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Everything posted by imthenewguy
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Feel free to send me the config if you like. Did you make the steam image 500x500 for the item icon?
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Send me your config and tell me what the food is that you made. I can take a look
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Was a client issue was it?
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Version 1.0.31
2,410 downloads
Adds 53 new deployable items to your server!. Custom item collection system. Players can obtain these items while cutting trees, mining rocks and collecting plants. Includes a built in market that can be accessed via a chat command or a HumanNPC. Each base item can be configured to allow for a wide variety of placement options/restrictions. A large amount of configuration options are available for each item. Adjustable placement options while holding shift. Items can be picked up by holding a hammer, looking at the deployed entity and pressing your mouse3 button (scroll wheel button). deployablenature.admin - Required to use the giveprefab command. deployablenature.market.chat - Required to use the market chat command. deployablenature.ignore.restrictions - Allows a player to deploy items without restriction (TC etc). deployablenature.gather - Required for players to obtain drops while gathering. deployablenature.use - Required to deploy nature items. deployablenature.free - allows access to the nature market for free. There is also the option to create groups via the config, which will receive discounts in the market based on the value assigned to them. Example: "Permissions that will receive a discount on the store cost when purchasing [1.0 is full price]. Prefix with deployablenature.": { "deployablenature.vip": 0.5 }, This would give players with the deployablenature.vip permission a discount of 50% off of the market price. Command: giveprefab Parameters: <skin id> <quantity> Example: /giveprefab 2609145017 100 - spawns the user 100x medium clutter rocks" Permission: deployablenature.admin Command: naturemarket Permission: deployablenature.market.chat Command: dnpickup Permission: None Command: giveprefab (console) Parameters: <player id/name> <skin id> <quantity> Example: /giveprefab "new guy" 2609145017 100 - spawns the user 100x medium clutter rocks for new guy" Permission: deployablenature.admin Console Command: dnkillentities - wipes all nature entities from the map. Parameters: <optional parameter: true> - this wipes the data after the command executes. If not used, the nature items will respawn on plugin reload. Example: dnkillentities or dnkillentities true. Permission: deployablenature.admin if running from player console. Console Command: dnkillentitiesforplayer - wipes all nature entities from the map for the specified player Parameters: <player name/id> Example: dnkillentitiesforplayer "new guy" - would delete all entities for the player whose name contained "new guy". Permission: deployablenature.admin if running from player console. Console Command: dnpurge - enables purge mode, wiping all entities from the map (does not delete data), and preventing them from spawning on server start/being deployed by players while active. Automatically resets to false on server wipe. Parameters: <true/false> Example: dnpurge true - would enable purge mode. Permission: deployablenature.admin if running from player console. You most likely won't need the below information, but it is here for more advanced users. Prefab Types 0: Rock 1: Tree 2: Bush 3: Animal Tree Types 0: None 1: Palm 2: Oak 3: Swamp 4: Birch 5: Beech 6: Pine 7: Cacti 8: Snow Bush Types 0: None 1: Willow 2: Willow_snow 3: Spice 4: Spice_snow 5: Creosote 6: Berries 7: Mushrooms Example config https://pastebin.com/E5duDqtf API public bool IsDeployableNature(BaseEntity entity) Returns if an entity is a DeployableNature entity that has the prevent_gather attribute.$15.00 -
Changed Status from Pending to Closed Changed Fixed In to 1.2.3
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Fixed in 1.2.3. Was a load issue. It set the enabled fields to false by default, and the menu won't launch if no recipes are enabled.
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Last 2 pages on market only gives 1 item
imthenewguy replied to TwoShoes's Support Request in Support
Changed Status from Pending to Closed -
Last 2 pages on market only gives 1 item
imthenewguy replied to TwoShoes's Support Request in Support
Found the issue. Will be fixed next release. You will also notice that if you buy the item, drop it and then buy another one, it will let you, but the items don't stack (that is the issue). -
Changed Status from Pending to Closed
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I can, but there are number of other plugins that take up the realestate as well. I will look at adding the option to move the UI stuff around per player.
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Changed Status from Closed to Pending
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Oh also, i just remembered I added a command for this xD do /resetmarket in chat. This should reset the markets to reflect the config values. I remember I stopped the market values from updating on load because they changed during the wipe, where as if they were to sync each load, they would always be reset to the configured values each time the server started up. /resetmarket sets the values from the config to the market directly. When the server wipes, the values from the config will be set to the market automatically as part of the OnNewSave hook.
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Changed Status from Pending to Closed
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Ok no worries. I will look at the plugin and find out why its misbehaving. Closing this off for now. Keep an eye out for an update
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unload the plugin and give that a try for sure. Let me know how it goes. I might need to investigate the way the data is saved.
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Are you editing the config file or the data file to set the values? Editing the config will change the values on the data file, but if you are editing the data file, it is overwritten by the config on load.
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Changed Status from Pending to Closed
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Closing this off. Feel free to pm me if you need more help
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Unfortunately I have seen that issue before and the auto sorter plugin I looked at didn't have any APIs to prevent the button from being used/displayed, so I can't prevent them from using the button while the bag is open. What do you mean by hide articles in the farmers market? Not sure what you are referring to.
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The players will be kicked out of the event when the dome spawns if they are stuck down there. Teleportation could also be an option, but would be tricker to implement. Do you know what is happening to them when they fall through? Ie are there too many people around them?
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The elevator seems to be a Rust issue at the moment (really annoying, but thankfully inconsistent). With the rock, you may just need to apply the terrain in RustEdit a few more times. Sometimes it can have issues where the terrain isn't brought up to the level in which the prefab requires, depending on the map size that it is being imported into. Worst case, left click the rock in RustEdit and delete it .