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Everything posted by The_Kiiiing
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Joint Strain Corrupted When Different Types Crafted
The_Kiiiing replied to Jank's Support Request in Support
Are you using stack size controller or anything similar to modify stacksize? Normally it is not intended for joints to stack. -
Changed Status from Pending to Closed Changed Fixed In to 1.0.0
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No problem, even the best of us make mistakes
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Could you please send a copy of your config file
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- 36 comments
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That's not entirely correct, /medic only works with medic permission and when you use it you should get a message saying "you are now an acitve medic" and you get notified about wounded players to revive them. /medicinfo can be used by every player and shows how many medics are active but does not do anything else.
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So I tried splitting a stack on my test server and it was working just fine. Could you try unloading stack size controller temporarly and see if it works?
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I had another person with the same problem an it turned out he did not harvest the hemp at the right time. So did you harvest at ripe state and was the hemp planted in a planter box ? Your config looks ok though.
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Changed Status from Pending to Work in Progress
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Changed Status from Pending to Work in Progress
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Changed Status from Pending to Work in Progress
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I am aware of this issue and currently working on a fix, expect it to come in the next few days.
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Okay, i will look over it and fix it in the next version of the plugin
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Did you split the stack with your mouse or did you use the slider in the inventory?
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i sent you a request on discord, and the config should be working
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You misconfigured the drop rates. As the config says 1 = 100% so 50% would be 0.5. Everything over 1 will not work.
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Possible problems could be: Did you harvest at RIPE state? Did you plant the hemp in a planter box? If you changed the biome mask you can gather only in the specified biome
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Version 1.0.5
146 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- 36 comments
- 2 reviews
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- 3
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Changed Status from Work in Progress to Closed Changed Fixed In from 1.0.3 to 1.0.4
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Version 1.0.5
828 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-managerFree- 5 comments
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Changed Status from Can't Reproduce to Work in Progress
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I will look over it and fix it probably with the next update
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Changed Status from Pending to Can't Reproduce Changed Fixed In to 1.0.3