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duvvskaja2

Posted

219396717_.png.ff156f997bb1e05251bc5795815b1aa8.pngmore than a thousand workbenches under the map after the update

duvvskaja2

Posted

remove the spawn of workbenches, the server is already lagging by evening

изображение.png

изображение.png

imthenewguy

Posted

The plugin respawns a new workbench immediately after it's killed. The plugin loads 1 of each bench under the map, then removes them when the plugin unloads.

These are required for the Human_Workbench skill. Set that skill to false and it will stop the workbenches from spawning.

 

EvilDips

Posted

could some one guide me on making skill tree smelt ore quicker?

 

MatthiasBM

Posted

17 hours ago, EvilDips said:

could some one guide me on making skill tree smelt ore quicker?

 

,
        "Blast Furnace": {
          "Permission required to show this node": null,
          "Minimum prestige required to unlock this node": 0,
          "Skill required to unlock node [Requires max level]": null,
          "Skill that if unlocked, will prevent this node from unlocking": null,
          "enabled": true,
          "max_level": 5,
          "tier": 3,
          "value_per_buff": 0.2,
          "buff_info": {
            "Key": "Smelt_Speed",
            "Value": "Percentage"
          },

Value_per_buff change from 0.2 to higher

  • Love 1
Snaplatack

Posted

is there a permission to disable everything from this plugin for certain players? I run a multi mode server and dont want certain groups to use this plugin. Justs didnt know what perms actually disable what

 

imthenewguy

Posted (edited)

9 hours ago, Snaplatack said:

is there a permission to disable everything from this plugin for certain players? I run a multi mode server and dont want certain groups to use this plugin. Justs didnt know what perms actually disable what

 

There isn't a permission that disables buffs as it would be quite taxing to check it as frequently as it would need to be.

There are hookmethods in the plugin that allow other plugins to disable the skills (while at events for example), and the next version has a command that disables them globally (for things like purge).

I can look at adding a command to disable buffs for target players if that helps?

Edited by imthenewguy
Snaplatack

Posted

52 minutes ago, imthenewguy said:

There isn't a permission that disables buffs as it would be quite taxing to check it as frequently as it would need to be.

There are hookmethods in the plugin that allow other plugins to disable the skills (while at events for example), and the next version has a command that disables them globally (for things like purge).

I can look at adding a command to disable buffs for target players if that helps?

Could I run that command say on a group change and it save for a wipe? Or would it have to run on player connect/server restart?

imthenewguy

Posted

Just now, Snaplatack said:

Could I run that command say on a group change and it save for a wipe? Or would it have to run on player connect/server restart?

Its an instanced list, so it would need to be run each time the plugin loads.

IF you dont want certain players having access, could you not give them the perms to use the plugin?

Snaplatack

Posted

Just now, imthenewguy said:

Its an instanced list, so it would need to be run each time the plugin loads.

IF you dont want certain players having access, could you not give them the perms to use the plugin?

Yea. But I don't want them to be affected/see any UIs for it. That's what I'm im trying to figure out if this is possible. I want PVP players to not use this plugin at all but I want my PVE players to be able to use it. The plugin i use to manage stuff for each mode uses oxide groups/perms. 

imthenewguy

Posted

33 minutes ago, Snaplatack said:

Yea. But I don't want them to be affected/see any UIs for it. That's what I'm im trying to figure out if this is possible. I want PVP players to not use this plugin at all but I want my PVE players to be able to use it. The plugin i use to manage stuff for each mode uses oxide groups/perms. 

If they don't have any of the perms, they won't see any of the plugin/UIs.

  • Like 1
Watcher

Posted (edited)

10 hours ago, Snaplatack said:

Yea. But I don't want them to be affected/see any UIs for it. That's what I'm im trying to figure out if this is possible. I want PVP players to not use this plugin at all but I want my PVE players to be able to use it. The plugin i use to manage stuff for each mode uses oxide groups/perms. 

Maybe you can create 2 groups one PVE and one PVP in oxide.
Than you can use the permission part of the buff you want to use for each group
Just an idea, not sure it works.

Edited by Watcher
Snaplatack

Posted

1 hour ago, Watcher said:

Maybe you can create 2 groups one PVE and one PVP in oxide.
Than you can use the permission part of the buff you want to use for each group
Just an idea, not sure it works.

Yea. I just didn't know all the details with perms. Some plugins won't let the player use the action but the UI still sits there on their screen. Just was clarifying what the permissions covered

vuennex

Posted

I want to translate the language of the plugin myself, where do I need to change?

StageLine

Posted

Just wanted you to know that I have implemented the XP modifier on my server and it's working perfectly.  The higher the prestige the harder it is to get XP now.  Exactly as requested.  Thank you so much!!! 

  • Love 1
mdwatson1979

Posted

I am getting a warning when I load this plugin. I just now downloaded the latest version of the plugin. I am running on Carbon. 

 

 "Warning! 'SkillTree' uses Harmony. That may cause instability, use at your own discretion!"

Snaplatack

Posted

51 minutes ago, mdwatson1979 said:

I am getting a warning when I load this plugin. I just now downloaded the latest version of the plugin. I am running on Carbon. 

 

 "Warning! 'SkillTree' uses Harmony. That may cause instability, use at your own discretion!"

It's usually not an issue. Just means it's using a heavy method on load. Usually required for the plugin to function as it should when reloaded.

  • Like 1
mdwatson1979

Posted

7 hours ago, Snaplatack said:

It's usually not an issue. Just means it's using a heavy method on load. Usually required for the plugin to function as it should when reloaded.

Gotcha, ty. Just wanted to be sure. 

BlackTux

Posted

On 10/8/2024 at 5:06 AM, duvvskaja2 said:

219396717_.png.ff156f997bb1e05251bc5795815b1aa8.pngmore than a thousand workbenches under the map after the update

Same issue here.

[ENTCMD] tuxuser/used *kill* on ent: assets/prefabs/deployable/tier 3 workbench/workbench3.deployed.prefab
[Skill Tree] Spawned: workbench3.deployed
[Skill Tree] Spawned: workbench3.deployed
[Skill Tree] Spawned: workbench3.deployed
[ENTCMD] tuxuser/used *kill* on ent: assets/prefabs/deployable/tier 3 workbench/workbench3.deployed.prefab
[Skill Tree] Spawned: workbench3.deployed
[Skill Tree] Spawned: workbench3.deployed
[Skill Tree] Spawned: workbench3.deployed
[ENTCMD] tuxuser/used *kill* on ent: assets/prefabs/deployable/tier 3 workbench/workbench3.deployed.prefab
[Skill Tree] Spawned: workbench3.deployed
[Skill Tree] Spawned: workbench3.deployed
[Skill Tree] Spawned: workbench3.deployed
[ENTCMD] tuxuser/used *kill* on ent: assets/prefabs/deployable/tier 3 workbench/workbench3.deployed.prefab
[Skill Tree] Spawned: workbench3.deployed
[Skill Tree] Spawned: workbench3.deployed
[Skill Tree] Spawned: workbench3.deployed
[ENTCMD] tuxuser/used *kill* on ent: assets/prefabs/deployable/tier 3 workbench/workbench3.deployed.prefab
[Skill Tree] Spawned: workbench3.deployed
[Skill Tree] Spawned: workbench3.deployed
[Skill Tree] Spawned: workbench3.deployed
[ENTCMD] tuxuser/used *kill* on ent: assets/prefabs/deployable/tier 3 workbench/workbench3.deployed.prefab
[Skill Tree] Spawned: workbench3.deployed
[Skill Tree] Spawned: workbench3.deployed
[Skill Tree] Spawned: workbench3.deployed
[ENTCMD] tuxuser/used *kill* on ent: assets/prefabs/deployable/tier 3 workbench/workbench3.deployed.prefab
[Skill Tree] Spawned: workbench3.deployed
[Skill Tree] Spawned: workbench3.deployed
[Skill Tree] Spawned: workbench3.deployed
[ENTCMD] tuxuser/used *kill* on ent: assets/prefabs/deployable/tier 3 workbench/workbench3.deployed.prefab
[Skill Tree] Spawned: workbench3.deployed
[Skill Tree] Spawned: workbench3.deployed
[Skill Tree] Spawned: workbench3.deployed
[ENTCMD] tuxuser/used *kill* on ent: assets/prefabs/deployable/tier 3 workbench/workbench3.deployed.prefab
[Skill Tree] Spawned: workbench3.deployed
[Skill Tree] Spawned: workbench3.deployed
[Skill Tree] Spawned: workbench3.deployed

 

imthenewguy

Posted (edited)

Why are you killing the workbenches?

They are used to handle the Workbench team skill. There should only 3 of them (1 of each).

Unload the plugin and they should be removed.

Edited by imthenewguy
TaskaM

Posted

On my server I have Instant Craft and Building Grade plugins...

How to disable "Craft & Building" tree completely - to avoid conflicts ?

Namsaknoi

Posted

I got report on the server how wolf2 (the new wolves) doesn't give XP when killed. Maybe it's a problem with the new update?

steampunkvalley

Posted

On 11/9/2024 at 6:34 AM, Namsaknoi said:

I got report on the server how wolf2 (the new wolves) doesn't give XP when killed. Maybe it's a problem with the new update?

We also have this issue. The only options in the config are SmallAnimal, MediumAnimal, and LargeAnimal - it doesn't allow us to specify/change per animal specifically.

tacman1981

Posted

56 minutes ago, steampunkvalley said:

We also have this issue. The only options in the config are SmallAnimal, MediumAnimal, and LargeAnimal - it doesn't allow us to specify/change per animal specifically.

it doesnt work in a lot of plugins since it is a whole new class that is handling just the wolf2. we just have to wait for newguy to update it i guess

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