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Everything posted by imthenewguy
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Might be something I migrate to lang down the track. Not sure.
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Couldn't think of a simple way to build inside of a monument or opposing TC unfortunately, short of spawning the box rather than placing it.
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When the plugin unloads, the horse stats are adjusted to their original values. The horse won't have its speed adjusted unless a player with the perks mounts it, in which case it will increase its speed. I have added a config option in the next update to allow for the attributes to be selected, so you can only increase the horses run speed and not its turn and trot speeds when mounted.
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Yield % not applied to Jackhammer, Chainsaw
imthenewguy replied to Papa's Support Request in Support
Changed Status from Pending to Closed -
Had a quick look at gather manager and it seems to manipulate the yields the same way that my plugin does as well (cumulatively). The way the the 2 would work would be that both base their modifiers on the default value, and add their additions over the top of it. For example, you have a 2x modifier for gather manager, and a 100% yield increase from Skill tree, and would normally only receive 1000 wood (vanilla rates), you would receive 3000 wood with both modifiers applied. Alpha loot I am not sure of. We stopped running it as we did not require it anymore. The way my plugin applies the loot is to add an additional loot slot to the container once spawned. So long as Alpha loot doesn't clear the contents of the container, it SHOULD work, but I'm not too sure. Worst case you can disable those buffs and replace them with more gather yield buffs etc.
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As far as I am aware it is. What issues are they having?
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Hi mate, the descriptions etc aren't part of the lang because you can change them to whatever you want. They are adjusted directly via the config file.
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Will add hemp to the next release. Regarding damage with ranged weapons, it would be quite resource intensive checking each item whenever a bullet/explosion etc hits it, since these items aren't a part of the BaseCombatEntity class (meaning they can't actually take damage). The only work around would be to monitor each time a bullet lands somewhere and scan the list of deployed objects to see what entity was hit. This can be quite cumbersome when you are working with multiple players spraying automatic weapons at entities (bases, deployables etc). A work around to prevent OP base designs using rocks/trees etc would be to add a console command to kill all entities of a particular type (trees, rocks and bushes).
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- 1,337 comments
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- #leveling
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- 1,337 comments
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- #leveling
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Changed Status from Pending to No Response
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I found the issue. Have a patch for it for next release. Just testing on my server.
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I will change the config to allow for the owner to set the container prefab in the config, instead of "small" or "large". So long as it uses the StorageContainer class it should work. Regarding API, would only need a call before the sort happens asking if it can happen. IE: CanQuickSort(uint id) or CanQuickSort(StorageContainer), where if we return false (or a non-null value of it's written that way), it cancels the request.
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- 1,337 comments
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"Format for BetterChat title showing the playeres level. Set to null to disable.": "<color=#{0}>[Lv.{1}]</color>", "Default colour for BetterChat xp titles": "6D3D23", Those are the default values from memory. <color=# is what is used to colour the text. {0} is the argument used to colour the text, taken from the default colour. {1} is the level itself. Colour uses a hash color. You can pick a colour from here: https://htmlcolorcodes.com/
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Upload your config for me. I have the same - cliffs disabled and market values changed, and the config settings have taken.
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I found the issue. It is the way that the data is handled when the player disconnects. Effectively the player is doubling their stats each time they disconnect and reconnect, since I didn't clear the instanced buff data, and added the saved data to the existing instance on connect. The restart or unload/reload of the plugin wipes the instanced data, hence why it was correcting the problem. It was written in a way to remove unnecessary data from memory, but I forgot to clear it when the user disconnected. Will add to todays patch. Edit: Update pushed (1.0.6)
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