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Everything posted by imthenewguy
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Changed Status from Pending to Closed
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Ill add that to the next release.
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There is literally only 1 thing in the plugin that deals with the StorageContainer class and that is the CanLootEntity hook, which is simply used to get the recycler entity when a player attempts to open it and prevent them from doing so if they aren't on your team/aren't you (depending on your config settings). There is no inventory management of the recycler at all in the plugin. We don't ever check to see or modify the recyclers inventory during any interactions (even when picking up the recycler, which I should probably update to prevent if a player attempts to pick up a recycler that has items in it, but that's another issue). This plugin won't be causing your issue; it is most likely a symptom if it (another plugin not liking the way it is spawned or something).
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I dont think this plugin would be causing that. The only thing that has anything to do with opening/closing the recycler is the CanLootEntity hook, which simply prevents players from opening it in the first place based on your config. You may have another plugin on your server causing the deletion of items.
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- 1,407 comments
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- #leveling
- #progression
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Changed Status from Pending to Closed
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Redownload to fix the spam. Accidentally left my dev stuff in lol. No way to increase yield for VIP at this point.
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- 1,407 comments
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- #leveling
- #progression
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- 1,407 comments
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- #leveling
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This seems to be an issue with this entity in particular: 34262750 Go into oxide/data/deploytablenature.json and see what the details of this entity is. Might be worth deleting the data file or removing this segment if you are comfortable working with json files. Be sure to unload the plugin first before doing anything to the data file though.
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed
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Try deleting the config/save file and generating a new one. See if that fixes the issue.
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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.
- 1,407 comments
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- #leveling
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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.
- 1,407 comments
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- 1
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- #leveling
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- 1,407 comments
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- #leveling
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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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- 1,407 comments
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- #leveling
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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).
