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Everything posted by imthenewguy
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Version 1.0.41
4,386 downloads
Adds 62 new deployable items to your server!. Custom item collection system. Players can obtain these items while cutting trees, mining rocks and collecting plants. Includes a built in market that can be accessed via a chat command or a HumanNPC. Each base item can be configured to allow for a wide variety of placement options/restrictions. A large amount of configuration options are available for each item. Adjustable placement options while holding shift. Items can be picked up by holding a hammer, looking at the deployed entity and pressing your mouse3 button (scroll wheel button). deployablenature.admin - Required to use the giveprefab command. deployablenature.market.chat - Required to use the market chat command. deployablenature.ignore.restrictions - Allows a player to deploy items without restriction (TC etc). deployablenature.gather - Required for players to obtain drops while gathering. deployablenature.use - Required to deploy nature items. deployablenature.free - allows access to the nature market for free. There is also the option to create groups via the config, which will receive discounts in the market based on the value assigned to them. Example: "Permissions that will receive a discount on the store cost when purchasing [1.0 is full price]. Prefix with deployablenature.": { "deployablenature.vip": 0.5 }, This would give players with the deployablenature.vip permission a discount of 50% off of the market price. Command: giveprefab Parameters: <skin id> <quantity> Example: /giveprefab 2609145017 100 - spawns the user 100x medium clutter rocks" Permission: deployablenature.admin Command: naturemarket Permission: deployablenature.market.chat Command: dnpickup Permission: None Command: giveprefab (console) Parameters: <player id/name> <skin id> <quantity> Example: /giveprefab "new guy" 2609145017 100 - spawns the user 100x medium clutter rocks for new guy" Permission: deployablenature.admin Command: dnsetprefab Parameters: None Console Command: dnkillentities - wipes all nature entities from the map. Parameters: <optional parameter: true> - this wipes the data after the command executes. If not used, the nature items will respawn on plugin reload. Example: dnkillentities or dnkillentities true. Permission: deployablenature.admin if running from player console. Console Command: dnkillentitiesforplayer - wipes all nature entities from the map for the specified player Parameters: <player name/id> Example: dnkillentitiesforplayer "new guy" - would delete all entities for the player whose name contained "new guy". Permission: deployablenature.admin if running from player console. Console Command: dnpurge - enables purge mode, wiping all entities from the map (does not delete data), and preventing them from spawning on server start/being deployed by players while active. Automatically resets to false on server wipe. Parameters: <true/false> Example: dnpurge true - would enable purge mode. Permission: deployablenature.admin if running from player console. You most likely won't need the below information, but it is here for more advanced users. Prefab Types 0: Rock 1: Tree 2: Bush 3: Animal 4: Furniture Tree Types 0: None 1: Palm 2: Oak 3: Swamp 4: Birch 5: Beech 6: Pine 7: Cacti 8: Snow 9: Mauritia_Flexuosa 10: Hura_Crepitans 11: Trumpet_Tree 12: Schizolobium 13: Dead_Log 14: Dead_Log_Snow 15: Driftwood Bush Types 0: None 1: Willow 2: Willow_snow 3: Spice 4: Spice_snow 5: Creosote 6: Berries 7: Mushrooms 8: Ocotillo 9: Monstera_Deliciosa 10: Bromeliad 11: Heliconia_Rostrata API public bool IsDeployableNature(BaseEntity entity) Returns if an entity is a DeployableNature entity that has the prevent_gather attribute.$15.00 -
Unfortunately I have seen that issue before and the auto sorter plugin I looked at didn't have any APIs to prevent the button from being used/displayed, so I can't prevent them from using the button while the bag is open. What do you mean by hide articles in the farmers market? Not sure what you are referring to.
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That was an oversight. It defaults the img to the Rustlab URL using the item shortname. I have added a field to check for the item skin, and if the skin is greater than 0, it will see if there is a custom img URL. If so, it will display the item linked in the URL, instead of the Rustlab item. Example snippet: "Sausage roll": { "shortname": "blood", "rarity": 0, "skin": 2657034158, "enabled": true, "maxQuantity": 1, "img_url": "https://i.imgur.com/F90xeFT.png" } Make sure you are running 1.0.3 (will be up soon).
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- 87 comments
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- #vip
- #monetization
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(and 2 more)
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- 87 comments
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- #vip
- #monetization
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(and 2 more)
Tagged with:
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1.2.0 has luck buffs for fishing treasure, electrical items and components. Also adjusted the way it has been designed so you can add tiers of items. This can be achieved by setting the value of the BuffModifier field for certain buffs. For example, you can create 3 different tiers of food in the config, and set the value of the BuffModifier for each meal to a different amount.
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I'll take the suggestions under advisement. The tiers could be done via custom recipes as is, ie you could make 3 different tiers of food via the config, each with different quantities of food. The translate can again be done via the config and the lang file. I will look into the no recoil suggestion - not sure how to do this tbh. The luck for fishing should be easy to do. The luck for looting will be dependent on the loot plugin that a server uses. The only thing I could do with this would be to add a new slot when looted (once) and then roll an item depending on the food buff.
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The plugin is skin specific - it's how it identifies the weapon when the buttons activated. You can add the skins to weapons though, so if I wanted the no mercy skin you give a buff, then create an enchant profile and add the skin Id to the profile. Tldr - if a skin is listed in the enchanting config against a profile, it will be enchanted, even if the name doesn't match.
- 41 comments
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- #enchanting
- #epic
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Yeah you can add more default ingredients to the list like so: "mushroom": { "base_shortname": "mushroom", "skin": 0, "gathered_from": 18, "dropWeight": 0, "max_count": 0, "imageURL": "https://rustlabs.com/img/items180/mushroom.png", "market_buy_price": 10.0, "market_sell_price": 5.0, "market_quantity": 0 }, The thing to remember is making sure the Key is uniquely named (in this case "mushroom"), the base_shortname is set to the shortname of the item (can see a list of names here), and the gathered from value is set to 18 (this represents default items). You can effectively use any default item this way, just add them to the config. The video tutorial on the page shows you how to add a new recipe using these ingredients
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You set the value for "amount" to the percentage that you want added to it. "amount": 100 This would increase the damage by 100%. Full snippet example from the default config: "928599469": { "duration": 20, "effect": 10, "displayName": "semi-auto pistol of the pker", "shortname": "pistol.semiauto", "cooldown": 10.0, "amount": 100, "description": "", "runes": [ { "displayName": "life rune", "amount": 150 }, { "displayName": "death rune", "amount": 75 }, { "displayName": "dark rune", "amount": 170 }, { "displayName": "fire rune", "amount": 55 } ] },
- 41 comments
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- #enchanting
- #epic
- (and 4 more)
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- 41 comments
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- #enchanting
- #epic
- (and 4 more)
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