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Everything posted by HunterZ
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- 285 comments
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- #updates checker
- #plugin
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Version 2.3.0
178 downloads
Provides timed/manual/disabled unlocking of workbenches. Introduction This plugin will allows the server owner to lock out any or all workbenches from being crafted until specified amounts of time have elapsed since start of wipe, or indefinitely / until manually unlocked. Also optionally supports blocking research of locked workbenches so that players can't then replicate them via industrial crafters. Supports the following notification method(s) on craft/research failure: Chat (up to once every 5 seconds), sound, toast. Tutorial Island players are exempted from lockouts, as completing that requires crafting a Level 1 Workbench. Important This plugin is based on "Timed Workbench" by DizzasTeR, but is a significant overhaul. The two plugins cannot coexist in a single server installation. The plugin will detect map wipes and will automatically refresh the workbench locks. To facilitate other forms of wiping, the server owner/maintainer may manually invoke the `twwipe` command. Permissions * `timedworkbenchunlock.skiplock` — Allows crafting workbenches regardless of lock status * `timedworkbenchunlock.admin` — Gives access to **all** commands below * `timedworkbenchunlock.broadcast` — Gives access to the `twbroadcast` command * `timedworkbenchunlock.info` — Gives access to the `twinfo` command * `timedworkbenchunlock.modify` — Gives access to the `twmodify` command * `timedworkbenchunlock.reload` — Gives access to `twreload` command * `timedworkbenchunlock.reset` — Gives access to `twreset` command * `timedworkbenchunlock.wipe` — Gives access to `twwipe` command Note: No permissions are granted automatically. Commands * `twbroadcast <value>` — Configure global status broadcast period to the specified number of seconds, or specify a non-positive number to disable * `twinfo` — Prints elapsed time since wipe, and unlock status and times for each workbench tier * `twmodify <tier> <value>` — Configure lockout for the given workbench tier, where a negative value is indefinite lockout, zero is unlocked, and a positive value is the number of seconds to unlock after start of wipe * `twreload` — Reload the config file to pick up manual changes while the server is running * `twreset` — Resets config to the default settings (**be careful with this!**) * `twwipe` — Resets the last wipe timestamp to the current time, effectively restarting the lockout timers Configuration Example config file: { "Block crafting of locked workbench(es)": true, "Block researching of locked workbench(es)": true, "Report craft failure as chat message": false, "Report craft failure as sound effect": true, "Report craft failure as toast message": true, "Global status broadcast interval in seconds (0 to disable)": 300, "Time that current wipe started (UTC)": "2024-12-10T01:05:57Z", "Workbench unlock times (seconds from start of wipe, or 0 for unlocked, or -1 for permanently locked)": [ 86400, 172800, 259200 ] } Except for detailed tweaks to wipe time, all of the config settings are modifiable via ingame comands. Credits * DizzasTeR for the original "Timed Workbench" plugin on which this is based * Umod.org documentation/forums/discord * Other plugins as examples of best practices and Oxide API usage * MrBlue for being patient with me lol * misticos for detailed feedbackFree -
No, you need to find the existing SuperPVxInfo.json in your carbon/configs or oxide/config directory, and change the default PVP Zone Names list: "PVP Zone Names (case insensitive substrings / none to disable)": [ "PVP" ], ...to something more like: "PVP Zone Names (case insensitive substrings / none to disable)": [ "PVP", "Lighthouse #1", "Lighthouse #2", "Mining Outpost #1" ],
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@ShadoW6 As expected, Zone Manager Auto Zones has a number of shortcomings that make SuperPVxInfo integration more challenging: It calls TruePVE/NextGenPVE directly instead of using a general hook call, so SuperPVxInfo can't intercept its mappings as a means of learning about PvP zones. It does not include "PVP" in the names of the created zones, so SuperPVxInfo can't determine their nature from zone names either (note that this also breaks compatibility with Zone PVx Info). If you are not willing to ditch ZoneManagerAutoZones in favor of DynamicPVP, then your only option is as follows: Open `data/ZoneManager/zone_data.json` under your oxide or carbon directory, and note down the "Name" value for every PVP zone created by Zone Manager Auto Zones. Open `SuperPVxInfo.json` in your plugin configs directory, and add each of the zone names to the PVP Zone Names list. Reload SuperPVxInfo or restart the server.
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Lots of people are asking for this, but the author is shutting down / ignoring all requests. The reason seems to be that Update Checker depends on ServerArmour's website under the hood, and SA doesn't support Game4Freak. I bet if someone were to get SA to add LD support, UpdateChecker would follow suit.
- 285 comments
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- #updates checker
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I originally started creating this because Zone Manager Auto Zones didn't work with Zone PVx Info - but then I switched to Dynamic PVP which is a much better implemented plugin. It should be possible to support Zone Manager Auto Zones, however: If it creates TruePVE "exclude" mappings or includes "PVP" in its zone names then it should "just work". Otherwise, you may need to add part or all of its zone names to the matcher list in Super PVx Info's configuration.
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It says right there in the message that you've enabled Popup Notifications support, but have not installed Popup Notifications. Check the "works with" list in this plugin's description - or disable Popup Notifications support. Edit: I should probably disable Popup Notifications support by default, since I only provide it for feature parity with Zone Manager. I don't understand the question. What PVE/PVP plugins are you running?
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- 285 comments
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Nivex: Something is wrong with `AddZone()`'s matching on Zone Manager zone names against `Instance.config.Settings.Inclusions`. I've added logging to show that it's blocking zones with names in the inclusion list in the config file in order to produce the attached screenshots. Edit: it looks like "*" doesn't work either.
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I wish it were possible to either edit automatically generated routes, or to blacklist them from the list of routes that Bradley can randomly spawn on (I don't use the purchase feature on my server). My current procedural map has a bad road that runs through a building at Harbor, and Bradley keeps getting stuck on it. Alternatively, it would be nice if the un-stick feature could detect if Bradley hasn't moved for a couple of minutes regardless of reason. Edit: Also verified that enabling the obstacle check config options doesn't help. Check out the Q11 end of `4_Edited` on procedural map with seed 775103760, size 2800.
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I was hoping someone would make this, because I just started leaning into smaller maps for our low pop casual server. Thanks for creating and publishing it - and for free, no less! I noticed that this seems to implement custom logic that simply stops every once in a while in lieu of the vanilla behavior of pulling over when a player approaches. I wonder if it's possible to activate or replicate more of the vanilla logic. I'm also super-impressed that this seems to be able to cobble together a path that spawns multiple roads. I purchased Road Bradley for my server because my players missed the vanilla Launch Site one on smaller maps, and that plugin seems to confine the Bradley to single road spans unless you create custom paths for it.
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- #trader
- #travelvendor
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Do you run custom maps? Do you run procedural maps that are too small to have ring roads? If your answer to either question is "yes", then this plugin is worth checking out as a way to provide your players with access to this otherwise-inaccessible content added by Facepunch. The spawned vendor seems to be able to navigate across connections between multiple roads in order to drive a significant distance across the map, which is quite impressive since conceptually similar plugins like Road Bradley don't currently manage to do this on their own. On the other hand, version 1.0.0 seems to be missing the vanilla behavior of pulling over when a player approaches. To make up for this, it stops at configurable intervals for a configurable amount of time. I also noticed that the vendor's turrets attack scarecrows (Halloween zombies). This is probably vanilla behavior, but I figured some folks might be interested to know. By default this plugin also unloads itself if a ring road is detected, in order to work seamlessly on servers that alternate between large maps and small/custom ones. This behavior is also configurable. Verified working with Carbon as well.
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- #trader
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@Stark okay, I've released version 1.1.0 with Simple Status support. Let me know what you think. Note that Simple Status support is disabled by default, so you will have to do the following: Load up the new version to update the config file Edit the config file to toggle UI and/or Simple Status displays on and off for each PVx status Reload the plugin for your changes to take effect
