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Wolf

Posted

Hi, I would like to ask you to add combat skills: health regeneration, reduced firearm damage, and increased damage from your weapon. If possible, I would be very grateful to you. Your plugins are great !!!

  • Like 1
Rockefeller

Posted (edited)

Hello again!

I have noticed a UI bug (i hope its just a UI bug =D).  The buff list will show far greater numbers than what is currently spec'd into.  It happens across multiple trees.  Reloading the plugin will fix.

See before and after pics

Untitled2.png

Untitled.png

Edited by Rockefeller
imthenewguy

Posted

On 1/10/2022 at 9:30 AM, Wolf said:

Hi, I would like to ask you to add combat skills: health regeneration, reduced firearm damage, and increased damage from your weapon. If possible, I would be very grateful to you. Your plugins are great !!!

I will look into it.

25 minutes ago, Rockefeller said:

Hello again!

I have noticed a UI bug (i hope its just a UI bug =D).  The buff list will show far greater numbers than what is currently spec'd into.  It happens across multiple trees.  Reloading the plugin will fix.

See before and after pics

Untitled2.png

Untitled.png

Is that after a respec?

Rockefeller

Posted

1 hour ago, imthenewguy said:

I will look into it.

Is that after a respec?

Not directly but I have respec'd in the past.  I have also rebooted the server since my last respec.

imthenewguy

Posted (edited)

7 hours ago, Rockefeller said:

Not directly but I have respec'd in the past.  I have also rebooted the server since my last respec.

Do you know if the values of the buff are what you are receiving in benefits, or if it uses the new values?

Also what version are you running?

Edited by imthenewguy
Rockefeller

Posted

2 hours ago, imthenewguy said:

Do you know if the values of the buff are what you are receiving in benefits, or if it uses the new values?

Also what version are you running?

That I don't know, Ill try to test next time I see it happen.

1.0.5

Neighigh

Posted

Had a player report they ended up with 100% Refiner buff for a bit. Confirmed it did indeed give them 100% refined ore when mining. Reloading the plugin fixed the issue.

imthenewguy

Posted

53 minutes ago, Neighigh said:

Had a player report they ended up with 100% Refiner buff for a bit. Confirmed it did indeed give them 100% refined ore when mining. Reloading the plugin fixed the issue.

If you can keep an eye out for what might trigger this, be a respec or something else, I would appreciate it.

Cannot seem to find an issue with the code that might cause this.

  • Like 1
Neighigh

Posted

1 minute ago, imthenewguy said:

If you can keep an eye out for what might trigger this, be a respec or something else, I would appreciate it.

Cannot seem to find an issue with the code that might cause this.

Yup will do! The player that reported ours is currently level 45 and the highest on the server. He mostly mines and doesn't do a lot else, so no deaths or respecs on his part to trigger anything. I don't have anything in RCON either. Keeping an eye out!

imthenewguy

Posted

6 minutes ago, Neighigh said:

Yup will do! The player that reported ours is currently level 45 and the highest on the server. He mostly mines and doesn't do a lot else, so no deaths or respecs on his part to trigger anything. I don't have anything in RCON either. Keeping an eye out!

Has he respec'd?

Neighigh

Posted

No no respec's in his tree.

imthenewguy

Posted (edited)

2 hours ago, Rockefeller said:

That I don't know, Ill try to test next time I see it happen.

1.0.5

 

22 minutes ago, Neighigh said:

No no respec's in his tree.

 

I found the issue.
It is the way that the data is handled when the player disconnects.

Effectively the player is doubling their stats each time they disconnect and reconnect, since I didn't clear the instanced buff data, and added the saved data to the existing instance on connect.

The restart or unload/reload of the plugin wipes the instanced data, hence why it was correcting the problem.

It was written in a way to remove unnecessary data from memory, but I forgot to clear it when the user disconnected.

 

Will add to todays patch.

Edit: Update pushed (1.0.6)

Edited by imthenewguy
  • Like 1
  • Love 1
Neighigh

Posted

You're awesome man! It's working great on ours!

 

Covfefe

Posted (edited)

What formats are available for this null thing? I never understood this. Thanks


  "Format for BetterChat title showing the playeres level. Set to null to disable.": null,
  "Default colour for BetterChat xp titles": "orange",

 

Edited by Covfefe
imthenewguy

Posted

"Format for BetterChat title showing the playeres level. Set to null to disable.": "<color=#{0}>[Lv.{1}]</color>",
  "Default colour for BetterChat xp titles": "6D3D23",

 

Those are the default values from memory.

 

<color=# is what is used to colour the text.

{0} is the argument used to colour the text, taken from the default colour.

{1} is the level itself.

Colour uses a hash color. You can pick a colour from here: https://htmlcolorcodes.com/

Rockefeller

Posted (edited)

Hello again! =D

FYI:  On version 1.0.6 now.  Anytime I personally scroll through my /st pages, for each click of the left or right arrow, or click any buttons in /st, the following spams in console:

[SkillTree] TTPS: Total Points Spent: <color=#42f105>24/50</color>
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)

Unsure if it will spam when other players scroll their /st as well, no one is on right now.

Edited by Rockefeller
imthenewguy

Posted

1 hour ago, Rockefeller said:

Hello again! =D

FYI:  On version 1.0.6 now.  Anytime I personally scroll through my /st pages, for each click of the left or right arrow, the following spams in console:

[SkillTree] TTPS: Total Points Spent: <color=#42f105>24/50</color>
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)

Unsure if it will spam when other players scroll their /st as well, no one is on right now.

It will. Forgot to remove the debug.

Wolf

Posted

Hi I found an issue between your DeployableNature and SkillTree plugins. When players place decorative corn or pumpkins, when pressed, harvest is given xp, and this way you can level up very quickly and easily. Please fix. Thanks for your hard work!!!

imthenewguy

Posted

2 hours ago, RobJ said:

My players have been saying this thought you would want to know "1.0.6"
https://gyazo.com/bcaf997f9dc9525f643b430587b4f2d3

1.0.6 fixes the buff issue.

Not sure why the yield wouldn't be working. You may have something conflicting with it.

imthenewguy

Posted

6 hours ago, Wolf said:

Hi I found an issue between your DeployableNature and SkillTree plugins. When players place decorative corn or pumpkins, when pressed, harvest is given xp, and this way you can level up very quickly and easily. Please fix. Thanks for your hard work!!!

DeployableNature 1.0.6 fixed this issue. Are you running the latest version?

Rockefeller

Posted (edited)

Hello again!

Question: How does the Thrifty Tinkerer perk (5/5 - 25% chance to return components on craft) in the Build Craft Skill Tree work?

I just crafted 100 explosives and received nothing back.

UPDATE:  after completing the last item it says "You received a refund on your last craft." and refunded 100% of the materials back to me, allowing me to create another 100 explosives.

UPDATE2: Used the 100% refunded materials to craft another 100 explosives, received 0 back.

UPDATE3: 01/16 18:57:47 | Failed to call hook 'OnItemCraft' on plugin 'SkillTree v1.0.6' (NullReferenceException: Object reference not set to an instance of an object)
at Oxide.Plugins.SkillTree.OnItemCraft (ItemCraftTask task, BasePlayer player) [0x000ce] in <be0dafe1e47f48c093baca85e7eb8b07>:0
at Oxide.Plugins.SkillTree.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01089] in <be0dafe1e47f48c093baca85e7eb8b07>:0
at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <60c318df79ed41688ea59335e48d61ad>:0
at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <12678b905a6d43c3a9cc366104306651>:0
at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <12678b905a6d43c3a9cc366104306651>:0

Edited by Rockefeller
RickJamesBitch

Posted (edited)

Hi Team,

Love this plugin, it's really awesome. I was hoping that you could help with some cross function in an upcoming version. SO my server uses enhanced hammer to help people upgrade their bases quicker, but after testing, this seems to conflict and stop the Thrifty Renovator from providing any refunds to the players. The players still have to use resources to do the upgrades, there is a zero chance of getting them with this plugin active. 

Any thoughts as to what might be able to be done to help out? Again, keep up the great work on this awesome plugin. 

{edit 1 this is the one - https://umod.org/plugins/enhanced-hammer by misticos}

Rick.

Edited by RickJamesBitch
Covfefe

Posted

3 hours ago, RickJamesBitch said:

Hi Team,

Love this plugin, it's really awesome. I was hoping that you could help with some cross function in an upcoming version. SO my server uses enhanced hammer to help people upgrade their bases quicker, but after testing, this seems to conflict and stop the Thrifty Renovator from providing any refunds to the players. The players still have to use resources to do the upgrades, there is a zero chance of getting them with this plugin active. 

Any thoughts as to what might be able to be done to help out? Again, keep up the great work on this awesome plugin. 

{edit 1 this is the one - https://umod.org/plugins/enhanced-hammer by misticos}

Rick.

What if they right click to upgrade instead of left click?

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