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Everything posted by imthenewguy
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Next update has the ability to add static location spawns for the containers. This is more for static maps and will need to be reset if you change the map, but it will spawn container(s) in the location of choice. Unfortunately pipes can't be added to it, as I think it requires the physical chest to be interacted with. The physical chest that you are seeing is simply an access point. Players are actually looting a chest 1000m below them, which can't be piped in. The chests are also destroyed when looting has finished.
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Be sure to change both values to use the prefab. Actual box is responsible for the physical box in the world, while the other value is responsible for the box interface that the player sees when they open it. Unfortunately it won't happen as the boxes are a means to access the network. If loot was to spawn when the chest was killed, every single loot profile stored by the plugin would fall there which doesn't make sense.
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Unfortunately not, based on how it has been designed. The cost is a static value. 6 containers isnt a hard limit. The only limit will be the number of squares the player can fit on their screen vertically lol. The VIp perm is fixed at the moment, but I can change this to use custom perms fairly easily. Do you mean display info on the panel itself? The only issue is that the panel would run out of space to display the item costings etc if I added that. I will look at a way to do it.
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- 60 comments
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- 60 comments
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- 11 comments
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- 60 comments
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Version 1.0.12
286 downloads
Are you sick of your base being cluttered by countless items and having nowhere to store them? Have you had to build an extra wing on your base entirely for storage? Look no further, Instanced Containers has you covered! Instanced containers is a plugin that allows for players to create multiple containers inside of 1 container, saving them a significant amount of space in their base. It supports small/large wooden boxes and coffins by default, but can be used for any container by adjusting the config. The plugins has 3 user based permissions included: instancedcontainers.use - will allow the user to create instances of a container (3 instances per container by default). instancedcontainers.free - bypasses the cost for creating an instance of a container. You can also create your own permission groups through the config and add your own instance limits. Example: "vip": 6 would create a permission called instancedcontainers.vip and give players with the permission access to add 6 instances per container.$15.00- 60 comments
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The current version shows the xp bar regardless, but I will update the new version so it does not send it without the skilltree.xp perm. skilltree.chat - required to use the chat command to open the skill tree menu. skilltree.xp - required to gain xp. skilltree.tree - required to use the tree at all. skilltree.admin - used for admin commands.
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Unfortunately not. You can disable them and replace them with something else though Example of Lucky Shot being changed to something else Before "Lucky Shot": { "enabled": true, "max_level": 5, "tier": 3, "value_per_buff": 0.01, "buff_info": { "Key": 50, "Value": 1 }, "icon_url": "https://imgur.com/wG7cG8X.png" }, After "Advanced Tamer": { "enabled": true, "max_level": 5, "tier": 3, "value_per_buff": 0.1, "buff_info": { "Key": 25, "Value": 1 }, "icon_url": "https://imgur.com/wG7cG8X.png" }, Line 1: Change this to what you want it to be called in game. Make it unique to any other buff. Line 2: enabled/disabled. Will not show if set to false. Line 3: Max level that the node can be levelled to. If it is an I/O node, make sure its max level is only 1. Line 4: the line that it appears on. Tier 1 is the first line, 2 the second and 3 the last. Make sure there is no more than 3 of each per line per tree or they wont display. Line 5: This value is relevant to the buff_info value. For example if it is a simple on/off type buff like the "Rugged up" buff, it requires 1 to be put to it. If it is a Percentage like most of the other buffs, then you can put whatever value you want. 0.1 = 10%. 1.0 = 100%. You can see in my examplke that I used 0.01, which means I want the buff to increase by 10% per skill point. Line 7: The Key is the buff type being assigned to this. The main page has a list of buffs with the corresponding number associated to it. Line 8: The value is the type of progression the buff has. 0 = On/off (see Rugged up for an example). 1 = Percentage (see any yield buffs for an example). 2 = Seconds (See Optimised Recycler for an example). Hope this helps.
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