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eov-dev

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Everything posted by eov-dev

  1. eov-dev

    Update Checker

    Hi, great plugin thanks for all the work! I have a small problem: for some reason the plugin thinks I have the harmony version of a plugin (mixing speed) while I have the oxide version. I keep changing the url in the config file for the oxide version but it changes it back to the harmony url every time. Any way to fix this? Thanks
  2. Hey, there is a problem with your plugin, the permission for the Engineer workbench doesn't work, the culprit is on line 157 of your code, you misspelled the permission name "Enginer" instead of the registered "Engineer"
  3. I can confirm that it works even after a server restart. Thanks again!
  4. Hi, thanks for looking into this and for the fix. I can confirm it works, we produce more the higher the quarry level is. However, the values don't seem to follow the plugin description: one lvl 2 quarry does not produce the same amount as 2 lvl 1 quarries (as described in the plugin description). With the default config values, it is about a 10% increase at each level. But maybe that is the intentional behavior? I've found out, it that helps, that changing the "qam" equation in the plugin from "10 + level" to "10 * level" produces the described effect of having one level2 = 2 level 1; one level 3 = 3 level 1; etc. I'll have to wait until tomorrow to confirm that values persist after a server restart; but in the meantime thanks again for fixing this
  5. Hey, did you got a chance to look at this? Thanks
  6. eov-dev

    Deep Sea Plus

    Amazing, thanks a lot for the hard work!
  7. eov-dev

    Deep Sea Plus

    Hey @crash any chance you have time to look into this? Should I open a support ticket? Thanks
  8. Hi, I only recently purchased/tested this plugin so I have no idea how long this hasn't been working properly, but: no matter the quarry (or pumpjack) level, the production amount is always the same (1k stone with default config values for 1 diesel fuel; 4k crude oil for 1 diesel fuel). So level 1 pumpjack = 4000 crude oil, level 2 pumpjack = 4000 crude oil; level 3 pumpjack = 4000 crude oil level 1 quarry = 10k stone, level 2 quarry 10k stone, level 3 quarry = 10k stone and 10k metal ore What does work is the addition of metal, sulfur, hqm and more space in loot container, as well as a reduced time to function. Would it be possible to fix this? I have tested this on a fresh server with no other plugin than PermissionManager, Vanish and QuarryLevels. Thanks
  9. eov-dev

    Custom Loot

    Hey Steenamaroo, have you had a chance to look into this? Thanks
  10. eov-dev

    Raidable Bases

    (edited, sorry I have figured it out)
  11. eov-dev

    Raidable Bases

    Perfect, thank you very much this is exactly what I needed
  12. eov-dev

    Raidable Bases

    Hey, love the plugin, it's amazing! I am trying to do something but I'm unsure if it is possible or how to do it. I've tried looking at support tickets and discussions here but there are too many to find what I'm looking for. I am trying to spawn some bases based on events that happen on my server, and I am using the console command "rbevent [basename] [difficulty]". But I would like to set the owner of that base to a player (and this is happening without me being in game, so I can't use rbe setowner, if I understood what that command does). Is this possible at all? Thanks for your help
  13. eov-dev

    Deep Sea Plus

    Hi, great plugin, thanks for your work on it!! I'm trying to do something a bit unusal and I'm struggling to achieve it with your plugin. Before opening a ticket, I wanted to check whether what I'm trying to do is even possible. My goal is to completely disable the default Deep Sea scheduler and only open the Deep Sea in response to specific events on my server. What I've imagined so far is: - Disabling any automatic Deep Sea opening - Using the deepsea.forceopen command to manually open the Deep Sea - Configure the Deep Sea to remain open for 2 hours, as specfied in the config file, and then not open again until I run the deepsea.forceopen command again. However, I've noticed that the Deep Sea still opens automatically from time to time, even when I haven't executed the deepsea.forceopen command. In my config file, I have: - Control Schedule set to true - Schedule Mode set to Disabled! - Disabled - Push next opening set to a very large value - Open TIme (Seconds) is set to the 2 hours I want the event to remain active Is this setup supposed to achieve what I'm trying to do? If so, am I missing a configuration setting that would prevent all automatic Deep Sea openings? Thanks for your help
  14. eov-dev

    TC Upgrades

    Hey, sorry for the delay I was out of town. Thank you very much for this, everything seems to be there!
  15. eov-dev

    RoamTasks

    Hi, love the plugin, thanks for the great work! I hava a very minor request, so it's really not that urgent/important, but there is one hard-coded word ("hour", it is also the case for "minute" but it is the same word in my language so it's not problematic in my case.) that I would like to change to my lang, would it be possible to add localisation for these ones too? Thanks!
  16. eov-dev

    TC Upgrades

    Hey, love the plugin, thanks for the great work. I have a minor request, so it's really not that urgent, but could you add lang localisation for the UI text (other than the buttons, as they are already localized). Like all the "Repair Wood", "Select Material to upgrade", etc. This would be awesome, thanks!
  17. eov-dev

    Custom Loot

    Hi, I've just tested this and it works perfectly both for rhib.deepsea as well as for ptboat.deepsea. The only thing is that it won't update if a change is made while the boats were already spawned in (which really is not a big deal). On another note, but maybe I missed something, I think they also changed the scientist type of the RHIBs and pt boats. The entities I get in console info are "scientistnpc_rhib" and "scientistnpc_ptboat". I'm pretty sure I got their loot succesfully changed in the past but their loot is vanilla again since (I think) this update. I can't seem to find the correct corpse type in CustomLoot for them. Thanks again!
  18. eov-dev

    Custom Loot

    Hey Steenamaroo, where you able to find a solution to this? Thanks!
  19. Oh nice, thank you very much !
  20. Hey Krungh Crow, Thanks for the plugin, i've been using it for a while now, and I love it. I have a question: is there a simple method to kill all alpha animals. A command perhaps? I've seen some info about using del animalType in the documentation, but as I understand it this deletes even normal animals? Or, alternativly, is there a way to revert the stats of the animals (either by command or when tu plugin is unloaded)? Thanks!
  21. Hey, I think last update broke the plugin; Error while compiling xNoBleeding: 'PlayerMetabolism' does not contain a definition for 'SendChangesToClient' and no accessible extension method 'SendChangesToClient' accepting a first argument of type 'PlayerMetabolism' could be found (are you missing a using directive or an assembly reference?) | Line: 127, Pos: 35
  22. eov-dev

    PookEvent

    Hey I think last update broke the plugin: Error while compiling PookEvent: 'TerrainMeta' does not contain a definition for 'Terrain' | Line: 913, Pos: 29
  23. eov-dev

    Shop

    Thanks for your answer. I do know there is no such functionality right now, that is why I asked if it was possible to add that option in a future update?

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