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imthenewguy

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Everything posted by imthenewguy

  1. What value you have you set in the following config option: "Currency type to respec [scrap, economics, srp, custom]"
  2. Oh, you need to use whatever syntax his plugin requires you to use for the ID. If his plugin normally requires you to use $player.id then you would need to use that.
  3. What are you trying to achieve? Some commands have the {id} and {name} tags that you can use, depends what you are wanting to do though.
  4. imthenewguy

    Cooking

    Ingredients use a float system. 1.0 would represent a 100% chance to drop ingredients, while 0.05 would represent a 5% drop chance. The drop chance for the recipes are based out of 100, so 3.0 would be 3%, 15.0 would be 15% etc.
  5. Not a clue; I don't own it and I am not sure how it functions internally. This plugin destroys the default behavior of the planterbox and handles how the growable entities progress. It does call all of the standard oxide hooks though, so if AutoFarm works off of the oxide hooks, it SHOULD work ok, but you may need to reach out to Razor and ask.
  6. imthenewguy

    Cooking

    Have you assigned all of the permissions? The drop sources I would need to check when I get home.
  7. imthenewguy

    Cooking

    Ahh that was one option I forgot to add to the menu. Just added it; will be in the next release.
  8. It's 2492329501
  9. I don't think that's right. I am fairly sure there isn't any benefit of having 6 yield genes on a clone, since you get the same yield with 4 Y genes. Each gene only increases the berry yield value by 0.25. This is how the match is handled in the method: public void UpdateHealthAndYield(float overallQuality, float actualStageAgeIncrease) { if (GetPlanter() == null && UnityEngine.Random.Range(0f, 1f) <= ConVar.Server.nonPlanterDeathChancePerTick) { base.health = 0f; return; } if (overallQuality <= 0f) { ApplyDeathRate(); } base.health += overallQuality * currentStage.health * growDeltaTime; if (yieldPool > 0f) { float num = currentStage.yield / (currentStage.lifeLengthSeconds / growDeltaTime); float num2 = Mathf.Min(yieldPool, num * (actualStageAgeIncrease / growDeltaTime)); yieldPool -= num; float num3 = 1f + (float)Genes.GetGeneTypeCount(GrowableGenetics.GeneType.Yield) * 0.25f; Yield += num2 * 1f * num3; } } SkillTree simply adjusts the gene structure of the plant before it is deployed. It does not make any changes to its growth cycles etc as that is all calculated natively.
  10. It's fixed in 1.4.0. You are welcome to join my discord for early access as a tester.
  11. Version 1.0.8

    591 downloads

    Hardy Planters creates customizable planter boxes that do not require water, sunlight, fertilizer or temperature to grow. The plugin allows server owners to create their own profiles for planter boxes, allowing for the modification of overall quality and growth gene multiplier, directly affecting how quickly all plants will grow. This allows for some unnaturally fast plant growth, if set above the default value. The plugin works by preventing the default logic on the planter boxes, and instead adds it's own behavior to control it. It is compatible with servers that adjust the "planttick" and "planttickscale" convars as well. The following video show cases and explains how the plugin's functionality. Command (chat): giveplanters Parameters: Nil Description: Gives the user one of each planterbox from the config Command (console): givehardyplanter Parameters: <target player ID or name> <profile skin ID or display name> Description: Gives the target player a planterbox that matches the specified profile. Useful in shops etc. hardyplanters.admin - Required to use the commands. hardyplanters.use - Required to find the planter boxes in loot containers. hardyplanters.drop - Required to find planterboxes while looting.
    $9.99
  12. No you are all good haha. Was just explaining that it would be a difficult task to complete. Appreciate the feedback and suggestion
  13. It theoretically should work. It calls the same hook as TruePVE (CanEntityTakeDamage).
  14. The issue is there are too many skin plugins to take into consideration, along with the fact that most of them don't have any API calls that can be returned on to prevent it. I have this feature implemented for skinbox in some of my other plugins because it has hooks that I can listen for. A quick look at XSkinMenu shows no API in the plugin description.
  15. Yeah think I might do that, or move it further out xD
  16. Do you have BotRespawn on your server by chance? "Require players to have specific tree permissions to open them" - Make sure this config option is set to true.
  17. Would really love an update. I use this all the time.
  18. Not really. They both fit different nieches. SurvivalArena is for those that want a simple drop in arena style game, while HungerGames is for those that want to customize their maps/arena to suit the aesthetic/requirements of their server.
  19. Is that the only spawn on that particular village that it happens on? Try and spawn 10 boats and tell me if any others get stuck at that particular village.
  20. Definitely the first person I have heard who has said that. The arena builds are restricted by the cliff types that are used. This plugin uses the admin cliffs to built the arena. Unfortunately the cliffs aren't perfectly flat. You can build your own arena to work with the plugin though; the video link for that is at the bottom of the page.
  21. Yeah I released this when most people who contacted me about the HungerGames plugin didn't know how to use RustEdit haha. This just slips into the server without issue.
  22. Is that the only location that it happens on?
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