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HighOnTek

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Everything posted by HighOnTek

  1. HighOnTek

    Admin Map

    I think the side bar is great, I would keep it ... but maybe make it permissions controlled for moderators (auth level 1) ... reason being... not all moderators are given the same abilities. So control over who can, and cannot see/use would be nice from a permissions perspective. The tool is great though, you've done a good job with it. There are a couple more owners / admins that I know ... I will ask them if they've seen this tool yet and if not to give it a try.
  2. HighOnTek

    Admin Map

    I would never assume anyone is to stupid, I trust your dev skills so there is no question there... if you can't, you can't. I have a moderator, auth level 1 ... no permissions given for this app and he can see it as well. Is it supposed to display for Auth lvl 1 as well?
  3. HighOnTek

    Admin Map

    So what your saying is, anytime I'm interested in a plugin I should just go back and read the last dozen update notes instead of just trusting that the developer keeps his description, and permissions sections up-to-date, so they're not missing $hit? *sigh*
  4. HighOnTek

    Admin Map

    I decided to give it a try ... went over your description, screenshots and compared to what I have it looks a little different. Probably been updated since you made the initial catalog offering. I have a side bar, permanently on the left side of my in-game screen. I haven't given the admin group any permissions at all, yet I appear to have ALL permissions because I can click the side bar buttons and they appear to work. Is this because I'm the owner with Auth level 2? Is there any way to get ride of the side bar in-game view, and only have it display in MAP view since the functions are for the MAP anyways? Also, in your description you only specify 2 permissions, can you please let me know what these do, aside from the Allow one?
  5. HighOnTek

    Admin Map

    Now that you said those other 2 I use don't break much ... they're going to break next force wipe, watch... you jinxed us. lol
  6. HighOnTek

    Admin Map

    Optimizations aside, 1 plugin to track and update from an admin perspective is always going to be better than having to track and update 3. Every month when a force update comes, its stress time for server owners to see which plugins broke, then we wait for updates. So I was thinking consolidation of plugin maintenance, not necessarily optimization. I don't want to run TP Marker, Admin Radar, and then this one which is 95% there to replacing the other 2, just for map markers. Anyways nice concept, keep up the good work.
  7. HighOnTek

    Admin Map

    This looks very promising… could you add ESP functionality similar to Admin Radar over on umod... adding something like that would allow me to consolidate 2 other plugins down to this single one.
  8. Before I ditch quicksmelt for this ... as it looks to be a good replacement. Loving the GUI option... I have a question and depending on your answer ... a request. Does this support, or have in the config an "output multiplier option? If not, could an output multiplier option be please be added.. so for example, I want all smelting to be faster, but I also want the output more than the default amount for charcoal.
  9. Thanks, don't know how I missed that. duh. lol
  10. Participants automatically receive rewards, but the winner of the event has to manually claim it. This is a little inconsistent and causes confusion. May I suggest you make it so rewards are automatically given and remove the manual accept step... I am having to remind players who ask why they didn't get rewards that they needed to manually accept them. If they didn't win they automatically received participation, then when they do win they just assume it's the same and forget to accept them ... people are complacent with chat, so its easy to miss. Also, it would be good motivation I think if global chat at the end of the match, when it announces the winner it also shows what he/she received as a prize(s), and what each participant received for partaking... or at least provide a couple different toggles so people can choose what to display. Great plugin though, players love it.
  11. Sorry if this has been asked before, but does this support all furnaces, including the electric furnaces? ... and works with the oil refinery as well?
  12. HighOnTek

    The Imposter

    This looks cool, but not something I would buy to try in its current state. Allow me to explain, and give suggestion that would appeal to more people, and if these suggestions I made were implemented I would definitely buy and try. Blood is no longer an in-game item that can be found, it was completely phased out of game... unless its being added through modified loot tables, or an admin is randomly dropping it, or making it available via kits etc. this plugin would literally be the only thing requiring blood now, therefor its unlikely someone is going to go through all the work of making blood available again. So could I suggest maybe opening this up to be a little more versatile. Like adding in the ability to use "SCRAP", "Economics", "Reward Points" etc. instead of "blood"? Alternatively, you could use MEAT instead of blood... this might be fun to see players out there hunting more animals just to utilize the imposter ability. So to become a wolf you must hunt and farm enough wolf meat in order to become a wolf, same for bears, pigs, stags etc. the more of that animal you hunt, the more meat you have ... the longer you can sustain imposter. Hope that made sense
  13. CASHR, really digging your plugin ... its button placement in TC, the ease of use as I really hate chat commands for simple things like this. But my players keep asking for a means to use optional building skins they've purchased. IE. Adobe, brick, brutalist for stone, shipping container for sheet metal etc. I know there are other plugins that could make this work, someone shared one here in an earlier comment but I'm hoping you'll enhance / add this functionality to yours so I'm not having to install more plugins just to get this to work with yours. What's the 411 on this, is this in the works or something your not really interested in adding?
  14. Worked great, thanks
  15. With the TC layout changes in today's upgrade its put the auto upgrade buttons out of alignment ... anyone know what the offset min/max should be now to raise them a bit?
  16. Makes perfect sense, thanks.
  17. How does this work exactly? When someone puts scrap into the TC it charges them up front when they enable protection. So if protection is enabled, and online is set to 0% and offline is set to 80% ... how does it know what to charge scrap wise, or does it just actively draw from scrap put into the TC? I currently have 90% set for both online and offline, but am thinking I would like to have 0% online, and 80% offline after next wipe. So I am curious how this works... I could only see this working if the TC had scrap in it, but in order to enable it ... protection seems to take in advance. But I've yet to test, so hoping you can explain a little. Thanks
    Amazing map, felt like a different game at times ... the integration with BetterNPC was a nice touch. Makes it a little difficult at times for new players to get started as super aggressive NPC's are all over the place and will chase you down, naked or not. lol But anyone whose played this game 100+ hours shouldn't have any issues, and anyone whose played this game 500+ hours will definitely enjoy the nice change. I would recommend this map for any server running Vanilla to 3x, I have found 5x and up ... its a little too OP loot wise. Excellent work, players love it.
  18. Sure, I can test it for you... I have a test server for trying things before I apply to prod so not an issue. But now I'm a little confused. Last time I tested square and triangle floor pieces they were both same cost. Now triangle significantly lower. lol ... I will do some more testing today. Maybe base pieces are different cost than roof/floor pieces. I was only testing with the big base floor pieces.
  19. That was fast, awesome man... nice to know a dev jumps on these quickly. I appreciate it! Something isn't right still though. Here are my settings and test results. { "Rank": 1, "Online protection percentage (0-100)": 90.0, "Offline protection percentage (0-100)": 90.0, "Hourly cost per authorized player": 10.0, "Hourly cost per floor": 10.0, "Hourly base cost": 50.0, "Cost per damage protected": 0.0, "Max protection time (hours)": null, "Delay for offline protection (seconds)": 5, "Delay after taking damage (seconds)": 10, "Damage resets timer when owner is offline": true, "Allow tugboat protection": true } Cost 70 Scrap 1 Hour - 1xbase, 1x player, 1x square ( 50 + 10 + 10) Cost 80 Scrap 1 Hour - 1x base, 1x player, 1x square floor, 1x triangle floor (50 + 10 + 10 + 10??) Test results for square, just fine. Adding triangle piece though ... not so fine if you were intending on it being 50% flat cost of the square. If this is the case then shouldn't the last value be 25, and the total cost for the hour should have been 95, not 80?
  20. Yeah absolutely, hardcoded is fine as long as its cheaper. Thx
  21. The cost per floor, for triangle pieces it costs full amount... possible in future revisions to include a config option to control the % cost per floor item. So one could for example say triangle floor pieces are 50% cost as 2 of them are essentially same as 1 square. If that makes any sense ... bases that use a lot of triangle floor tiles can get quite costly when option is enabled to charge per floor piece.
  22. Thanks, appreciate the response...

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