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Everything posted by iLakSkiL
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Changed Status from Pending to Work in Progress
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Originally posted by @aimacak on Dec. 26, 2023 using version 1.4.0. IndexOutOfRangeException: Index was outside the bounds of the array. IndexOutOfRangeException: Index was outside the bounds of the array. at MLRS.FireNextRocket () [0x0005e] in <08999e34374f48d19390fa37537b5752>:0 at InvokeHandlerBase`1[T].DoTick () [0x00109] in <2568dd734f9b44aeb1eb636644ede180>:0 at InvokeHandlerBase`1[T].LateUpdate () [0x0000c] in <2568dd734f9b44aeb1eb636644ede180>:0
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I re-uploaded the new file, and downloaded it, so 1.5.0 should be up now. Thanks for the heads up on that! Config looks good. I'm hoping it was maybe a one-time error. I'm going to create a support thread for your error and move the discussion over to that, and I'll try to tag you in it. Just to keep our discussion on it easier to follow.
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Update 1.5.0 removes the StackSizeController integration. Players will be able to "overload" the MLRS, but it will only fire the number of rockets that you have set in the config. For example, if your stack sizes for ammo.rocket.mlrs is set to 1000, then players will be able to put 2,000 total rockets in the MLRS. However, if you have the MLRSDamage json config set to only fire 24 rockets, then it will shoot 24 rockets and there will be 1,976 rockets left in the MLRS container.
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It wasn't working prior. The way the MLRS works, people are able to put up to whatever the stack size is for the ammo into the MLRS. On first moving inventory, it would stack lower, but then allow players to go over limit set in the plugin if the ammo stack sizes were larger. It was something that FP changed with how the containers worked in the MLRS. As of now, the only way to limit the maximum amount of rockets the MLRS can hold, is to limit the stack sizes of the ammo. I'm working on a fix that will allow you to set how many can be fired from the MLRS inventory, (i.e. if the stack size for ammo is set to 1,000; then the MLRS would hold 2,000; but you could say only fire 100 of the 2,000. So then there would 1,900 rockets left over in the MLRS.)
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Changed Status from Pending to Closed Changed Fixed In to 1.4.0 Added in version 1.4.0. Thanks for the suggestion.
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I could potentially work that in, in my latest re-write I'm working on. Im thinking a sort of special list, that's like the opposite of the blacklist. The list would apply a specific rate per listed item, globally for all, regardless of permission group. It would be way too cumbersome to make players set specific items for each specific group. I like the idea of a global list multiplier that would either override the group setting, or could multiply/divide group settings too.
- 23 comments
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- #gathering
- #gather rates
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Changed Status from Pending to Work in Progress Changed Fixed In to Next Version
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Not sure on exact issue. FacePunch likes to change things from time to time. My hope is that my newest update will fix any previous hook issues.
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Originally, OnRandomItemAward dealt with the random chance of receiving Worms/Grubs from plants, but it appears that FP has now included seeds into that mechanic. This should be addressed in version 3.0.0
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Changed Status from Pending to Work in Progress Changed Fixed In to Next Version
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Changed Status from Pending to Not a Bug
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Sorry for delay. You use it by setting the permission group names in the CustomGather.json config file. However, I am re-writing the plugin from the ground up, and the newest version 3.0.0 will use permission groups that you can assign in PermissionsManager or through console.
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Changed Status from Pending to Work in Progress Changed Fixed In to Next Version
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I am re-writing the plugin from the ground up. So any issues with this should be resolved in version 3.0.0 coming soon.
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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Added in newest release (version 1.1.0)
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Changed Status from Pending to Work in Progress
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Changed Status from Pending to Closed Changed Fixed In to 2.1.2
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Patched and uploaded new update.
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Changed Status from Work in Progress to Closed