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marxy

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Everything posted by marxy

  1. marxy

    Request: OnTryStartBrewing

    Hello, It would be nice to have a hook before OnCustomMixingStarted that passes the brewingTime, craftingCount and craftAmount so it is easier to adjust them. For example I am working on an upgrades plugin and having to use a reflection hack to adjust them currently. Love the plugin, thanks in advance!
  2. marxy

    CubeBuild

    You have to place TC with the cube planner. The rug message is because that is the entity used to make the cubes. You can place some things like containers and furnaces, etc
  3. marxy

    CubeBuild

    Very cool, like the plugin so far. Some thoughts after playing with it for a while: - Support for blocks with different textures on different sides, example: log blocks - A pain to do, but for extra performance having a batched version of the skins and using a single rug for multiple block faces could be effective, although it may lose texture quality if batching too many together. Maybe just configurations up to 2x2? - Cube highlight can be a bit sluggish feeling, I see that DdrawUpdateInterval is set to 0.2f, is it mostly a performance concern to not have it lower? Could potentially adjust the interval up/down with the amount of people either online, or currently using the planner. - Would be nice to have config option for player build distance - Would be nice to have a per-player option to toggle the ddraw for normal cubes and/or ddraw color - Damage block for repairs/cancel repairs when taking damage would be good as well - Extended custom entities, such as workbench, using the crafting table skin etc. Love it so far. Fyi: I tested on a mostly empty server with about 102k blocks placed, totaling about 220k entities. Server fps didnt really change, client fps was only low because it was all in one place. So performance seems okay so far.
  4. marxy

    Skinner

    For anyone wanting autoturret support before the plugin gets updated, add this to the WorkshopSkinNameConversion definition. (Such as line 5780). {"Auto Turret","autoturret"}, Then imports will work for it.
  5. If you are having problems with furnaces losing upgrades on pickup, or items and furnaces duplicating and/or turning into eachother when dragged ontop of eachother, etc. In the function CanStackItem, change the middle return from true, to false and it will fix it all. As of writing, this is found on line 1293. I'm not sure why the dev seems to be refusing to fix this after nearly 5 months. With the current implementation, anytime you pick an upgraded furnace up, it is trying to be stacked to the first stackable item in the inventory. And even if you can pick it up successfully, if you drag it ontop of another item, or drag another item ontop of it, it causes a duplication/destroys the furnace.
  6. Hello, would it be possible to get a config option to only play the alert for the person doing the action? Or possibly just whoever is in the build priv where it happens? Thanks in advance!
  7. marxy

    Request: Hide Sell Button

    Hello, it would be nice if the sell button could be hidden if the player does not have permission to use it. It would remove some confusion as we have the fish sellable through our own store setup. Thank you for the awesome plugin.
  8. marxy

    Item Drop config option

    Hello, would you be willing to add a config option to select the drop bag that is used for ItemPerks and ItemPerksLegendaryItems? Currently the default bag drops to the bottom of the ocean when spawned and we usually manually edit the code to use item_drop_buoyant, it would be really nice to just have a config option.
  9. I wrote it out already. Your plugin returns TRUE to CanStackItem if it is an upgraded furnace, which means it is allowing it to stack with ANY item, causing bugs where when you pick it up it turns into the first stackable item in your inventory. You need to return FALSE so it cannot stack with any item. It has nothing to do with other plugins.
  10. This is still a problem and needs to be fixed, otherwise the item loses upgrades when being picked up. The line is different but the CanStackItem needs to return FALSE not TRUE, otherwise it will try to stack with any item.
  11. marxy

    Enable/Disable command bug

    Awesome, appreciate it! Definitely don't mind helping to test future updates if you would like. Thanks again.
  12. marxy

    Enable/Disable command bug

    Hello, The profile names are the default monument names and yes I am using quotes for it. I think the issue may be due to ReloadData being called without UI=true so the data does not save first or maybe an issue with the reloading of the config when this is ran to quickly one after the other.
  13. marxy

    Enable/Disable command bug

    Hello, Currently if you try to enable/disable profiles in quickish succession it does not work. When trying to enable about 5 profiles only the first and last ones enable. When running 3 or so manually from console, it inconsistently disables a previously enabled one. Is there a better way to set the AutoStart option on multiple profiles from another plugin? Thanks in advance.
  14. marxy

    Using item_drop_buoyant

    P.S. Sorry, I know you just changed it to the backpack prefab in the latest update, I just like the look of the dry box
  15. marxy

    Using item_drop_buoyant

    Hello, I wanted to change to use the item_drop_buoyant prefab for the container. I just wanted to ask what the check what the line on 3017 is checking for? if (container.name == "1771111002") return; Does this need to also be changed or can it be left alone if changing the prefab? Thanks in advance.
  16. marxy

    BuildingWorkbench

    Same name and function as a free plugin, but for $5 ....?
  17. Title, if WaterBasesJunkpileFix is loaded, ghost ships cannot spawn.
  18. marxy

    Erratic flying

    More controllable, but it pulls hard left for some users and hard right for others. Will not stay straight. Seems to randomly fix and break itself. No one is in the deep sea this time but it sometimes flys okay, sometimes has a hard pull.
  19. marxy

    Erratic flying

    Dropping a large backpack, it does not spin
  20. marxy

    Erratic flying

    I can test that shortly. It seems to be fine until someone uses it in the deep sea. Then they break for everyone until deep sea closes
  21. marxy

    Erratic flying

    After the naval update, jetpacks seem to spin out and not fly straight. Also lag you in/out of flying and eventually just drops you.
  22. CanStackItem currently returns true for any upgraded furnace/oven causing them to turn into whatever you drag them ontop of. Changing line 1271 to return false fixes this issue.
  23. marxy

    Missing doors/elevator

    Hello, I'm having troubles getting this prefab to work properly. I have rustedit installed properly on my server as other prefabs work fine, but with this tower the doors, elevators, buttons, and triangle floor grills do not spawn
  24. Hello, noticed a bug if the servers hacked crate timer was below 600, the events would not spawn. Tracked it down to line 1532, just need to change _HackTime to HackableLockedCrate.requiredHackSeconds float remainingTime = HackableLockedCrate.requiredHackSeconds - crate.hackSeconds;
  25. marxy

    Infinite stock

    diff --git a/plugins/CustomItemVending.cs b/plugins/CustomItemVending.cs index 0975882..26df4b7 100644 --- a/plugins/CustomItemVending.cs +++ b/plugins/CustomItemVending.cs @@ -561,6 +561,7 @@ namespace Oxide.Plugins public int ShoppyStockBalance; public int ServerRewardsBalance; public bool Broadcast = true; + public bool infiniteStock; public int GetAvailableAmount(ItemData itemData) { @@ -1819,13 +1820,35 @@ namespace Oxide.Plugins continue; } - player.GiveItem(newItem); + if (vmData.infiniteStock) + { + var itemCopy = ItemManager.Create(item.info, item.amount, item.skin); + itemCopy.name = itemData.displayName; + itemCopy.text = itemData.text; + itemCopy.SetItemOwnership("Market Item", $"Purchased from the outpost by {player.displayName}."); + player.GiveItem(itemCopy); + } + else + { + player.GiveItem(newItem); + } break; } else { paid += item.amount; - player.GiveItem(item); + if (vmData.infiniteStock) + { + var itemCopy = ItemManager.Create(item.info, item.amount, item.skin); + itemCopy.name = itemData.displayName; + itemCopy.text = itemData.text; + itemCopy.SetItemOwnership("Market Item", $"Purchased from the outpost by {player.displayName}."); + player.GiveItem(itemCopy); + } + else + { + player.GiveItem(item); + } } if (paid >= purchaseAmount) break; Here is a patch of my quick and dirty way to do it. Does not currently have UI to toggle it on so the plugin has to be unloaded, config changed, then reopened. Probably better to have an admin command for it. Also wasn't sure how to get the ownership tag from the existing item so just set it to a generic tag for now. Feel free to use this is you would like to. Love all your plugins!

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