugins!

Edited by Malkizid
imthenewguy

Posted

1 hour ago, Malkizid said:

Hi @imthenewguy  would it be possible to add /removemarketnpcall   or some such feature in your next update?

As each time we wipe every two weeks if I forget to remove them before wipe, they are all floating around the map on a new wipe.
So a command would be really nice! So we don't have to go into the data folder and edit them out.

Otherwise all good and many thanks for the awesome plugins!

Use /removeallmarketnpcs

I will add a config option to automatically wipe them on a new save.

  • Like 1
Malkizid

Posted (edited)

19 minutes ago, imthenewguy said:

Use /removeallmarketnpcs

I will add a config option to automatically wipe them on a new save.

Thank you very much, sorry I had to ask as this command is not anywhere in the documentation.

Edit: The provided command doesn't seem to function, however the config option would be greatly appreciated!

Edited by Malkizid
h4tchery

Posted

Hi,

there is a compatibility issue with Backpacks. When a player opens the ingredient bag while they are looting their backpack, the ingredient bag’s loot panel uses the backpack’s capacity. No items were lost or otherwise affected.

As a dirty hotfix, I added a delay to opening the ingredient bag when the player was looting anything.

Regards

  • Like 1
puddingking130

Posted

Hello,

Anytime I make a change to the config, like changing a recipe the config gets corrupted on reload. I have to delete it and allow the plugin to load a default config. 

imthenewguy

Posted

5 hours ago, puddingking130 said:

Hello,

Anytime I make a change to the config, like changing a recipe the config gets corrupted on reload. I have to delete it and allow the plugin to load a default config. 

It means you aren't correctly adjusting the json file. Run it through a json parser to check if it's valid before you save it. Also ensure you use the correct capitalization where applicable.

puddingking130

Posted

30 minutes ago, imthenewguy said:

It means you aren't correctly adjusting the json file. Run it through a json parser to check if it's valid before you save it. Also ensure you use the correct capitalization where applicable.

All i did was remove the egg ingredient at the bottom of the ingredient list like such:

original:
        }
      },
      "hemp brownie": {
        "enabled": true,
        "shortname": "fish.cooked",
        "skin": 2579578852,
        "description": "I am starting to feel a bit weird...",
        "duration": 30,
        "buffs": {
          "Cold_Resist": 1.0
        },
        "Commands to run when the player consumes the food [key = command, value = description]": null,
        "Commands to run when the food buff expires": null,
        "persistThroughDeath": false,
        "cookTime": 15.0,
        "useCooldown": 0.0,
        "permissionToCook": null,
        "dropWeight": 100,
        "Ingredients for meal": {
          "flour": 2,
          "chocolate bar": 3,
          "hemp clone": 4,
          "sugar": 3,
          "animal fat": 3,
          "egg": 2
        }
      },

Modified:

        }
      },
      "hemp brownie": {
        "enabled": true,
        "shortname": "fish.cooked",
        "skin": 2579578852,
        "description": "I am starting to feel a bit weird...",
        "duration": 30,
        "buffs": {
          "Cold_Resist": 1.0
        },
        "Commands to run when the player consumes the food [key = command, value = description]": null,
        "Commands to run when the food buff expires": null,
        "persistThroughDeath": false,
        "cookTime": 15.0,
        "useCooldown": 0.0,
        "permissionToCook": null,
        "dropWeight": 100,
        "Ingredients for meal": {
          "flour": 2,
          "chocolate bar": 3,
          "hemp clone": 4,
          "sugar": 3,
          "animal fat": 3
        }
      },

This keeps the config from reloading, upon reloading, it just writes the new config on top of the old one. I went back two versions, removed the egg just as I di here, loaded fine

puddingking130

Posted

1 hour ago, puddingking130 said:

All i did was remove the egg ingredient at the bottom of the ingredient list like such:

original:
        }
      },
      "hemp brownie": {
        "enabled": true,
        "shortname": "fish.cooked",
        "skin": 2579578852,
        "description": "I am starting to feel a bit weird...",
        "duration": 30,
        "buffs": {
          "Cold_Resist": 1.0
        },
        "Commands to run when the player consumes the food [key = command, value = description]": null,
        "Commands to run when the food buff expires": null,
        "persistThroughDeath": false,
        "cookTime": 15.0,
        "useCooldown": 0.0,
        "permissionToCook": null,
        "dropWeight": 100,
        "Ingredients for meal": {
          "flour": 2,
          "chocolate bar": 3,
          "hemp clone": 4,
          "sugar": 3,
          "animal fat": 3,
          "egg": 2
        }
      },

Modified:

        }
      },
      "hemp brownie": {
        "enabled": true,
        "shortname": "fish.cooked",
        "skin": 2579578852,
        "description": "I am starting to feel a bit weird...",
        "duration": 30,
        "buffs": {
          "Cold_Resist": 1.0
        },
        "Commands to run when the player consumes the food [key = command, value = description]": null,
        "Commands to run when the food buff expires": null,
        "persistThroughDeath": false,
        "cookTime": 15.0,
        "useCooldown": 0.0,
        "permissionToCook": null,
        "dropWeight": 100,
        "Ingredients for meal": {
          "flour": 2,
          "chocolate bar": 3,
          "hemp clone": 4,
          "sugar": 3,
          "animal fat": 3
        }
      },

This keeps the config from reloading, upon reloading, it just writes the new config on top of the old one. I went back two versions, removed the egg just as I di here, loaded fine

So, if I modify any of the original ingredients, the config creates another meal like the one I modified below it, it took two times reloading the plugin, but it's sticking

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