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Everything posted by imthenewguy
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4 new buffs coming. Its tough not to reuse existing buffs as there is more meals than buff types. The benefit is that you can change the buff values/duration/cooldowns in order to make them more unique.
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If you make the prefab bigger, the loot won't cover any of the new areas and you will need to adjust the config. The loot spawns are in static locations.
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I dont understand the question. You want to make your actual map bigger?
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Having issues with getting skins to work on custom items/recipies
imthenewguy replied to Dragoness Faye's Support Report in Support
Add me on discord. im the new guy#0001 -
Having issues with getting skins to work on custom items/recipies
imthenewguy replied to Dragoness Faye's Support Report in Support
Changed Status from Pending to Closed -
Having issues with getting skins to work on custom items/recipies
imthenewguy replied to Dragoness Faye's Support Report in Support
The way it works with all animals or specific animals, is that the loot table from all animals is added to the loot tables for specific animals if assigned in the config when the plugin is initialized. For example, we have the following animals in our config "Animals that are considered part of the Animals gather source": [ "boar", "horse", "stag", "chicken", "wolf", "bear" ], We then have the following ingredients assigned to the "Animals" drop source. "milk": { "enabled": true, "base_shortname": "blood", "skin": 2572181796, "gathered_from": 17, "dropWeight": 100, "max_count": 10, "imageURL": "https://i.imgur.com/SfsQzD7.png", "market_enable": true, "market_buy_price": 10.0, "market_sell_price": 5.0, "market_quantity": 0 }, "intestines": { "enabled": true, "base_shortname": "chicken.spoiled", "skin": 2572181484, "gathered_from": 17, "dropWeight": 100, "max_count": 4, "imageURL": "https://i.imgur.com/4CkjVQU.png", "market_enable": true, "market_buy_price": 10.0, "market_sell_price": 5.0, "market_quantity": 0 }, "blood": { "enabled": true, "base_shortname": "blood", "skin": 0, "gathered_from": 17, "dropWeight": 100, "max_count": 0, "imageURL": "https://rustlabs.com/img/items180/blood.png", "market_enable": true, "market_buy_price": 10.0, "market_sell_price": 5.0, "market_quantity": 0 }, "offal": { "enabled": true, "base_shortname": "chicken.spoiled", "skin": 2572182127, "gathered_from": 17, "dropWeight": 100, "max_count": 3, "imageURL": "https://i.imgur.com/S2ZjhAQ.png", "market_enable": true, "market_buy_price": 10.0, "market_sell_price": 5.0, "market_quantity": 0 }, Each of these ingredients will be added to the drop table for each animal that is listed in our animals list, using the configured drop weight. Example: A chicken has 1 item on its drop table by default - eggs. Since we have chickens in our animals list, it will also receive offal, blood, milk and intestines to its drop table, with their inherited weight values. This means that the chance to obtain eggs is reduced, unless you set the eggs weight value to be higher. -
Having issues with getting skins to work on custom items/recipies
imthenewguy replied to Dragoness Faye's Support Report in Support
Think of it this way: Each item adds its drop weight value to a running total IE: - Tomatoes - 100 - Truffles - 100 - Oregano - 100 If these are the 3 items that can drop from a potential source, the values would total 300. We then roll a random number between 1 and 300, and then go through the list and add the values together until we are within our number range. TL;DR; higher numbers mean more chance to drop. -
Having issues with getting skins to work on custom items/recipies
imthenewguy replied to Dragoness Faye's Support Report in Support
Can you link me to the imagur links and give me the skin IDs for both please? -
new ver 1.2.10 still shows 1.2.9 on load
imthenewguy replied to World_Gamerz's Support Report in Support
Changed Status from Pending to Gremlins -
new ver 1.2.10 still shows 1.2.9 on load
imthenewguy replied to World_Gamerz's Support Report in Support
Of course I did that! lol I think ill leave it for now xD -
Experiences bug that was supposed to be fixed in v1.0.6
imthenewguy replied to Joe Petrie's Support Report in Support
Changed Status from Pending to Closed Changed Fixed In to 1.0.7 -
Changed Status from Pending to Closed Changed Fixed In to 1.2.10
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Changed Status from Pending to Closed Changed Fixed In to 1.2.10
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Found the issue. Will patch asap. Maybe I should work for Amazon game studios?
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So this wasnt the case from 1.2.8 and prior?
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- 1,655 comments
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- #leveling
- #progression
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Experiences bug that was supposed to be fixed in v1.0.6
imthenewguy replied to Joe Petrie's Support Report in Support
Ok sweet. I probably just need to handle the container when it is collected. -
Changed Status from Pending to No Response
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- 1,655 comments
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- #leveling
- #progression
- (and 19 more)
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Experiences bug that was supposed to be fixed in v1.0.6
imthenewguy replied to Joe Petrie's Support Report in Support
Odd. I assume a reload of the plugin allows tabs to be created again?
