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Everything posted by imthenewguy
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- 1,253 comments
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- 1
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- #leveling
- #progression
- (and 13 more)
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- 1,253 comments
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- #leveling
- #progression
- (and 13 more)
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- 1,253 comments
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- #leveling
- #progression
- (and 13 more)
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- 1,253 comments
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- #leveling
- #progression
- (and 13 more)
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Not a clue; I don't own it and I am not sure how it functions internally. This plugin destroys the default behavior of the planterbox and handles how the growable entities progress. It does call all of the standard oxide hooks though, so if AutoFarm works off of the oxide hooks, it SHOULD work ok, but you may need to reach out to Razor and ask.
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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- 1,253 comments
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- 1
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- #leveling
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed
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Scrap reward based on event population
imthenewguy replied to unvaxedsavage's Support Request in Support
Unfortunately not with it's current prize structure. -
Seems like you may have messed up one of the strings in the config.
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Hey mate I have stacks sorted on my next release. They are going to be handled via Harmony so it should sort the issue out.
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Will wrap it in try catch next release.
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Console command cant find target steamid
imthenewguy replied to MrLiquid's Support Request in Support
No eta yet. It's available on my discord if you are desperate. -
I don't think that's right. I am fairly sure there isn't any benefit of having 6 yield genes on a clone, since you get the same yield with 4 Y genes. Each gene only increases the berry yield value by 0.25. This is how the match is handled in the method: public void UpdateHealthAndYield(float overallQuality, float actualStageAgeIncrease) { if (GetPlanter() == null && UnityEngine.Random.Range(0f, 1f) <= ConVar.Server.nonPlanterDeathChancePerTick) { base.health = 0f; return; } if (overallQuality <= 0f) { ApplyDeathRate(); } base.health += overallQuality * currentStage.health * growDeltaTime; if (yieldPool > 0f) { float num = currentStage.yield / (currentStage.lifeLengthSeconds / growDeltaTime); float num2 = Mathf.Min(yieldPool, num * (actualStageAgeIncrease / growDeltaTime)); yieldPool -= num; float num3 = 1f + (float)Genes.GetGeneTypeCount(GrowableGenetics.GeneType.Yield) * 0.25f; Yield += num2 * 1f * num3; } } SkillTree simply adjusts the gene structure of the plant before it is deployed. It does not make any changes to its growth cycles etc as that is all calculated natively.
- 1,253 comments
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- 1
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- #leveling
- #progression
- (and 13 more)
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Changed Status from Pending to Closed
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- 1,253 comments
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- 1
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- #leveling
- #progression
- (and 13 more)