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imthenewguy

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Everything posted by imthenewguy

  1. I can't replicate the issue on my end. Have 1 point in the skill. I go into the water. It counts down until it displays -2 at the top. My client oxygen starts to deplete. I die. Got a video or something?
  2. imthenewguy

    Low grade - chainsaw

    Think its an oversight with EventHelper. If everything else is being restored correctly then I probably need to fix it on my end. I have added something to the next release that should hopefully sort it out.
  3. Changed Status from Pending to Closed Changed Fixed In to Next Version
  4. Hey mate i have another version I plan to release which disables saving, so it will remove the entities on restart.
  5. Changed Status from Pending to Closed
  6. I mean if its being called there should be no logical reason why it isnt working. Did you want to pm me on discord @BeePsy so we can test?
  7. Changed Status from Pending to Closed
  8. imthenewguy

    Stores dont despawn

    Changed Status from Pending to Closed Changed Fixed In to 1.0.3
  9. imthenewguy

    wipeoldarena

    Changed Status from Pending to Closed Changed Fixed In to 1.0.5
  10. imthenewguy

    some times i see error

    Changed Status from Pending to Closed
  11. imthenewguy

    Blacksmith

    Changed Status from Pending to Closed Changed Fixed In to Next Version
  12. Changed Status from Pending to Closed
  13. Changed Status from Pending to Closed
  14. imthenewguy

    XP supply drop

    So the plugin uses OnLootEntity to handle the locking, by telling the player to stop looting on the following frame. It should be using the CanLootEntity hook and returning a false value to prevent the looting to begin with. Would be worth mentioning it to the developer, as with the current method the player will always get xp.
  15. Its an intended feature. The XP is based on the amount of time spent crafting an item. If the craft time is instant, the xp is less.
  16. Are you calling the RecycleThink method from the Recycler class, or is that a method inside of your monobehaviour? If it's the latter, are you calling the OnItemRecycle hook?
  17. Changed Status from Pending to Closed
  18. The hook still triggers though, so players would still be added to the dictionary for when the recycler is functioning. How are you handling the Invoke for recycling - are you using the vanilla invoke (recycler.InvokeRepeating) like I am, or are you using handling it yourself via a monobehaviour?
  19. Yeah it's why I set the default value for building xp to 0. I do like that idea, would just need to work out a way to implement it. I don't have any issues with instant mining and skinning on my end; perhaps you have a conflict with another plugin?
  20. This is the snippet of code that handles the recycling from my end. void OnItemRecycle(Item item, Recycler recycler) { if (string.IsNullOrEmpty(item.text) || !HasPerks(item.text)) return; var perks = GetPerkCount(item.text); if (perks == null) return; BasePlayer player; if (!RecyclerPlayers.TryGetValue(recycler, out player) || !permission.UserHasPermission(player.UserIDString, perm_recycle)) return; if (player == null || !player.IsConnected) { RecyclerPlayers.Remove(recycler); return; } float chance = GetModifiedRecyclerChanceTarget(player, config.enhancementSettings.enhancement_kit_settings.recycle_settings.perk_kit_chance); foreach (var kvp in perks) { var roll = UnityEngine.Random.Range(0f, 100f); if (roll >= 100 - chance) { var kit = CreateEnhancementKit(kvp.Key); if (!kit.MoveToContainer(recycler.inventory)) kit.DropAndTossUpwards(recycler.transform.position); if (!string.IsNullOrEmpty(config.enhancementSettings.enhancement_kit_settings.recycle_settings.success_effect)) RunEffect(player, config.enhancementSettings.enhancement_kit_settings.recycle_settings.success_effect, recycler.transform.position); } } WipeDictionary(perks); return; } private void OnRecyclerToggle(Recycler recycler, BasePlayer player) { if (recycler.IsOn()) { RecyclerPlayers.Remove(recycler); return; } if (player == null) return; if (config.enhancementSettings.enhancement_kit_settings.recycle_settings.perk_kit_chance > 0) { if (!RecyclerPlayers.ContainsKey(recycler)) RecyclerPlayers.Add(recycler, player); else RecyclerPlayers[recycler] = player; } float value = GetTotalPerkMod(Perk.Environmentalist, player); if (value == 0) return; float modifiedSpeed = 5 - (5 * value); if (modifiedSpeed < 0.01) modifiedSpeed = 0.01f; recycler.CancelInvoke(nameof(recycler.RecycleThink)); timer.Once(0.1f, () => recycler.InvokeRepeating(recycler.RecycleThink, modifiedSpeed - 0.005f, modifiedSpeed)); } Do you see any obvious conflicts? Perk.Environmentalist is the perk that changes the speed of the recycler. If they don't have that perk it shouldn't cancel the RecycleThink method. So long as OnItemRecycle is being called correctly and fed non-null information, it should work fine.
  21. If he is removing the recycler logic and adding his own, tell him to call Oxides hooks as well, such as OnItemRecycle
  22. Will update next release.
  23. Is the following value in your config set to more than 0? "Chance when recycling an enhanced item (per enhancement) to give an enhancement kit [0 = off, 100.0 = 100%]"
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