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imthenewguy

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Everything posted by imthenewguy

  1. No you would need to format it the same as the video, at least for the permissions section
  2. out of date?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.
  3. 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 } },
  4. 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; }
  5. I don't plan on integrating instant crafting into the plugin. You could download InstantCrafting and assign the permission to the player once they achieve level 5. There is a guide to permissions on the main page.
  6. Will add a check while at the event to prevent crafting. This is fixed in the next version.
  7. Don't think so; the plugin doesn't have hooks that I can monitor when it attempts to populate loot associated with events.
  8. Yeah ive had a reports of it since last night. Was taking the night off though; have been doing a lot of plugin shit as of late lol. Ill take a peak after the weekend and see what's going on.
  9. Just updated. Should work fine now!
  10. They work fine. Make sure you have set the following permissions for basic use: skilltree.chat skilltree.tree skilltree.xp
  11. I am actually not sure. Hmu on my discord if you wanted to do some testing to see what we can get working. Make sure the players don't have the "buyabletugboats.free" permission
  12. It shouldn't need an update. You probably need to update ImageLibrary.
  13. Version 1.0.8

    4,758 downloads

    This plugin adds an option to purchase Tugboats from Fishing Village. The cost can be configured to include any vanilla item, as well as skinned items. Permission buyabletugboats.admin - Required to use commands. buyabletugboats.free - Bypasses requirement for materials. buyabletugboats.use - Required to see the menu from the boat seller. Commands btshowspawnpoints - Visually shows the spawn locations of tugboats around the fishing village. btaddspawnpoint - Adds a spawn point for the fishing village type, using the local position of the player to the village. Configuration { "How long should the tugboat be unmountable by other players for? [This will also repossess the tugboat if the player has not claimed it]": 30.0, "Should the boat be removed if the player does not claim it within the safe time?": true, "How much fuel should the tugboar spawn with?": 100, "Draw on the players hud after puchasing the boat, to show its spawn location?": true, "Items required to purchase the tugboat": [ { "shortname": "scrap", "skin": 0, "amount": 1000 }, { "shortname": "wood", "skin": 0, "amount": 10000 }, { "shortname": "metal.fragments", "skin": 0, "amount": 1000 }, { "shortname": "metal.refined", "skin": 0, "amount": 100 } ], "Local spawn positions": { "LargeFishingVillage": [ { "x": 17.8, "y": 1.9, "z": 33.4 }, { "x": -6.1, "y": 1.9, "z": 38.8 }, { "x": -44.6, "y": 1.9, "z": 20.5 }, { "x": 34.42638, "y": 1.51616859, "z": 31.5051727 }, { "x": 50.7044449, "y": 1.560014, "z": 11.11216 }, { "x": 52.35355, "y": 0.770243049, "z": -6.283246 }, { "x": -28.84793, "y": 0.919689536, "z": 40.055378 }, { "x": -50.8738022, "y": 0.6562301, "z": 3.206874 } ], "SmallFishingVillage": [ { "x": -12.6, "y": 1.9, "z": 40.9 }, { "x": 6.9, "y": 1.9, "z": 51.2 }, { "x": 26.8, "y": 1.9, "z": 25.3 }, { "x": -37.8010559, "y": 1.0653609, "z": -6.68541336 }, { "x": -39.1526642, "y": 0.354010642, "z": 25.42265 }, { "x": 35.0974236, "y": 0.229006067, "z": -1.37241554 } ] } }
    Free
  14. Hey mate, I only offer support on the platforms of purchase. I don't think you bought it from CF (or at least you don't have the tag that says you did). Hit me up on Lone if you bought it there and I can give you a hand
  15. You will need to wait until update. Forced wipe breaks the plugin, so I am waiting for a few chances to oxide so I can update it.
  16. Yeah its because EpicLoot handles boat speeds and resets them due to one of the buffs. I have changed the logic for the next release to make it play nicely with other plugins. You will either need to remove the IncreasedBoatSpeed from the Transporters set, or have the dev will need to return the hook call for any of my plugins that attempt to modify the boat speed. object ELOnModifyBoatSpeed(BasePlayer player, MotorRowboat boat); // Return non-null to prevent EpicLoot from modifying the boat speed. object STOnModifyBoatSpeed(BasePlayer player, MotorRowboat boat); // Return non-null to prevent SkillTree from modifying the boat speed.
  17. I dont understand what you mean
  18. Really weird. I must have changed the JsonProperty or something last update. It shouldn't do it moving forward.
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