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Everything posted by xDEgg
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Hello! I've spent a considerable amount of time trying to include table compatibility. While I can change the item accepted, and their stack sizes, sadly a protected int which is initialized from an item definition before i can edit it prevents non-scrap items from being calculated as valid pools from the player, unless I've missed something. This means while I can set the item, I cannot pool them as valid bets at this time, I will continue to explore this however, incase I have missed something, and will continue to expand into new game types as they're added and configured. The Table has Texas Holdem right now but the developers clearly have goals or ambitions to add new game types or at the very least have formatted their code in a way where it can be expanded, so we can hopefully expect an exciting future for this plugin and Customized gambling in general
- 31 comments
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- #rust
- #rust plugin
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Version 1.1.2
93 downloads
Balance the betting allows server admins to set the compatible item type of wheel terminals within a radius, and configure all slot machine item types as a group. The plugin is designed to give more options to an otherwise bland gambling system, for example allowing various configurations of high-roller and budget oriented big wheel gambling machines in custom casinos. We are currently exploring more options and features for this plugin, including slot spin speed to create fun, unique and immersive content. <I/O> Getting Started <I/O> Permission: - User is required to be admin in order to configure gambling machines. Installation: Stop Server - Existing Users: Delete oxide\data\balancethebetting, install file in plugins folder - New Users: install in oxide\plugins Commands: Setting Terminals: /wheel [itemid/shortname] [unique name/id] - Sets all big wheel terminals within a radius of the player (rouchly 8x8ft) to the given item definition(s), if valid. Setting Slots: /slot [rewardname] [itemid/shortname] - Sets and Saves all slot machines with the given item, if valid, with the given prefix being used where chat notifications are sent to the player. Removing Terminal Settings: /removewheel [name] - Remove wheel terminal groups Config Explained: "General Settings": { "Is Enabled": true, - when false, plugin will do nothing "Load On Wipe": true, - Enable on custom maps, reloads slot gambling machines to configured settings "Enable Skin Mode": true - plugin will subscribe to hooks {CanMoveItem, OnItemAddedToContainer} to check for skin logic }, "Chat Settings": { "Announce Plugin Loaded In Game": true, - when true, allow the plugin to announce when loaded "Chat Prefix Enabled": true, - Enable Balance the Betting tag/prefix in chat notifications "Chat Prefix Color": "4A95CC", - Set the announce/message chat/prefix color "Chat Message Color": "C57039" - Set the color of messages from Balance the Betting }, "Version": { "Major": 1, "Minor": 0, "Patch": 2 } } Global Slot Data Settings { "Reward prefix in chat": "hot", - prefix to be used in chat "Item shortname/id to accept": "sulfur", - item to accept and reward "Skin to accept": "1291766032", - Skin to accept. Default Empty. "SlotSpeed - Recommended: 0.7f - 2f": 2.0 - Duration of slot spins } Wheel Data Settings{ { "main": { "Item shortname/id to accept": [ - Items to allow in wheels "sulfur", "stones", "wood" ], "Skins to accept": { - Skins configured by item type "sulfur": "", "stones": "1291766032", "wood": "1291766032" }, "Position to check from": { - Dont change, auto generated "x": 452.5688, "y": 29.0338345, "z": -789.6383 } } } <I/O> Contacting Us <I/O> You can Contact us at Our discord: discord.gg/TTb3f3XEhq$13.50- 31 comments
- 3 reviews
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- #rust
- #rust plugin
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Alrighty, Update Time: The CUI for the environmental conditions is done and is undergoing performance testing, I've been experimenting with consuming options and decided that instead of a consume once, we'd go a bit further with it. So a small teaser below, but introducing smoke progression: Current Input Type (Hold Down MB1) If you're currently working on an Economics solution or another project and would like native compatibility with Cultivation, let me know and we can talk over API and get it set up for on release The smoke system will be release with compatibility for Hydras backpacks, any other issues due to plugin conflicts can be reported direct once released, so I can implement compatibility patches / optional patches. The current state of the behaviour is very proof of concept, with the current behaviour locking the weed in states until x minutes pass, then the state is changed. I will follow with more updates on this shortly. I do have a discord open now which gets regular (if you call them that) updates as appose to intermittent and you can watch the development of the plugin as it comes along. I wont post it here as I'm not interested in traffic, but if thats something that interests you please message me and I will happily link you and grant the appropriate role. Please if anyone has any feedback or suggestions, big or small, throw them to me. I'm trying to create a cost effective plugin which provides numerous elements of gameplay, and I want to do that how players would want to see it, so your opinion is ultimately extremely valid. Thanks for reading,
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That sounds vastly different to our planned uniformer to set users in Anime Skins Raecast.
- 4 replies
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- #floating text
- #roleplay tool
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Hide your anime houses. Floating Text plugin: In Development Stage: Requires testing under high player count
- 4 replies
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- #floating text
- #roleplay tool
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Hello, I've a few projects but yes, still working on this. Update video and screenshots will come tomorrow or you can add me in discord to message for updates any time:) Pagination for item shop is being implemented and tested tonight
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yeah so the end goal is to produce something which will add to the user experience and provide hours of gameplay, letting them experiment with strains, buffs and debuffs while providing a balanced and configurable contribution to the servers economics. I want it to be more than just a gimmick / basic eco grower. The end goal is to provide an extra experience I suppose
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For sure Flame, will let you know too I'm working on another project today to finish up the UI on that, then will post an update video on this
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Hey, I've already been considering consumable properties, hence the bud tab. The Bud will be used as a resource / ingredient in order to produce a consumable that has buffs based on the buds strain, as well as debuffs, hopefully by the end of it there will be an entire system for production, reproduction, modification and consumption. Once the base store page is fully implemented and the info panel for strains, i'll work more on the consumable side of the plugin but right now the focus is growth, reproduction and modding strains
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Hello, I have a test environment. Will be doing tests soon if you and your friends / players would like to drop in, each receives a decent start up with money and kit commands, player versus player combat is disabled but you'll all have enough money to set up farms and try out the functionality if you'd like. Initial release was going to be after 2 days of me picking it up but as since I've decided to go completely overboard on it and flesh it out to maximise usage for players / gameplay/ Let me know if you're interested and when ready I'll throw over the connection information and a time /date Thanks for following the progress of the plugin
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ShopUI Test Design (test design): Any thoughts, notes? By Default there are 3 strains of Bud, each available in the store at Limited stock per seed, cutting or bud (consumable) per restart. Users will be able to sell their own seeds, bud and clippings, Will be a sell interface to do this. Not sure on how to do valuation of non default strains, currently considering user-decided values or auto-generated based on genetic properties and percentages.
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Hello, currently I'm experimenting how I launch the ui, current testing has shown the current implementation doesnt seem taxing but it is being refined and reviewed for the most performance friendly solution possible. If at high player count performance is impacted I will switch to an inradius system before checking the raycast, Once its released if anyone is experiencing performance issues we can work em out :) Some players have shown interest in making it so weed can only be grown in planters, so this will be a config option
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Hey, UI has to auto-popup as it replaces the default Hemp ui. The plugin uses the Hemp mechanics but for the THC/Drug portion of the plant, so to avoid the old recycled hemp UI which no longer has function, this is the current solution. When I release it will come with a document telling you how to use the plugin, customize. Still needs refining(Will be improving the detection to switch from point sphere to new solution soon, I recommend Muting as my music taste are subpar
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Hey there, The UI auto-appears at the same time it would for standard Hemp(most of the time xD), and autocloses when looking away. The Info tab gives some info about the strain (creation date) and a breakdown of the genetics (effects), once you learn the genetics markers you can pretty much get by using the pop-up UI unless you want info about the strain. So in short, you have to press T, but it shouldn't be needed more than to get familiar with the genetics system and start assuming details. The close button is added incase something happens and UI gets stuck, but the process should be mostly automatic. Attached below is current state of UI: Any other questions or critiques let me know, I'm always eager to improve.
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Quick Update, Since we can't get rid of client UI, even when it no longer applies to a gameObject, I've decided to cover it with my own and make some custom behaviour for the plant. Current UI State, and Target UI below. This Covers the default UI for Hemp which no longer applies to entities with the WeedPlant Component. UI isn't opened or closed by a key or command, opens automatically looking at or around a plant. Close button is added as a safety feature. Info Button opens a page containing more information about the strain and its effects on growth/value of material/clones/seeds(hybridseeds)
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Plugin will use its own internal UI and commands, will include hooks and appropriate code for it to be called / launched / closed externally for integrating with controller plugins / other ui in the interest of compatibility with other plugins and info menus
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I will have to write a new solution to planting the cannabis, instead of hemp. As such Will a command which snaps the seeds to the floor layer, which can be placed clicking a UI button to plant the weed be suitable in your opinion? I'll have to do some work with whoever uses it as I'm sure players will get creative in abusing it someway or other but such is life
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if you miss the cultivation time, they wither and leave behind seeds?
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So lets say, 6 hours Junior Seeds, 6 Hours infant plant, 6 hours adult plant, 6 hours cultivation (ideal time, can cultivate at adult plant for less yield, infant plant to recover less seeds than planted, junior seeds to recover all seeds planted) - Times configurable in config, Integration using Economics and NPC support to be sold in a "undried" and "dried" state?
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I'm happy to pick this up, but I'm interested in learning your progression needs. How would crops to be cultivated? What stages in growth would you want(Stages Over Time(What Time Frame?)?) What economy system would you want? (Wulf Economics, internal currency system, Item trade system), Can you use the weed? what effects would it have? if anyone wants to get back to me with those details I'll list it for $10 within the next two days.
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Hey, Its nearly ready. I have a basic mode which unjams using a command, I'm implementing a UI based unjam for the advance mode that would require cost, what item(s) or currency would you want to use to Unjam weapons in the advance mode? and what tier of real $ would you price a jamming plugin at? I'm trying to gauge interest, design it to desirable standards and price it fairly, Thanks for your comment
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Hello, I'm remaking my Weapon Jamming plugin, would users be interesting in something like this if I made it available? https://www.youtube.com/watch?v=2ge6fpQ16fc I'm currently implementing a UIMode unjam which uses a button and a progress bar, and a simplistic Ui mode which uses a simple command to unjam weapons. What are thoughts anyway? All Feedback appreciated in regards to UI, functionality suggestions ect Attached image of the in-progress button unjam