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The_Kiiiing

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Everything posted by The_Kiiiing

  1. Okay this is really weird. During my testing i never had any of these problems. Give me a few days to fix it.
  2. Version 2.2.8

    17,876 downloads

    Say goodbye to configuration and data files. This plugin lets yo edit the loot of (almost) every lootable object directly over a custom UI. It also includes a graphical stack size editor thus making it ideal for anyone who is not familiar with editing config files. Do not use in combination with any other stack size controller or loot plugin. NEW with version 2.2.7: You can now add new items to all your configurations with the click of a button on the settings page. This only works for items that have been newly added with the last rust update. Amount and drop chance will be set to the vanilla values. This can also be done via command loottable add_new_items NEW with version 2.1.16: Improved item search You can now search for hidden items by adding h: to the start of your search (e.g. the search h:cable will show the cable tunnel item which is hidden by default). This works in both item editor and stack size controller. Full support for CustomItemDefinitions NEW with version 2.1.7: Direct Loot Refresh Players with the permission loottable.test can use a button to directly refresh the loot in the crate they are currently looting. Features: User friendly GUI - no need to edit config files Loot configuration for every prefab in the game Stack size controller supports individual stack sizes for every prefab Support for custom items Support for third party plugins Fully backwards compatible with version 1.x.x Default config included for every prefab Configuration for Smelting Speed, Recycler Speed and Efficiency Supply Drop configuration Supported prefabs: Crates, Barrels NPCs Trees, Ores, Animal corpses Excavator, Quarries Christmas Presents, Eggs, Loot Bags Collectables like Hemp, Corn, etc. Additional Configuration: Smelting Speed Supply Drop Recycler Speed / Efficiency Commands: loottable - Open the Loottable UI loottable reload - Manually refresh loot loottable remove_dlc_items - Remove all DLC items from your loot configs. This action can not be undone loottable add_new_items - Add all new items from this months rust update to your configurations. This action can not be undone Permission: loottable.edit - Required to use the Loottable UI Required Dependencies (Oxide only): Image Library: https://umod.org/plugins/image-library Translations: This plugin fully supports translation. Out of the box only english is included. For item names to be translated, the plugin https://umod.org/plugins/rust-translation-api is required. English translations are located in /oxide/lang/en/Loottable.json For Developers: Loot Api: Developers can use the Loot Api to register loot profiles for custom NPCs or other plugin related loot. It is highly recommended to use the provided wrapper to access the API. Documentation is also included: https://gist.github.com/TheKiiiing/53a37e8bbb48d8a24c8e8b21b9da37ac Loot Api Example: void OnLoottableInit() { LoottableApi.ClearPresets(); LoottableApi.CreatePresetCategory(this, "Crates"); LoottableApi.CreatePreset(this, "c_locked", "Locked Crate", "crate_hackable"); LoottableApi.CreatePreset(this, "c_elite", "Elite Crate", "crate_elite"); LoottableApi.CreatePreset(this, "c_military", "Military Crate", "crate_military"); LoottableApi.CreatePreset(this, "c_normal", "Normal Crate", "crate_normal"); LoottableApi.CreatePresetCategory(this, "NPCs"); LoottableApi.CreatePreset(this, true, "npc_cargo", "Cargo Ship NPC", "npc_militunnel"); LoottableApi.CreatePreset(this, true, "npc_control", "Control Center NPC", "npc_militunnel"); } void SpawnNpc() { // Spawn NPC here ScientistNPC npc; // Assign a loot preset to the NPC LoottableApi.AssignPreset(this, scientist, "npc_control"); } void SpawnCrate() { // Spawn crate here LootContainer crate; // Assign a preset to the crate if (LoottableApi.AssignPreset(this, container, "c_locked")) { // The container has been filled with loot return; } else { // The container is not handled by Loottable // Default loot logic goes here } } The resulting configuration page would look like this: Custom Items API: Developers can use the Custom Items Api to add a custom item to the Loottable item list. If an item is marked as persistent it will remain in the custom item list until it is removed by ClearCustomItems. All non-persistent items will be removed after the plugin that registered them has been unloaded. (void) AddCustomItem(Plugin plugin, int itemId, ulong skinId) (void) AddCustomItem(Plugin plugin, int itemId, ulong skinId, bool persistent) //(v1.0.27 or higher) (void) AddCustomItem(Plugin plugin, int itemId, ulong skinId, string customName) (void) AddCustomItem(Plugin plugin, int itemId, ulong skinId, string customName, bool persistent) //(v1.0.27 or higher) (void) ClearCustomItems(Plugin plugin) //(v1.0.27 or higher) Hooks: (void) OnLoottableInit() This hook is called when Loottable is ready to receive API calls. This happens either on server boot or when the plugin is loaded. Use this hook to register custom items and loot presets. (object) OnContainerPopulate(LootContainer container) This hook is called every time a loot container is about to be populated with loot. Returning a non-null value prevents the plugin from spawning loot into that crate. (object) OnCorpsePopulate(LootableCorpse corpse) This hook is called every time an npc corpse is about to be populated with loot. Returning a non-null value prevents the plugin from spawning loot into that corpse. (object) OnCustomAirdrop(SupplySignal signal) This hook is called every time a custom supply drop is about to be delivered. Returning a non-null value will cancel the custom supply drop. Outdated documentation for Version 1: New with version 1.0.27: Custom Items can now be created and edited directly in the GUI. They can be created from any existing item and modified in the Item Select menu You can now create and load backups of your configuration. Commands (F1 or Server Console): loottable.backup load <name> - Load backup with the given name from the backups folder (will wipe your current configuration) loottable.backup create <name> - Create backup of everything with the given name Backups will be created in the data/Loottable/backups folder. To load a backup, the backup file needs to be present in that folder. When creating backups in the in-game console, the permission loottable.debug is required. IMPORTANT: DO NOT LOAD BACKUPS FORM SOURCES YOU DO NOT TRUST, they might cause harm to your server New with version 1.0.16: Custom Items: Now you can add custom items used by other plugins directly to your loot table. Other plugins can can register these items using the api (documentation below). Screenshots: Overview of crates and their current loot table Stacksize Editor Commands: loottable - Open the editor loottable refresh - Manually refresh crate loot loottable flags - List available flags (explained below) loottable flags <name> <1|0> - Enable / disable a certain flag loottable reload_vanilla_profiles - Manually re-download vanilla loot profiles (only for debuging) Permission: loottable.edit - Required to use the editor Flags: There are flags to disable some limits in the editor. Only enable these flags if you really need to as they might cause unexpected behavior of the editor. There are currently 3 flags available: Debug If enabled, the Debug flag provides more detailed information about errors and other actions in the editor. Don't enable this flag unless you want your console full of spam. UnlockGatherMultiplier allows you to use gahter multipliers less than one and higher than 1000. Note that multipliers less than one might lead to unexpected results in some cases. DisableItemLimit Probably the safest flag to use is DisableItemLimit as it simply lets you set stack sizes and every other item amount in the editor as high as 2,147,483,647 which is the biggest possible value of a 32-bit integer. UnlockFurnaceMultiplier lets you use any value as the furnace speed multiplier. Don't enable this flag unless you know what you are doing, since the default value range from 0.1 to 100 should cover most use cases and larger values might impact server performance. UnlockItemMultiplier unlocks the multiplier when multiplying a loot table. DisableStackingHooks will disable all stacking related hooks. Enable if you encounter problems when stacking items. RefreshLootOnExit controls if all crates get refreshed after closing the editor or when reloading the plugin. Enable this only for testing, there might be an increase in entities. Refer to the Commands section for more information about enableing flags. Vanilla Configurations: Since version 1.0.7 there are vanilla loot profiles available for most crates and NPCs. These profiles can be loaded using the "Load default loot table" button at the top center of the editor. DISCLAIMER: The vanilla loot profiles in the editor might not exactly match the vanilla loot distribution of the game as it uses a completely different loot distribution system than Rust. These profiles rather serve as a reference point for custom loot profiles. Important for Carbon users: In order for this plugin to work with carbon, Harmony references need to be enabled. This can be done with the following command: c.harmonyreference 1 Required Dependencies (Oxide only): Image Library: https://umod.org/plugins/image-library Custom Items API: Add a custom item to the item list. If an item is marked as persistent it will remain in the custom item list until it is removed by ClearCustomItems. All non-persistent items will be removed after the plugin that registered them has been unloaded. (void) AddCustomItem(Plugin plugin, int itemId, ulong skinId) (void) AddCustomItem(Plugin plugin, int itemId, ulong skinId, bool persistent) //(v1.0.27 or higher) (void) AddCustomItem(Plugin plugin, int itemId, ulong skinId, string customName) (void) AddCustomItem(Plugin plugin, int itemId, ulong skinId, string customName, bool persistent) //(v1.0.27 or higher) (void) ClearCustomItems(Plugin plugin) //(v1.0.27 or higher) Example: Its recommended to delay the call a little bit to make sure Loottable is loaded private void Init() { timer.In(1f, () => { Loottable?.Call("AddCustomItem", this, -946369541, 2664651800, "High Quality Fuel"); }); } Hooks: (object) OnContainerPopulate(LootContainer container) This hook is called every time a loot container is about to be populated with loot. Returning a non-null value prevents the plugin from spawning loot into that crate. (object) OnCorpsePopulate(LootableCorpse corpse) This hook is called every time an npc corpse is about to be populated with loot. Returning a non-null value prevents the plugin from spawning loot into that corpse. (object) OnCustomAirdrop(SupplySignal signal) This hook is called every time a custom supply drop is about to be delivered. Returning a non-null value will cancel the custom supply drop.
    $40.00
  3. The_Kiiiing

    Medic

    Normally medics should not have the permission to use the command /recover as it is intended for testing purposes only. Medics do NOT need the permission medic.debug
  4. The_Kiiiing

    Medic

    I added the feature in this update
  5. The_Kiiiing

    Medic

    I will try to add it in the next update
  6. The_Kiiiing

    Medic

    Version 1.0.5

    171 downloads

    This plugin brings a completely new wounding system to your server. When players get wounded, they will have to wait for a medic to pick them up, otherwise they will respawn after a predefined time. Medics can see the position of wounded players on the map and get a chat message informing them about newly wounded players. While a player is wounded, they can not be picked up or killed by other players. Features: Highly customizable Wounding system is only active if enough medics are online Wounded players can not be picked up or damaged by other players Medics can see the position of wounded players on the map Time until respawn can be adjusted in the config A custom message to be displayed to wounded players can be set in the config Ideal for roleplay servers New Features in vesion 1.0.1: A payout can be configured for medics for reviving players and for working a certain time (To disable payouts, just set the payout amount in the config to 0) Players can no longer hurt active medics (can be disabled in config) Active medics can no longer hurt players (can be disabled in config) Medics now have a configurable cooldown for using weapons after they stop working New Features in version 1.0.2: ZoneManager is now supported Medic system can be configured to only work in certain zones Medic system can be blocked in certain zones New Features in version 1.0.3: Added support for ServerRewards and Economics Added the option to disable crawling for wounded players Wounded players can now be revived by everyone with a configurable chance of success Added game tips for medics (can be disabled in config) Moved chat messages to lang file How it works: Players with the permission medic.medic can type /medic in the chat, then they are active medics and get notified about wounded players. If the system is active, only medics can pick up players by holding right-click on them with a medical syringe. In the config there is a number that determines how many medics have to be active for the system to work. If not enough medics are active, the default wounding system will be used. The command /medicinfo informs players about the number of currently active medics and wether the default wounding system is active. Configuration: { "Wounded time before death (seconds)": 300.0, "Health after player has been revived (0 = start health)": 0.0, "Reset metabolism after player has been revived": true, "Use default wounding if less than x medics are active": 2, "Display message to wounded players": "You are currently wounded and a medic has been informed", "Medic symbol (should be rectangular)": "https://i.imgur.com/3CDQncQ.png", "Medic symbol position on screen": { "x": 0.29, "y": 0.03 }, "Medic symbol size on screen": { "x": 0.07, "y": 0.07 }, "Map marker color for wounded players (in hex format)": "FF0000", "Language Settings": { "medic_start_shift": "You are now working as a medic", "medic_end_shift": "You are no longer working as a medic", "medic_info": "There are currently {0} active medics, the default wounding system is {1}", "medic_revived": "{0} has been successfully revived by {1}", "player_revived": "You have been revived by {0}", "medic_wounded": "{0} is wounded at {1}. Without medical aid, {0} will die in {2} seconds", "medic_death": "Any help came too late for {0}. {0} is dead now", "medic_payout": "You received {0} x{1} as a payout for your work", "medic_revive_payout": "{0} x{1} has been added to your account for reviving {2}. You will receive it at the end of your shift.", "medic_no_damage": "You can not hurt an active medic!", "medic_no_attack": "You can not hurt other players while you working as a medic", "medic_attack_cooldown": "You can not hurt other players because you recently worked as a medic. Remaining cooldown: {0} seconds.", "enabled": "enabled", "disabled": "disabled", "wounded": "wounded" }, "Currency item shortname": "scrap", "Currency item skin id": 0, "Currency item custom name": "", "Minimum coherent work time for work payout (in minutes)": 10.0, "Work payout amount per time defined above": 50, "Payout for reviving player": 10, "Active medics can not be hurt by other players": true, "Active medics can not hurt other players": true, "Cooldown for attacking players after medic stopped working (minutes)": 5.0, "Zone restrictions (0: none, 1: Allow Medic only in specified zones, 2: Don't allow Medic in specified zones)(reqires ZoneManager)": 0, "Zone list: (zone ids)": [ "zone1", "zone2" ] } Permissions: medic.medic - Permission for medics medic.debug - Debug permission (explained below) Required dependencies: Marker API: https://codefling.com/plugins/marker-api Image Library: https://umod.org/plugins/image-library Zone Manager (optional): https://umod.org/plugins/zone-manager Developer API Check whether a player will become wounded or die when damaged (bool) CanDie(BasePlayer player) Check if the default wounding or the custom medic system is active (bool) UseDefaultWounding() Debuging: Players with the permission medic.debug have access to the command /recover which allows them to pick themselves up when they are wounded. Useful when testing the plugin.
    $12.00
  7. Version 1.0.5

    1,012 downloads

    A lightweight API that allows other plugins to place markers on the map. On its own it serves no purpose. Developer API: position: world position of the marker entity: the entity the marker is attached to uname: unique name of the marker, used when removing it ownerid: marker is only visible to player with that id duration: time before the marker will be removed automatically refreshRate: time between marker refesh, useful for markers attached to entities radius: radius of the circle on the map displayName: name of the marker on the map colorMarker: color of the marker, in hex format colorOutline: color of the marker outline, in hex format with transparency Create a map marker visible for everyone at a given position. Returns false when a marker with the given name already exists. (bool) API_CreateMarkerPublic (Vector3 position, string uname, int duration = 0, float refreshRate = 3f, float radius = 0.4f, string displayName = "Marker", string colorMarker = "00FFFF", string colorOutline = "00FFFFFF") Create a map marker visible for everyone attached to an entity. Returns false when a marker with the given name already exists. (bool) API_CreateMarkerPublic (BaseEntity entity, string uname, int duration = 0, float refreshRate = 3f, float radius = 0.4f, string displayName = "Marker", string colorMarker = "00FFFF", string colorOutline = "00FFFFFF") Create a map marker only visible for a certain player at a given position. Returns false when a marker with the given name already exists. (bool) API_CreateMarkerPrivate (Vector3 position, string uname, ulong ownerid, int duration = 0, float refreshRate = 3f, float radius = 0.4f, string displayName = "Marker", string colorMarker = "00FFFF", string colorOutline = "00FFFFFF") Create a map marker only visible for a certain player attached to an entity. Returns false when a marker with the given name already exists. (bool) API_CreateMarkerPrivate (BaseEntity entity, string uname, ulong ownerid, int duration = 0, float refreshRate = 3f, float radius = 0.4f, string displayName = "Marker", string colorMarker = "00FFFF", string colorOutline = "00FFFFFF") Remove map marker (fast) (bool) API_RemoveCachedMarker (string uname) Remove map marker (slow, use only if marker is not cached) (void) API_RemoveMarker (string uname) Credit: Credit to https://umod.org/user/DezLife for the original plugin. This plugin is a fork of https://umod.org/plugins/marker-manager
    Free
  8. The_Kiiiing

    Ganja

    Yes, you can sell the items at a vending machine
  9. The_Kiiiing

    Ganja

    It can be on the ground OR in planter boxes, it doesn't matter as long as it is in that biome
  10. Version 1.0.8

    972 downloads

    A lightweight plugin for admins to spawn a chinook helicopter. The helicopter will despawn after a set amount of time. Chat command to spawn chinook: /ch47 Permission: adminchinook.use Configuration: { "Time until heli despawn after last player dismounts (seconds)": 10.0, "Time until heli despawn after spawn if no player mounts (seconds)": 20.0, "Allow anyone to mount the heli": false }
    Free
  11. The_Kiiiing

    Ganja

    Did you try a note insted of paper? I changed the default to a note because you normally cannot craft paper in game and it was causing confusion for some people. You can change it back in the config though if you like
  12. The_Kiiiing

    Ganja

    can you please describe what exactly is not working. is there an error in the console? when i tested it it was working fine
  13. The_Kiiiing

    Ganja

    Did you change something in the config? Sometimes the config resets when you try to load a new version of the plugin
  14. The_Kiiiing

    Ganja

    you have to harvest when the plant is RIPE and not when its fruiting
  15. The_Kiiiing

    Ganja

    i will add configuration values with item ids for each tier in the next update, which will roll out in a few days
  16. The_Kiiiing

    Ganja

    yes its always sticks with different skins
  17. The_Kiiiing

    Ganja

    the tier depends on the biome: Snow biome: Tier 2 Desert biome: Tier 1 Other biomes: Tier 0
  18. The_Kiiiing

    Ganja

    Did you harvest your hemp at ripe state?
  19. The_Kiiiing

    Ganja

    Yes you wait until the plant is ripe and then you have a chance of getting weed when harvesting it. You can also change these values in the config, then you will always get weed when harvesting a plant: "Minimum H count for chance of dropping weed": 0, "Minimum H count for guaranteed drop": 0 Sorry if the description was unclear, I modified it to be more clear
  20. The_Kiiiing

    Ganja

    You first have to get weed. It can be obtained it from hemp plants with more than two H-genes by default but you can change it in the config file
  21. The_Kiiiing

    Ganja

    Version 2.0.17

    3,389 downloads

    This plugin allows players to gather weed from hemp plants and craft joints using a mixing table. There are different types of weed where each type can be found in a different biome. Joints can be crafted at a mixing table and will give the player configurable buffs and healing with each tier having different effects. Features: Fully customizable Different types of weed Configurable effects for each type Custom crafting UI integrates in the mixing table UI Configurable recipes for mixing table Yield amount and chance configurable for each type Ideal for Roleplay Servers New in v2.0.15: Advanced modifiers Advanced modifiers allow you to use any tea/pie modifier that's currently in the game. I did not test all of them so there is a chance that some modifiers might not work as expected. List of modifiers: Wood_Yield, Ore_Yield, Radiation_Resistance, Radiation_Exposure_Resistance, Max_Health, Scrap_Yield, MoveSpeed, ObscureVision, Warming, Cooling, CoreTemperatureMinAdjustment, CoreTemperatureMaxAdjustment, Crafting_Quality, VisionCare, MetabolismBooster, Harvesting, DigestionBoost, FishingBoost, Collectible_DoubleYield, Farming_BetterGenes, HorseGallopSpeed, HorseDungProductionBoost, Comfort, Clotting, HunterVision, Radiation, Configuration Example: "Advanced modifiers (only works for joints)": [ { "Name (case sensitive! see plugin description for all modifiers)": "Warming", "Duration (seconds)": 60.0, "Value": 10.0 } ] New in v2.0.10: Give command Server owners can use this command to give weed or joints to themselves or a certain player. The identifier has to be specified in the config file for every type of weed or joint. ganja.give <weed|joint> <identifier> <amount> <player?> Permission: ganja.give - Required to use ganja.give command New in v2.0.0: Fully configurable crafting: With Version 2.0.0 the crafting system has been integrated in the mixing table. Joints can now be crafted by using the right ingredients in the right slot. The crafting recipes are fully configurable. New recipes can also be added. New in v1.0.8: Loot Table integration: This plugin now supports the custom item api of Loot Table and Stack Size GUI, so you can easily add weed to the loot table. When both plugins are installed on the server, the weed items will show up in the custom items tab of Loottable (right image): Different tiers: Depending on the biome, you will receive different tiers of weed, the biomes can also be changed in the config. By default, tier2 weed can be gathered in the snow biome, tier1 in the desert and tier0 everywhere else. Names, droprates, and boosts can also be configured individually for each tier. Controls: With a joint selected in the hot bar: Right click to ignite / extinguish a joint When joint is bruning: left click to use a joint Permissions: Permissions can be disabled in the config, making gathering and crafting accessible to everyone regardless of permissions. ganja.craft - Required to craft joints ganja.gather - Required to obtain weed Biome masks: The biome mask is a simple 4-bit number that determines where a certain tier of weed can be found. Each biome has its own number; add these numbers together to select multiple biomes. The numbers for each biome are as follows: 1 - Arid 2 - Temperate 4 - Tundra 8 - Arctic 16 - Jungle 32 - Deep Sea For example: Low Quality Weed has the biome mask 6 by default (see configuration below). That means it can be found in the Temperate and the Tundra biome. Configuration: { "Weed configuration": [ { "Drop chance when harvesting (1 = 100%)": 0.4, "Drop amount when harvesting": { "min": 1, "max": 3 }, "Biome mask (see description for details)": 6, "Gene configuration": { "h": { "Minimum amount for a chance to yield": 1, "Minimum amount for guaranteed yield": 3, "Maximum amount (-1 = no limit, set to 0 to disable gathering from plants with that gene)": -1 } }, "Disable gathering from collectable hemp": false, "Disable gathering from growable hemp": false, "Item identifier (used with ganja.give command)": "low_quality", "Custom item name (null = default name)": "Low Quality Weed", "Item short name": "sticks", "Item skin id": 2661029427 }, { "Drop chance when harvesting (1 = 100%)": 0.3, "Drop amount when harvesting": { "min": 1, "max": 3 }, "Biome mask (see description for details)": 1, "Gene configuration": { "h": { "Minimum amount for a chance to yield": 1, "Minimum amount for guaranteed yield": 3, "Maximum amount (-1 = no limit, set to 0 to disable gathering from plants with that gene)": -1 } }, "Disable gathering from collectable hemp": false, "Disable gathering from growable hemp": false, "Item identifier (used with ganja.give command)": "med_quality", "Custom item name (null = default name)": "Medium Quality Weed", "Item short name": "sticks", "Item skin id": 2661031542 }, { "Drop chance when harvesting (1 = 100%)": 0.1, "Drop amount when harvesting": { "min": 1, "max": 2 }, "Biome mask (see description for details)": 8, "Gene configuration": { "h": { "Minimum amount for a chance to yield": 1, "Minimum amount for guaranteed yield": 3, "Maximum amount (-1 = no limit, set to 0 to disable gathering from plants with that gene)": -1 } }, "Disable gathering from collectable hemp": false, "Disable gathering from growable hemp": false, "Item identifier (used with ganja.give command)": "high_quality", "Custom item name (null = default name)": "High Quality Weed", "Item short name": "sticks", "Item skin id": 2660588149 } ], "Crafting Recipes": [ { "Ingredient Slots": { "0": { "Amount": 1, "Item short name": "note", "Item skin id": 0 }, "1": { "Amount": 1, "Item short name": "sticks", "Item skin id": 2661029427 }, "2": { "Amount": 1, "Item short name": "sticks", "Item skin id": 2661029427 } }, "Produced Item": { "Amount": 1, "Custom item name (null = default name)": "Low Quality Joint", "Item short name": "horse.shoes.basic", "Item skin id": 2894101592 }, "Identifier (used with ganja.give command)": "low_quality", "Is joint": true, "Boosts (only works for joints)": { "Wood boost percentage (1 = 100%)": 0.4, "Wood boost duration (seconds)": 20.0, "Ore boost percentage (1 = 100%)": 0.0, "Ore boost duration (seconds)": 0.0, "Scrap boost percentage (1 = 100%)": 0.0, "Scrap boost duration (seconds)": 0.0, "Max Health percentage (1 = 100%)": 0.0, "Max Health duration (seconds)": 0.0, "Healing per use": 1.0, "Health regeneration per use": 0.0, "Poisoning per use(a negative value will decrease poisoning)": 0.0, "Radiation poisoning per use (a negative value will decrease radiation)": 0.0, "Bleeding per use (a negative value will decrease bleeding)": 0.0, "Calories per use (a negative value will decrease calories)": 0.0, "Hydration per use (a negative value will decrease hydration)": 0.0, "Joint durability (seconds)": 120.0, "Joint durability loss per hit (seconds)": 10.0 }, "Advanced modifiers (only works for joints)": [ { "Name (case sensitive! see plugin description for all modifiers)": "Warming", "Duration (seconds)": 60.0, "Value": 10.0 } ] }, { "Ingredient Slots": { "0": { "Amount": 1, "Item short name": "note", "Item skin id": 0 }, "1": { "Amount": 1, "Item short name": "sticks", "Item skin id": 2661031542 }, "2": { "Amount": 1, "Item short name": "sticks", "Item skin id": 2661031542 } }, "Produced Item": { "Amount": 1, "Custom item name (null = default name)": "Medium Quality Joint", "Item short name": "horse.shoes.basic", "Item skin id": 2894101290 }, "Identifier (used with ganja.give command)": "med_quality", "Is joint": true, "Boosts (only works for joints)": { "Wood boost percentage (1 = 100%)": 0.0, "Wood boost duration (seconds)": 0.0, "Ore boost percentage (1 = 100%)": 0.8, "Ore boost duration (seconds)": 20.0, "Scrap boost percentage (1 = 100%)": 0.0, "Scrap boost duration (seconds)": 0.0, "Max Health percentage (1 = 100%)": 0.0, "Max Health duration (seconds)": 0.0, "Healing per use": 4.0, "Health regeneration per use": 0.0, "Poisoning per use(a negative value will decrease poisoning)": 0.0, "Radiation poisoning per use (a negative value will decrease radiation)": 0.0, "Bleeding per use (a negative value will decrease bleeding)": 0.0, "Calories per use (a negative value will decrease calories)": 0.0, "Hydration per use (a negative value will decrease hydration)": 0.0, "Joint durability (seconds)": 120.0, "Joint durability loss per hit (seconds)": 10.0 }, "Advanced modifiers (only works for joints)": [ { "Name (case sensitive! see plugin description for all modifiers)": "Warming", "Duration (seconds)": 60.0, "Value": 20.0 } ] }, { "Ingredient Slots": { "0": { "Amount": 1, "Item short name": "note", "Item skin id": 0 }, "1": { "Amount": 1, "Item short name": "sticks", "Item skin id": 2660588149 }, "2": { "Amount": 1, "Item short name": "sticks", "Item skin id": 2660588149 } }, "Produced Item": { "Amount": 1, "Custom item name (null = default name)": "High Quality Joint", "Item short name": "horse.shoes.basic", "Item skin id": 2893700325 }, "Identifier (used with ganja.give command)": "high_quality", "Is joint": true, "Boosts (only works for joints)": { "Wood boost percentage (1 = 100%)": 0.0, "Wood boost duration (seconds)": 0.0, "Ore boost percentage (1 = 100%)": 0.0, "Ore boost duration (seconds)": 0.0, "Scrap boost percentage (1 = 100%)": 1.0, "Scrap boost duration (seconds)": 30.0, "Max Health percentage (1 = 100%)": 0.3, "Max Health duration (seconds)": 30.0, "Healing per use": 8.0, "Health regeneration per use": 0.0, "Poisoning per use(a negative value will decrease poisoning)": 0.0, "Radiation poisoning per use (a negative value will decrease radiation)": 0.0, "Bleeding per use (a negative value will decrease bleeding)": 0.0, "Calories per use (a negative value will decrease calories)": 0.0, "Hydration per use (a negative value will decrease hydration)": 0.0, "Joint durability (seconds)": 120.0, "Joint durability loss per hit (seconds)": 10.0 }, "Advanced modifiers (only works for joints)": [ { "Name (case sensitive! see plugin description for all modifiers)": "Cooling", "Duration (seconds)": 60.0, "Value": 10.0 } ] } ], "Require permission for crafting": true, "Require permission for gathering": true, "Disable built-in stack fix (set to true if you have problems with item stacking/splitting)": false, "Automatically extinguish joint when unequiping it": true }
    $21.00
2.3m

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10.6k

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152.8k

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