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imthenewguy

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Everything posted by imthenewguy

  1. The only reason the genes wouldn't set is if another plugin is setting the genes to something else once deployed (ie the custom genetics plugin). I recommend unloading the other plugin, reloading SkillTree and testing it like that to see if the issue persists.
  2. Its been added to the next patch. Just waiting for a few more bugs to appear before I release.
  3. With updates in the near future, no. If I was to restructure the entire plugin, yes. It will be a huge undertaking and it won't be anytime soon though so you should be fine.
  4. Best to look up a guide for language in oxide. I only add support; have never had to actually use it before. This is incredibly odd. Add me on discord and perhaps we can discuss it over voice. im the new guy#0001
  5. Sounds good, look forward to it. One question: are you getting xp when you gather?
  6. That is really weird. Do you have a test server in addition to your main server that you could test on? If so, delete all other plugins besides ImageLibrary and a fresh copy of 1.2.0 SKillTree and see if the issue persists there. Also what item are you gathering? A video may assist as well, showing your invested skill points, then gathering a hemp plant etc, just so I can see what is going on.
  7. Not sure if I would add a perk for that into the EpicLoot, but I may API it so it could add a SkillTree node that increases the chances. Based on the structure of the plugin, your suggestion for random sets etc wouldn't be possible. Can't create your own buffs unfortunately, although I may add this in a future update. It is hard coded with an enum as the key (Buff.Miners, Buff.Transporters etc). You can adjust the set bonuses and modifiers etc within each buff type though. I do plan to change it so you could create your own set types, but it would involve a complete structural change to do so.
  8. So long as the loot table can take a custom name, skin ID and item shortname, you can simply input them in as displayed in the config. Doesn't matter what plugin generates them, as long as the item.name, item.skin and item.info.shortname are a match.
  9. They are inbuilt loot tables. Dictionary<string, List<LootItems>> GetUnderwaterLoot() { Dictionary<string, List<LootItems>> result = new Dictionary<string, List<LootItems>>(); List<LootItems> items = new List<LootItems>(); foreach (var item in ItemManager.GetItemDefinitions().Where(x => x.category == ItemCategory.Component)) items.Add(new LootItems(item.shortname, 1, 3)); result.Add("assets/bundled/prefabs/radtown/crate_underwater_basic.prefab", items); result.Add("assets/bundled/prefabs/radtown/underwater_labs/crate_normal_2.prefab", items); result.Add("assets/bundled/prefabs/radtown/underwater_labs/crate_normal.prefab", items); foreach (var item in ItemManager.GetItemDefinitions().Where(x => x.category == ItemCategory.Electrical || x.category == ItemCategory.Weapon || x.category == ItemCategory.Attire)) { if (item.category == ItemCategory.Attire || item.category == ItemCategory.Weapon) items.Add(new LootItems(item.shortname, 1, 1)); else items.Add(new LootItems(item.shortname, 1, 3)); } result.Add("assets/bundled/prefabs/radtown/crate_underwater_advanced.prefab", items); result.Add("assets/bundled/prefabs/radtown/underwater_labs/crate_elite.prefab", items); return result; } crate_underwater_basic, underwater crate_normal_2 and underwater crate_normal all have the chance of giving players with the perk who open them (assuming they are the first to open the crate), any component. crate_underwater_advanced and crate_elite have the same components as the above, in addition to any electrical item, weapon item or attire item. The reason there is no config for this is due to the sheer size that it would add to the config, including all of these items. Shark loot simply includes all items in the game List<LootItems> GetSharkLoot() { List<LootItems> loot = new List<LootItems>(); foreach (var item in ItemManager.GetItemDefinitions()) loot.Add(new LootItems(item.shortname, 1, item.isWearable ? 1 : item.isHoldable ? 1 : UnityEngine.Random.Range(2, 5))); return loot; }
  10. Have you modified the .cs file at all? o.O haven't seen those errors appear before, especially since all of those variables are being used.
  11. So long as the {0} {1} {2} {3} etc remain, you can change the english words to whatever you want.
  12. The next update will have a lang entry for the back and forward buttons on the menu so you can edit them for your server.
  13. Ill work out a way to add support. Will need to be done via the plugin.
  14. Have patched it for next release. Just waiting a short while before I upload to catch any other bugs that reveal themselves. I just tested using your config and I am getting the proper amount (see pic here). It could be another plugin that is using the OnCollectiblePickup hook and is returning a non-null value, or is modifying the item amount. My suggestion to test this would be to unload all plugins, reload ImageLibrary, then reload SkillTree and test. Crack horses, as I like to call them! Vehicle speed or turbos is something I definitely something I want to add. Nothing exists for it at the moment, only for horses and boats.
  15. The command is /recyclers not /recycleurs
  16. its /recyclers
  17. imthenewguy

    Cooking

    Ya I have updated it on my end. Will be included in the next release.
  18. Use the following chat command while in game: /addtestpermsnode This will add and save a test perms node to your config called "Test Perms node" under the "Cooking" tree. This will give you an example of how you can create your own permission based nodes. It is set to be disabled by default, so you won't see it in the tree unless you edit the config.
  19. Thanks mate. Just updating the main page with all of the info. I highly recommend deleting your config and lang.
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