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Everything posted by imthenewguy
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May have identified the issue. Will add it to the next release. Was contemplating doing a rewrite of the plugin anyway.
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Changed Status from Pending to Closed
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IIt doesn't have a lang file unfortunately. I will release the next update with lang
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- 1,407 comments
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- #leveling
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- 1,407 comments
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- #leveling
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed Changed Fixed In to 1.1.12
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I will add a config option that will allow you to disable auto update for the meals. Regardnig adding cooking time, could try something like this: new CuiTextComponent { Text = cookingData.description + "\n" + (cookingData.buffType == BuffType.Permission ? GetPermissionBuffDescription(cookingData.perms) : GetBuffDescription(cookingData.buffType, cookingData.BuffModifier) + "\n" + string.Format(lang.GetMessage("Duration", this, player.UserIDString), cookingData.buff_duration)) + $"\nCooking Time: {cookingData.cookTime} seconds", Font = "robotocondensed-regular.ttf", FontSize = 16, Align = TextAnchor.UpperLeft, Color = "1 1 1 1" }, Can change it to lang of course, but if its only for your server you might as well hard code it.
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- #paintball
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- 60 comments
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- #storage
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- 60 comments
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- #storage
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- 11 comments
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- #paintball
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- 60 comments
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- #storage
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- #storage
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- 60 comments
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Tagged with:
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Version 1.0.12
280 downloads
Are you sick of your base being cluttered by countless items and having nowhere to store them? Have you had to build an extra wing on your base entirely for storage? Look no further, Instanced Containers has you covered! Instanced containers is a plugin that allows for players to create multiple containers inside of 1 container, saving them a significant amount of space in their base. It supports small/large wooden boxes and coffins by default, but can be used for any container by adjusting the config. The plugins has 3 user based permissions included: instancedcontainers.use - will allow the user to create instances of a container (3 instances per container by default). instancedcontainers.free - bypasses the cost for creating an instance of a container. You can also create your own permission groups through the config and add your own instance limits. Example: "vip": 6 would create a permission called instancedcontainers.vip and give players with the permission access to add 6 instances per container.$15.00- 60 comments
- 5 reviews
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- 5
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The current version shows the xp bar regardless, but I will update the new version so it does not send it without the skilltree.xp perm. skilltree.chat - required to use the chat command to open the skill tree menu. skilltree.xp - required to gain xp. skilltree.tree - required to use the tree at all. skilltree.admin - used for admin commands.
- 1,407 comments
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Changed Status from Pending to Closed
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Yes and no. From a configuration point of view it was easier running it from a string, due to the way the ingredient class system was created, and for readability.
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Based on how the plugin functions, meal stacking isn't possible. The plugin uses the item.name of the food, and when stacked, the name is reset to the name of the base item used (ie raw chicken etc), meaning the buffs wont trigger when consumed.
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Add me on discord . I can probably add a function to log the issue and where it is coming from. im the new guy#0001
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Very odd. I'll have to work out what the issue is.
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Unfortunately not. You can disable them and replace them with something else though Example of Lucky Shot being changed to something else Before "Lucky Shot": { "enabled": true, "max_level": 5, "tier": 3, "value_per_buff": 0.01, "buff_info": { "Key": 50, "Value": 1 }, "icon_url": "https://imgur.com/wG7cG8X.png" }, After "Advanced Tamer": { "enabled": true, "max_level": 5, "tier": 3, "value_per_buff": 0.1, "buff_info": { "Key": 25, "Value": 1 }, "icon_url": "https://imgur.com/wG7cG8X.png" }, Line 1: Change this to what you want it to be called in game. Make it unique to any other buff. Line 2: enabled/disabled. Will not show if set to false. Line 3: Max level that the node can be levelled to. If it is an I/O node, make sure its max level is only 1. Line 4: the line that it appears on. Tier 1 is the first line, 2 the second and 3 the last. Make sure there is no more than 3 of each per line per tree or they wont display. Line 5: This value is relevant to the buff_info value. For example if it is a simple on/off type buff like the "Rugged up" buff, it requires 1 to be put to it. If it is a Percentage like most of the other buffs, then you can put whatever value you want. 0.1 = 10%. 1.0 = 100%. You can see in my examplke that I used 0.01, which means I want the buff to increase by 10% per skill point. Line 7: The Key is the buff type being assigned to this. The main page has a list of buffs with the corresponding number associated to it. Line 8: The value is the type of progression the buff has. 0 = On/off (see Rugged up for an example). 1 = Percentage (see any yield buffs for an example). 2 = Seconds (See Optimised Recycler for an example). Hope this helps.
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