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Support Replies posted by Nomad3211
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Aaaaah okay thank you!
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Sure thing!
Ill include some screenshots here of my personal permissions, as I was testing this earlier.
Tried with ingredientchancemodifier.1 disabled/enabled. Didnt seem to make a difference.
Thanks again!
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Hey Razor!
Thank you for taking the time to look into this!
I am just carrying this over from a discussion post that @Renzo223 had made regarding the situation.
From what I gather, all seeds and clones are not being accepted into the satchel.
Perhaps we have a config setting out of whack or another plugin causing issues.
Thanks in advance for your help!
Here is a copy of the config for reference.
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Hi there!
I have been racking my brain trying to get this to work.
The ingredients dont seem to be dropping.
I have verified the drop sources are showing up when the plugin loads,
I have set the drop chance for ingredients in question to 1.0,
set the drop weight to 1000 for good measure,
Made sure I had permissions and everything set in game.
I also tried spawning in collectible plants via console, as well as grown plants from planters, aaand flew around and collected wild plants.
Im at a loss!
Hoping you can help point me in the right direction.
Thanks in advance! -
Aaaaaah, okay!
Thank you so much! -
On forced wipe day, I just delete the skill tree data file.
If I allow the plugin to handle wipes, it will reset skill tree data when I run a map wipe.
Which is what Im trying to avoid.
Forced wipe - monthly - everything including skill tree is wiped.
Map wipe - biweekly - only the map is to be wiped (Trying to save st data)
Hope that makes sense -
Hi there!
I have setup Prestige levels and so far everything works amazing!
1 small issue though:
- I granted access to "prestige kits" when a player prestiges. Each prestige level has its own kit.
The issue is that when the data file is deleted and server is wiped - all skill tree prestige perms reset normally, but the permission granted for the kit remains. I have to manually clear permissions for each kit group when server is wiping.
Below is an example of the permission I am referring to. Specifically - kitcontroller.prestige#
"Prestige levels": {
"1": {
"Permissions [name : perm]": {
"Receive <color=#738f61>6</color> Skill Points per Level!": "prestige.points.1",
"No <color=#738f61>XP Loss</color> on death": "prestige.xploss.1",
"Earn <color=#738f61>2x</color> more experience": "prestige.xpgain.1",
"<color=#738f61>100%</color> more rested xp": "prestige.restedxp.1",
"<color=#738f61>+1</color> presets": "prestige.presets.1",
"<color=#738f61>Free</color> Respec": "prestige.respec.1",
"Prestige 1 <color=#738f61>/kit</color>": "kitcontroller.prestige1" <<----- this is the problem child.
},
Is it possible to have the kit perm removed when data file is deleted for wipe?
or am I missing a setting somewhere that handles this?
* Worth noting - I have a mid month wipe, where only map is reset. Skill tree is kept, so I dont have the clear on wipe setting enabled.*
Thanks in advance! -
Just change the RidableHorse2 to RidableHorse.
IE, remove the 2.
Will need to do it in a few spots.
I did that and it allowed the plugin to work for me until the update is released. -
I have confirmed this from multiple users, yes.
First ticket I received, I didnt think much, but I received multiple tickets or complaints regarding the issue.
Ill see if I can get some footage of whats happening.
Thank you! -
Epic Loot uses the item display name.
Some how, when the item is being skinned - its resetting the custom display name to the default item name.
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Hi there!
I am having a flood of people saying that when they skin some epic items -> they are losing the Epic Loot buffs after its been skinned.
IE - if they take an "Operators Ak47 [s 0.15]" and skin it, it just turns into an ak47 without the custom name properties.
For reference:
I have the setting that changes the items name to the skinned name Disabled.
Without completely disabling skinning of epic items, is there any way of preventing the items from losing their buffs?
Thanks! -
Hi there!
I have been recently receiving complaints from players stating that the harbor event is "buggy".
What I was able to gather is that it seems to have something to do with the cargo ship.
Either the cargo doesnt spawn in some times, but the area where it is still has the collision box ( its like cargo is invisible)
Or other times, it does spawn in but when players get onto the cargo ship, they cant move around without getting rubber banded all over the place.
Worth noting:
- Only plugin I have modifying cargo ship is Mevents Event manager ( which only starts vanilla cargo, no modifying core funct.)
- Running on Carbon, not oxide
Heres a copy + paste description from a support ticket I received:
"once me and PLAYER got onto it and then it just kept constantly rubberbanding us back to the same postion we couldnt shoot anything or move, coulnt tp off, couldnt f1, then PLAYER fied and then the boat lurched forward at warp speed 9 i got NPC'd instantly , second time the event was on timer was running when we went there No cargo ship, PLAYER tried to jump in water and it was like the cargo was there but invisible it wouldnt let him go in the water, we waited for like 10 mins, the crane was moving like it want to load it"
Thanks for any help regarding this matter! -
Can Confirm, this appears to be fixed!
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1
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Would be happy to !
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Thank you!
I couldnt find it when I went through the commands section in the description.
I was trying "addskin" without the "skincontroller." part. -
Hi there!
Im trying to add in all the skins that I had with skin box, the list is absolutely massive.
I dont see a way to import in bulk or anything other than going into the game and using the chat command.
Is it possible to add a console command that allows for adding skins, perhaps multiple skins at once?
This would be great to use with the discord bot "discord to skinbox " as I can just set the custom command within the bot and let people import their own skins as they choose.thanks!
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Hi there!
Is it possible to allow prices within the shop to be formatted in such a way where:
1,000 => 1k
1,500 => 1.5k
125,000 => 125k
1.000.000 => 1m
1,235,235 => 1.2m
etc.
or something like:
"allowed numbers until price is formatted (1 = 1 , 2 = 10, 3 = 100, 4 = 1,000)": 4,
1 would look like: 1K, 1M, 1B, 1T
2 would look like: 11K, 12M, 16B, 20T
3 would look like: 12.4K, 123M,
4 would look like: 1,235K, 3,001M, 1,605T,
Im having a hard time fitting expensive buy/sell price tags within the item card.
If my buy or sell price is too large, the price disappears , or just looks messy.
I realize I could just set smaller buy/sell prices or use custom items to replace the large price tags, but its not as seamless.
Thanks in advance for any consideration! -
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From what I gather - If I have auto kit enabled in "Kit Controller" .
The autokit seems to overwrite the restored inventory.
Best I got so far!-
1
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Okay I can conform there is a plugin effecting this!
If I load only this plugin onto my carbon test server, It works just fine.
The issue is on my end, perhaps Kit controller.
Thank you!-
1
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This is very possible, I am using a Kit Controller as well.
Ill boot up a test server and get back to ya! -
Hi there!
I just purchased this plugin to replace the "Restore Upon Death" plugin, but I cant seem to get it to work on carbon.
No matter what I do, I cant get the inventory to restore. I have tried:
- Verifying no god mode or vanish
- Currency setting disabled and economics
- Currency cost of 1000 and 0
- Removed the vip group and configured basic as default
- Set tp random or to death to both false and true
---> Will tp back to death location, but corpse is cleared of any items - no inv restore
Im using:
- Kit controller
- Economics
Heres my config for reference:
{
"Sets black-list command": [
"dmbl",
"bl"
],
"Sets help-info command": [
"deathinfo",
"di"
],
"Sets toggle command": [
"deathtoggle",
"dt"
],
"Permissions": {
"default": {
"Random Respawn or Spawn at Death Location, true = random": false,
"Resets Cost Increment after x seconds, 0 = disabled": 0,
"Sets Increment penalty for quick repeated use, 0 = disabled": 0,
"Sets price": 0.0,
"Sets default currency, 0 = disabled, 1 = Economics, 2 = ServerRewards": 0,
"Seconds for how long after respawn until you can take damage, 0 = disabled": 0,
"Sets allowed containers, Main = 0 | Belt = 1 | Wear = 2 | All = 3": [
3
]
}
},
"Black Listed Items with Skins and Permission bypass, use Commands to setup & update": {}
}
Thanks in advance! -
Ha !
Awesome, many thank yous! -
No rush!
I just set some stacks to 1 for the time being to get around this.
Thank you! -
My Ui scale is set to 1.0
I missed the "disabled, coming soon" part.
Thank you for the quick turn around!
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Hi there!
Just set this up to work with epic items in my server.
The issue is:
When a player enhances a stack of items, it doesnt remove 1 item from that stack and apply the buffs, instead.. it applies the buff to the entire stack of items.
so If I apply buff to a stack of 10 combat knives, all 10 will receive the epic buff for the cost of 1.
Thanks in advance! -
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Hi there!
Is it possible to add integration with the bag of holding plugin so I can use the "kitbag" functionality?
In my server, I have Item Kits being sold in the store allowing players to buy entire item sets at once.
I am currently using Kits.cs (killy0u I think) but I would like to remove that plugin entirely so I can use yours as I like the UI and welcome controller integration.
As a work around, I have just left the Kits plugin installed, changed the command and deleted everything except the kit bag kits.
This isnt ideal, but will work for now.
Thanks in advance! -
Hi there!
Currently trying to integrate this plugin into my server as I love everything about it so far.
Just 1 issue..
I have Custom items on my server and most of my kits include custom items.
Is it possible to add support for configuring the Display names of items?
shortname
displayname <<-- praying this gets added
itemid
skinid
Thanks in advance for any condieration!-
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This will get you by for now until its officially released.
Look for all instances of:
TakeFrom(new[]
stash.TakeFrom(new[] { rtt.inventory });
stash.TakeFrom(new[] { rb.inventory });
stash.TakeFrom(new[] { rt.inventory });
stash.TakeFrom(new[] { rb.inventory });
There should be 4.
Just add:
, 0f Like so:
stash.TakeFrom(new[] { rtt.inventory }, 0f);
stash.TakeFrom(new[] { rb.inventory }, 0f);
stash.TakeFrom(new[] { rt.inventory }, 0f);
stash.TakeFrom(new[] { rb.inventory }, 0f);
Thats a ZERO, not an O
Hope this helps! -
Hi there!
I am configuring this plugin to work with my servers, and I am wondering If I can configure a command that will open a specific page within a panel tab.
Example:
Info [1, 2, 3]
Rules
Commands [1, 2, 3, 4]
/info 3 -> to open page 3 of info
or
/commands 2 to open second page of commands
or even
/info2 for page 2
Any help with this is greatly appreciated! -
I believe you!
I just saw the npc spawn handlers, and then the nav mesh errors started showing up.
I had only assumed it was related, that doesnt necessarily mean it is!
I do have a number of mods and events, so it is likely that one of those is the culprit. -
Back to the logs then!
Thank you for that input! -
I have a dedicated host with 64 gigs of ram.
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Hi there!
I have recently experienced a couple of crashes on my server.
I went through the logs and no matter what I do, I see this Error spamming my console:
"Failed to create agent because it is not close enough to the NavMesh"
I have narrowed out all possible causes (that im aware of):
- oxide mods all up to date (no harmony mods installed)
- Rust, steam, graphics card all up to date
- Ensured that custom npc spawn locations were from this map only (you provide in download)
The nav mesh error occurs after RustEdit finishes loading the npc spawn handlers.
*Dangerous treasures loads but hasnt started, so no npcs were spawning*
- There isnt a single entry for "nav mesh" anywhere in the log prior to the snippet I sent.
Heres my log for reference:
[RustEdit] - Successfully connected 322 IO links
[RustEdit] - No custom vending machines found in map
[RustEdit] - 293 loot containers processed!
[RustEdit] - Created 2 keycard desk respawners
[RustEdit] - 341 resource entities processed!
[RustEdit] - 0 junkpiles processed!
[RustEdit] - Created 48 NPC spawn handlers!
[RustEdit] - Connected 18 shopkeepers to vending machines
[Dangerous Treasures] O4: Metal Blade (16), Metal Spring (33), HV 5.56 Rifle Ammo (235), High Quality Metal (1288), High Velocity Rocket (4), Metal Pipe (25), 5.56 Rifle Ammo (236), Targeting Computer (16), CCTV Camera (21), Incendiary 5.56 Rifle Ammo (190), Gears (17), Empty Propane Tank (26)
[Dangerous Treasures] Next automated event in 00h 42m 51s at 03/25/2025 06:53:57
[Image Library] Starting order Kits
Failed to create agent because it is not close enough to the NavMesh
[Admin Radar] Cached 9372/189281 entities in 68.921434 seconds!
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[RaidableBases] 25% loaded (920 potential points)
Kits storage process at 85% (28/33)
Image batch (Kits) has been stored successfully
Invalid Position: generic_world[226768356] nightvisiongoggles (world) (0.49, -508.23, -8.90) (destroying)
Shutting down compiler because idle shutdown
Compiler shutdown completed
[Image Library] Starting order Shop
[RaidableBases] 50% loaded (2530 potential points)
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Thanks in advance! -
Hi there!
All is working as intended from what I can tell, but if im not mistaken, I remember the Level title showing up after the players name.
However, After this recent update, the level title is showing up before the players name .
Is there any way to move the title around ?
What I see:
[Lvl: 3] [Playername]
What im aiming for
[Playername][Lvl: 3]
Thanks in advance! -
That did the trick!
thank you! -
Heres the Data file for reference:
"pentiy": {
"76561198337084719": {
"Redemptions": {},
"vip_levels": {
"tier1": {
"start_time": "2025-02-24T00:31:00.004751+00:00",
"end_date": "2025-03-26T00:31:00.004752+00:00",
"token_key": "t1"
}
}
}
}
}And here is the token in the config:
"Date time format (case sensitive): dd == day. MM == month. yyyy == year": "dd-MM-yyyy",
"Prevent players from consuming a token if they are already in the group?": true,
"How often should the plugin check to see if a player has run out of VIP [seconds]?": 3600.0,
"Should VIPTokens handle stacking of VIP token items? [set to false if using a stacks plugin]": true,
"Add your vip tiers and commands here. Use {id} in place of a players userid and {name} in place of their name.": {
"t1": {
"name": "Tier 1",
"time_type": "day",
"time_to_add": 30,
"vip_group": "tier1",
"vip_description": "This is an example of a group only VIP token",
"remove_tokens_on_wipe": false,
"token_item": {
"name": "Tier 1 Token",
"skin": 2529344523,
"item_shortname": "radiationresisttea.pure"
},
"_command": null,
"_commands": null,
"remove_commands": null
}, -
Hi there!
I just downloaded this and started setting it up.
Everything seems to function correctly, however, in the /tokenmenu - the "Ends: N/A" Timer doesnt update for me.
I have the config set with dd-MM-yyyy
and
"t1": {
"name": "T1",
"time_type": "day",
"time_to_add": 30,
"vip_group": "vip",
Any help is greatly appreciated! -
Hi there!
Players are still saying items are disappearing from lockers when the server restarts or plugin is reloaded.
Is there anything that can be done about this? -
Bot loads up and connects to the server no problem.
But when I add a skin ID to the discord channel, it crashes the bot.
Every time.
node:events:495
throw er; // Unhandled 'error' event
^
TypeError: Cannot read properties of undefined (reading 'includes')
at /home/container/app.js:105:87
at _Collection.some (/home/container/node_modules/@discordjs/collection/dist/index.js:261:11)
at Client.<anonymous> (/home/container/app.js:105:58)
at Client.emit (node:events:517:28)
at MessageCreateAction.handle (/home/container/node_modules/discord.js/src/client/actions/MessageCreate.js:28:14)
at module.exports [as MESSAGE_CREATE] (/home/container/node_modules/discord.js/src/client/websocket/handlers/MESSAGE_CREATE.js:4:32)
at WebSocketManager.handlePacket (/home/container/node_modules/discord.js/src/client/websocket/WebSocketManager.js:355:31)
at WebSocketManager.<anonymous> (/home/container/node_modules/discord.js/src/client/websocket/WebSocketManager.js:239:12)
at WebSocketManager.emit (/home/container/node_modules/@vladfrangu/async_event_emitter/dist/index.js:282:31)
at WebSocketShard.<anonymous> (/home/container/node_modules/@discordjs/ws/dist/index.js:1173:51)
Emitted 'error' event on Client instance at:
at emitUnhandledRejectionOrErr (node:events:398:10)
at process.processTicksAndRejections (node:internal/process/task_queues:84:21)
Node.js v18.20.5 -
Hi there!
There have been a number of players reporting that their items are being deleted from their portable lockers.
I logged in to test and initially, nothing happened. My items remained in the locker.
It wasnt until I was adjusting the permissions and reloading the plugin that the items disappeared.
So I set the "items persist after wipe" setting to true, reloaded the plugin, put items in the locker - waited a bit, and then reloaded the plugin again.
Again.. All items were lost.
How do I set it so that items arent being deleted ??
Thanks!
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Hi there!
I cant seem to get the permissions to show up in permissions manager.
I deleted my config, and loaded the plugin so the config is fresh.
I am trying to add another group into this section here..
"GroupCooldowns": {
"default": 60.0,
"vip": 10.0
},
My group VIP isnt showing up.
Didnt make a difference when I added my group to all other available places in the config.
Am I missing something?
thanks in advance! -
Hi there!
I have the following permissions enabled:
> bag.cmd
> gather
> use
Verified that default group, nor myself during testing have the permission "nogather".
Verified the config option for ibag gather is set to true.
I cant seem to get ingredients to automatically go into the Ibag while looting food boxes or food crates.
The items just go into the inventory and have to be manually added to the ibad.
Havent tested any other methods of gathering ingredients, but a player has reported that harvesting an animal had the same results.
Any help with this is greatly appreciated!
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Thanks soo much!
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Thank you for your reply!
I look forward to trying out this new interface! -
Hi there!
I just Purchased this map and uploaded it to my servers today and its not running on any of them.
I have verified that the oxide.rustedit.dll extension is up to date.
Validated game files, deleted map and reinstalled, and it still will not load.
Any help with this is greatly appreciated!
Here is what my console says as of yet:
Postprocessing 6466 entities from map
done.
[Oxide] 20:10 [Info] [RustEdit] - OnShopkeeperSpawned
[Oxide] 20:10 [Info] [RustEdit] - OnShopkeeperSpawned
[Oxide] 20:10 [Info] [RustEdit] - OnShopkeeperSpawned
[Oxide] 20:10 [Info] [RustEdit] - OnShopkeeperSpawned
[Oxide] 20:10 [Info] [RustEdit] - OnShopkeeperSpawned
Missing EnvSync - creating
Missing CommunityEntity - creating
Missing ResourceDepositManager - creating
Missing RelationshipManager - creating
Missing TreeManager - creating
ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index -
Hi there!
I have a few players asking me if its possible to reconfigure the plugin to allow for a salvage all, or enhance all option while in the /el menu.
I realize I can use the recycler for salvaging.
But is it possible to include a enhance x or enhance all option while in the /el menu?
There are plenty of players trying to enhance items to get the best stats, but doing them one at at a time is very time consuming on a 10x or even 2x server.
Any help with this is greatly appreciated! -
Players are requesting to be able to buy/sell in quantities higher than the predetermined limit of 99,999.
Is it possible to increase that limit so players can buy/sell larger quantities of items?
Thanks in advance! -
Yes, that is correct!
Sorry for the delay, I missed the notification from this post.
My entire server is PvE, except the raidable bases.
I have it set so that bought raids are converted to PvE.
But the naturally spawning raid bases are intended to be PvP, I'm just having a hard time making that work!
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Hi there!
I have been having a bit of an issue getting this configured properly with raidable bases and true pve.
I wasnt able to get this working with my pve plugin, so I unloaded the pve plugin all together, but still am unable to allow damage in the raidable bases pvp zones.
Here are my zone settings:
"Use RaidableBases": true,
"Use LifeSupport": false,
"Use MultiEvents": false,
"Use ServerRewards": false,
"Use Economics": true,
"Use Slap": false,
"Use ZLevelsRemastered": false,
"Use ZoneManager": true,
"Prevent damage in ZoneManager zone": false,
"ZoneManager include mode (true = include mode / false = exclude mode)": false,
"ZoneIDs": [
"pvp",
"99999999"
],
Any help is greatly appreciated!! -
I can help with this, as I have added many custom items with success.
Preferred Method:
You want to start off by clicking the "New Custom Item" button at the very top of the /loottable gui.
*See attached Images*
You will be presented with this ui:
You can find all the Item IDs at corrosion hour or rust labs for the item you are trying to add.
Here is an Item ID for a M249 for reference: -2069578888
You need to know the base item that the custom item is using.
Epic items use their base look alikes
Ganja uses sticks
Bag of holding uses halloween bags
Epic scrap is just skinned blood
Etc.
The 2 most important factors for your custom items are: Skin ID and Display Name.
Some plugins prioritize one over the other.
IE:
ganja. - > you MUST use the correct skin id, otherwise you will be left with sticks and no functionality. - you can change the display name to anything.
Epic Items -> Uses Display name ONLY, skin id appears irrelevant. unless you are filtering/blacklisting
It is important to know how the plugin is creating these items so you can properly add them into the loot tables.
the plugin description page should give you all the information you need.
Once you have added your custom item to the plugin, you can add it to a loot table by selecting it from the "Custom" tab when selecting items:
ALTERNATIVE METHOD:
- Click on "add Item" and enter the details for the item you wish to add
- Enter the Display name as it should be for the custom item.
- Enter the desired (or required skin) for the custom item
- Set quantity and rarity as usual
-> I will include an image to showcase what an epic item looks like being added, as well as epic scrap:
The above settings will give you an epic M249 with the operators buff, but it will appear as an unskinned m249.
Simply change the skin id if you want it to look different.
Epic items require 2 specific Name points; 1 the set, and 2 the modifier. so Operators and [s 0.15]
You can name it "Operators pencil [s 0.15] if you wish but the modifier must be typed as I have shown it. do not include a capital in the [s 0.15].
You can change the lowercase s to any other quality tier in your config (by default a, b, c, s)
If you change the name Operators, it will give you a different set item providing it is spelled correctly.
Now to add epic scrap:
OR
CAUTION WITH NAMING CUSTOM ITEMS!!
Make sure you match the spelling and capitalization of the custom items appropriately!
If you name epic scrap in lower case, but the plugin uses upper case...
The epic scrap will still work, but it will not stack.
This is not always the case, sometimes the custom item wont work at all, so be thorough.-
2
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Hi there!
I absolutely love this plugin, it is a must on my servers!
I am conflicted though.
I also use Better NPC and in order to edit my loot tables, I have to actually add the items into each npcs profile.
I cant seem to get this plugin to modify the loot tables for better NPC.
I have tried:
- changing the base NPC that NpcSpawn uses from a heavy scientist to alternatives
- Using the custom loot & alpha loot options
- Using the #4 option to take loot from a specific prefab
All have resulted in only outputting the default loot tables, not my altered ones.
Any help with this is greatly appreciated! -
That would be awesome!!
I Primarily plan to use the feature along side epic items/other custom items, so the Name Filtering would be most useful to me!
Other Settings:
[config option] "Selling items is display name specific": true
[config option] "Selling items is Skin ID specific": false
[config option] "If Skin ID & Display name specific are both true, prioritize which? ["Name", "Skin", "Both"]": "Skin"
[config option] "Blacklist of skin IDs to prevent selling": []
[config option] "Whitelist of Names to still sell if Display Name Specific is True": [] -> Probably not worth the rare use case
[config option] "Whitelist of Skin IDs to still sell if Display Name Specific is True": [] -> Probably not worth the rare use case
Those are some off the top of my head, but the most useful of them all would likely be the first one; being able to make sales display name specific.
Thank you for the wicked support, You rock!! -
I apologize for the delay!
The issue is still here:
When a player tries to recover their corpse from a PvP raidable base ( I have Prevent actions from restore upon death set to true in PvP zones)
the failed to call hook thing will pop up in the console.
It doesnt appear to give the player a message, it just throws an error -
I have a number of custom items within my server.
Some of them are significantly rarer versions of base items ( with bonuses/etc).
Players are accidentally selling these rare items as they share the same base shortname.
Eg:
Default L96
Operators L96 [s 0.25] *Custom Item*
I see a section in the configs for Display Name that is left blank by default so I tried to add Names to see if that would filter them, it still allowed me to sell the custom version as the default version.
I am primarily concerned with weapons from "Epic Loot".
When I enter a specific name like: L96
It still allows players to sell the: Operators L96 [s 0.25] with the sell max feature / sell 1
Any help with this is greatly appreciated! -
UDATE:
Found a solution to this:
The plugin appears to take the first VIP/Cooldown permission it sees.
So If you want a higher rank to over rule a lower rank, put the highest rank at the top and work down.
Example:
Rank 1: 60 min cool down
Rank 2: 30 min cool down
Rank 3: 10 min cool down -> If player has this rank, AND rank # 2, the plugin will prioritize Rank #2.
However, If done in this order:
Rank 3: 10 min -> This rank will be prioritized (if the player has more than 1 rank)
Rank 2: 30 min
Rank 1: 60 min
Hope this helps anyone with the same issue!-
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Hi there!
So far enjoying the plugin but I have been receiving complaints about the cooldowns.
I have it set so that by default, the cooldown is 1 hour.
If you have a playtime rank , the timer is reduced to half and if you have a purchased rank, the timer is reduced to 10 mins.
However, if the player has both a playtime rank AND a purchased rank (an overlap), there is no priority system taking place that I can see as it reverts to the playtime time rank.
Any suggestions on fixing this up would be greatly appreciated! -
Hi there!
In order to achieve the Ideal number formatting that you are going for,
You must add an "N" in the price format in front of the zero.
Like so:
"Buy Price Format": "N0" -> will make your number look like this: 1,000,000
"Buy Price Format": "N1" -> will make your number look like this: 1,000,000.0
"Buy Price Format": "N2" -> will make your number look like this: 1,000,000.00
"Buy Price Format": "0" -> will make your number look like this: 1000000
N and then the number of decimal places you want essentially.
This worked for me, I hope it works for you!-
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Figured it out, This program Rocks!
Thank you !!-
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I have yet to use it or test it after this afterwards.
This ticket can be closed, im sure.
It was like a fluke, one off thing. -
Thanks a bunch!!
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Hi there!
This plugin seems great, and operational for the most part!
I haven't received any complaints from players,
But I am getting an error that keeps rolling through my console.
I figured it had to do with heli sams but Im not 100% sure which direction to take in order to fix it.
Any help with this would be greatly appreciated!
I have Attached 2 Files for reference: Config & Active Plugins
Here is the error from the console:
Failed to call hook 'OnEntityTakeDamage' on plugin 'HeliSignals v1.2.3' (NullReferenceException: Object reference not set to an instance of an object)
at Oxide.Plugins.HeliSignals.OnEntityTakeDamage (PatrolHelicopter heli, HitInfo info) [0x000a4] in <e76a0691dfd84ad9b73705a87cd4be65>:0
at Oxide.Plugins.HeliSignals.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0058a] in <e76a0691dfd84ad9b73705a87cd4be65>:0
at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <87ce9ac9776a48658bc55eae6debe38b>:0
at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <18d4f19bbc844191b11ed9e69284d09b>:0
at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <18d4f19bbc844191b11ed9e69284d09b>:0
Ingredients wont drop
in Cooking
Posted
I just sent the config to you via direct messages.
Each time I tested, I ended up placing down anywhere from 10 - 30 grown plants.
(was using console command to spawn harvestable plants for testing, but also flew around and collected various "wild" plants. Same results)
Thanks again!