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Everything posted by imthenewguy
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- 222 comments
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- 1,511 comments
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- #leveling
- #progression
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- 1,511 comments
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- #leveling
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- #leveling
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- 91 comments
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- #recycler
- #monetization
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- 1,511 comments
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- #leveling
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- 1,511 comments
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- #leveling
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- 1,511 comments
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out of date? It's brand new xD The principal is the same. You simply don't adjust anything above "permissions": { You can have a standard buff, and still include custom permissions to run when that buff level is achieved. The only entry under perms would be "5" then all of the info relevant to the InstantCraft plugin.
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It will only base the yield increase off of the vanilla value. You can use SkillTree to modify the base yield on your server, and the skills will work from those base values rather than vanilla. "Base yield settings": { "Allow Skill Tree to adjust the base amount of resource received? Buffs will base their modifiers off of the amended base amount.": true, "Yield types multipliers [1.0 = vanilla]": { "Wood": 1.0, "Stone": 1.0, "Metal": 1.0, "Sulfur": 1.0, "Corn": 1.0, "Potato": 1.0, "Pumpkin": 1.0, "Cloth": 1.0, "Diesel": 1.0, "AnimalFat": 1.0, "Bones": 1.0, "Leather": 1.0, "Fish": 1.0, "Seed": 1.0, "Mushroom": 1.0, "Berry": 1.0 } },
- 1,511 comments
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- #leveling
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Assuming the plugin being used calls the CanBuild hook, this should already be taken care of. object CanBuild(Planner planner, Construction prefab, Construction.Target target) { var player = planner?.GetOwnerPlayer(); if (player != null && Participants.Contains(player) || (player.transform.position.y > CurrentCentrePoint.y - 50 && Vector3.Distance(player.transform.position, CurrentCentrePoint) < FurthestEntity)) return false; return null; }
- 222 comments
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- 1,511 comments
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- #leveling
- #progression
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- 222 comments
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- 1,511 comments
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- #leveling
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- 1,511 comments
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- #leveling
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- 279 comments
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- #enhanced
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