@KpucTaJl
I am looking to buy this plugin but just have an additional question. When the naval update comes out, new Scientists2 will be in the game, at least in Deep Sea, that's what I know. So, would you update your plugin to use Scientists2? I did some staging branch testing and just happened to stumble upon some of them, and they are just better then current Scientists.
Failed executing console command 'SkinPerksUiCommand' in 'Skin Perks v4.1.9 by supreme' [callback] (Index was outside the bounds of the array.)
at void Oxide.Plugins.SkinPerks.SkinPerksUiCommand(Arg arg) in D:/Server/carbon/plugins/SkinPerks.cs:line 1600
at object System.Reflection.RuntimeMethodInfo.Invoke(object obj, BindingFlags invokeAttr, Binder binder, object[] parameters, CultureInfo culture)
Do you think in future updates you could include an option to set different required resources for each variation in the config? For example, as a server owner, I have many metal facemask skins with custom defense properties. Currently, this means a lot of different masks appear in the crafting menu, but with the ability to set resources by variation, it would help keep things more organized. I hope this makes sense to you
Regarding variations, are we able to control the different items required to craft an item based on the selected variation? For example, if I have hazmat suit variations like the Arctic suit and Nomad suit, can I set different required resources for each, or would I need to create them separately without using the variation option?
Codefling is the largest marketplace for plugins, maps, tools, and more, making it easy for customers to discover new content and for creators to monetize their work.
We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.