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imthenewguy

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Everything posted by imthenewguy

  1. Make sure all values like scientist, heli, pvp, cold etc are set to 1.0. Also make sure you arent at the level start of your xp, or that you have xp debt enabled.
  2. I believe Alpha animals plugin already exists. It's pretty cool. Unfortunately I don't think it's possible to resize animals from what I tested recently.
  3. "Usage: givexp <player> <amount> <optional: ignore modifiers [default: false]>" Did you use the ignore modifiers parameter?
  4. Lmao that is so cool @Gruber
  5. Done! I did play around with that. The node scaling specifically has issues with actually harvesting the node itself. When the node is too large, and you don't hit it in a specific area with a jackhammer or pickaxe, it doesn't actually register a hit. Trees don't show the x for the same reason.
  6. imthenewguy

    Gun Game

    Tell the server owners to move the arena higher in the sky. This is the logic that is handling the removal of items. It is based entirely on height. If the arena is too close to the ground, then players at that elevation will be affected. void OnItemDropped(Item item, BaseEntity entity) { if (item == null) return; if (entity != null && ActiveArena != null && ActiveArena.centrePoint.y - 50 < entity.transform.position.y) NextTick(() => entity?.KillMessage()); }
  7. Version 1.0.0

    54 downloads

    Scaled Collectables dynamically adjusts the size and yield of map-generated collectable entities—such as mushrooms, hemp, and pumpkin patches—to create a more immersive and varied gathering experience. Each collectable spawns with a random scale within a configurable range (default: 0.6x to 2.0x). The size directly affects the yield — for instance, harvesting a hemp plant that’s twice as large as normal will reward twice the usual amount of cloth. You can configure scaling values for each collectable type individually, allowing fine-tuned control over balance and gameplay on your server. Note: Collectable scales are reset when the plugin is unloaded, and are adjusted again when it is reloaded. Config example: https://pastebin.com/BEMsVHHZ
    $9.99
  8. It doesn't add to raidable base loot automatically, nor does the plugin say that it does. You can manually add them into the raidable base loot tables via the raidable base configs/data files. It adds to containers fine. If not, then there is another plugin on your server (not BetterLoot) that is causing the issue. RestoreUponDeath also supports the text field, so it should be restoring it fine. It's not an issue on other servers that run it, which is a large amount of PVE servers. public static Item CreateItem(ItemData itemData) { Item item = ItemManager.CreateByItemID(itemData.itemid, Mathf.Max(1, itemData.amount), itemData.skin); if (item == null) return null; item.condition = itemData.condition; item.maxCondition = itemData.maxCondition; if (itemData.displayName != null) { item.name = itemData.displayName; } if (itemData.text != null) { item.text = itemData.text; } item.flags |= itemData.flags; if (itemData.frequency > 0) { ItemModRFListener rfListener = item.info.GetComponentInChildren<ItemModRFListener>(); if (rfListener) { PagerEntity pagerEntity = BaseNetworkable.serverEntities.Find(item.instanceData.subEntity) as PagerEntity; if (pagerEntity) { pagerEntity.ChangeFrequency(itemData.frequency); item.MarkDirty(); } } } if (itemData.instanceData != null && itemData.instanceData.IsValid()) itemData.instanceData.Restore(item); FlameThrower flameThrower = item.GetHeldEntity() as FlameThrower; if (flameThrower) flameThrower.ammo = itemData.ammo; if (itemData.contents != null && item.contents != null) { foreach (ItemData contentData in itemData.contents) { Item childItem = CreateItem(contentData); if (childItem == null) continue; if (!childItem.MoveToContainer(item.contents, contentData.position) && !childItem.MoveToContainer(item.contents)) item.Remove(); item.MarkDirty(); } item.contents.MarkDirty(); } if (itemData.container != null) { if (item.contents == null) { ItemModContainerArmorSlot armorSlot = FindItemMod<ItemModContainerArmorSlot>(item); if (armorSlot) armorSlot.CreateAtCapacity(itemData.container.slots, item); else { item.contents = Pool.Get<ItemContainer>(); item.contents.ServerInitialize(item, itemData.container.slots); item.contents.GiveUID(); } } itemData.container.Load(item.contents); } // Process weapon attachments/capacity after child items have been added. BaseProjectile weapon = item.GetHeldEntity() as BaseProjectile; if (weapon) { weapon.DelayedModsChanged(); if (!string.IsNullOrEmpty(itemData.ammotype)) weapon.primaryMagazine.ammoType = ItemManager.FindItemDefinition(itemData.ammotype); weapon.primaryMagazine.contents = itemData.ammo; } return item; }
  9. Explain to me how it doesn't work with RaidableBases, betterLoot, Restore upon death?
  10. Send me a DM with what's required to get it working and I'll look at adding it.
  11. The developer needs to persist the item.name field for EpicLoot and item.text field for ItemPerks or the items break.
  12. Will add to next release.
  13. Rule of thumb: if you cant spawn it with the spawn command in console, it wont work in the plugin. Lmk if you find any good ones.
  14. Yeah I made a mistake with the version number when I pushed the update. It is 1.0.8, it just shows as 1.0.7. /* 1.0.8 * Fixed an issue with permissions being checked each time a group received a new permission. */ namespace Oxide.Plugins { [Info("Hardy Planters", "imthenewguy", "1.0.7")] [Description("Planterboxes that require no light or water to grow")] class HardyPlanters : RustPlugin
  15. Everything that is possible to add for rocks has been added. I believe most spawnable furniture has been added as well.
  16. You'd need to build something to handle that.
  17. You'd have to ask the ShoppyStock dev if it supports the item.text field.
  18. Yeah I can look into it.
  19. I tried that. It just kept swimming away I'll have to give it another crack.
  20. imthenewguy

    Gun Game

    You can only use in-game effects, and only server side ones. In the config: "Effect to play when a player is killed" "Effect to play when a player progresses" "Effect to play when a player partially progresses"
  21. There are no config options to adjust the UI colours
  22. imthenewguy

    Gun Game

    I badly want this. I have never played around with out of game sounds before, so wouldn't know where to start. I used to be huge into the cs:s modding/mapping scene back in the day
  23. Your screenshot answers your question.
  24. That does not look like any of the later versions of the plugin. Please submit a support ticket.

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