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Everything posted by KingSizeKevin
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It could be something simple like this. Unskilled value. Leave 0 for vanilla/default. If I wanted a 0.5x server to 1x to 2x to 3x, it could be done. If I wanted a 10x that goes to 20x to 30x, it could be done. For someone that wants 1x to start, then just leave it 0 and ignore it entirely. The plugin would work identical for you as before, but allow so much more possibilities without having conflicting plugins. { "Enabled": true, "Permission": "", "Type": "Wood", "ID (for None)": 0, "Image": "https://gspics.org/images/2020/09/02/xz6Fy.png", "Title": "Woodman", "Description": "Expand your tree chopping ability!\nEach tier adds 33% more skill.\nWhen you fully learn the skill, the rate increases to 2x.", "Unskilled Value (Leave 0 for unchanged)": 0 "Stages": { "1": { "Cost": 50.0, "Value [metabolism - value, for everyone else %]": 133.0, "Value 2": 0.0, "Commands": [], "Groups": [], "Permissions": [], "Required skill stages": [] }, "2": { "Cost": 100.0, "Value [metabolism - value, for everyone else %]": 164.0, "Value 2": 0.0, "Commands": [], "Groups": [], "Permissions": [], "Required skill stages": [] }, "3": { "Cost": 150.0, "Value [metabolism - value, for everyone else %]": 200.0, "Value 2": 0.0, "Commands": [], "Groups": [], "Permissions": [], "Required skill stages": [] } } },
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Well you see, that is not possible. The 2 plugins conflict. Skills will not upgrade and the rates stay at the gather rate plugin modifier. I wouldn't post this suggestion if I didn't try already. Your comment was not needed. Unskilled would simply be the "starting" rate so we can tweak the vanilla rates as well. Why have more plugins when this plugin could add a tiny config option (which YOU can ignore and not use) so I can set 0.5x rate when there are zero skills applied.
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- 197 comments
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- #bradley
- #krunghcrow
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Suggestion: Let us set the UNSKILLED rate. So if the player doesn't have skills yet, we can start them off at like 0.5x and have to work towards harder progression. Someone might also want to start at 2x and evolve to 10x for example. Just add a configurable unskilled setting that applies if none of the tiers are purchased yet.
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- 184 comments
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- #boat
- #facepunch
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Could you add support for BotReSpawn API? So when a heli tier is killed, it will trigger a custom profile on BotReSpawn? Integrating with the most popular bot plugin could be beneficial to everyone 🙂 "npc quantity can be left at 0 so it spawns whatever the profile is set up for, or the author/caller can, alternatively, specify their own quantity."
- 395 comments
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- 1
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- #helicopter
- #helicopters
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- 184 comments
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- 1
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- #boat
- #facepunch
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- 13 comments
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- #rust
- #custom monument
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- 184 comments
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- #boat
- #facepunch
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More times than not, a cheater account racks up a very high k/d in a short time. It would be great to have a plugin that notifies discord with a webhook whenever a player reaches X ratio on their K/D in X amount of minutes. It could be set to detect a 4.0 k/d over a few minutes or a 10.0 k/d over a few hours. This would give admins the ability to play with settings to find the best ratio to get reports of high k/d players. Also add the option to whitelist player steam id's so they don't get reported again. (verified good players)
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Have same issue. Any way we could make attack ability only apply to guns?
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Awesome, nice find!! Thanks for your excellent work.
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Hello, I have this same problem sometimes using version B. Sometimes a player comes in discord and says he has a weird crosshair pattern on his screen after I run /suspect on them. Im very hesitant to use this plugin now. Can we make sure this never happens?
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- 34 comments
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The initial skill works when you click Stage 1, but if any player tries to upgrade to Stage 2 or 3, the skill does not apply until they log off the server and reconnect or if the plugin is reloaded. This started with December wipe. Can we get this fixed?
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Ability for admins to place Auto turrets, shotgun traps, flame turrets & land mines at any Monument. Traps are infinite. Traps can be broken by players. Traps respawn after X minutes in a config file. Perfect for PvE servers to make running regular monuments more of a challenge
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Add small line of code for NPCKits API
KingSizeKevin replied to KingSizeKevin's Support Request in Support
oooh sweet I missed that! Always 1 step ahead haha. Thanks mate -
Add small line of code for NPCKits API
KingSizeKevin replied to KingSizeKevin's Support Request in Support
It is the Heavy Scientist profile which I'm sure you are aware as it is probably the base npc that you use -
When using the NPCKits plugin on this website, it overwrites raidable base npcs with whatever is customized in the NPCKits plugin. There is an API to ignore NPCKits and prevent them from loading. Could you add this? object OnNpcKits(ulong userID) => MyNPCS.ContainsKey(userID) ? true : (object)null; where MyNPCS is a placeholder for some record of npcs that is used for Raidable Bases
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Would it be possible to have a plugin that just ignores any wood upkeep for Twig and it just always decays no matter what resources are in the TC? If they upgrade to Wood or higher then it functions like normal.