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Marte6

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Everything posted by Marte6

  1. Marte6

    Screen spam.

    Changed Status from Work in Progress to Fixed Changed Fixed In to 3.0.6
  2. Marte6

    Dungeon Collision

    Hello, yes, I will adjust it to have a minimum distance between the dungeons. Regarding the brightness, I can add a configuration for that as well. I will make these adjustments by tomorrow. I'm finishing a new dungeon layout, very similar to the old one.
  3. Marte6

    Dungeon Collision

    Changed Status from Pending to Work in Progress
  4. Marte6

    Dungeon Events

    I am still looking into fixing the issue with the old version. If I can't fix it, I will find a way to use Copy-Paste.
  5. Marte6

    Dungeon Events

    If I can't fix it, I'll create a model as similar as possible to the old dungeons. I made this new one as quickly as possible to release the plugin soon.
  6. Marte6

    Dungeon Events

    I'm still trying to fix the old model, but I haven't been able to yet. They managed to break all the dungeons on the client side.
  7. Marte6

    Dungeon Events

    What's New in Version 3.0.6 Fixed entity spawns to respect the configured quantities while keeping the entities as spread out as possible throughout the dungeon. Fixed NPC movement.
  8. Marte6

    Dungeon Events

    I adjusted the entities outside the dungeon, but it seems that in your screenshot, the rock and floor entities are much larger than usual. Take a look at the video I sent above and see if it looks the same.
  9. Marte6

    Dungeon Events

    Since the forced update, when a player enters a dungeon, red warnings have been appearing on their screen. This was the reason. Regarding performance, I think the new mode is better compared to the old one.
  10. Marte6

    Dungeon Events

    Fixed. 3.0.2 - What's New Adjusted the item drop for bosses; previously, they were dropping the same items as regular NPCs.
  11. Marte6

    Dungeon Events

    Now, when entering a dungeon, it will always be as dark as night!
  12. Changed Status from Pending to Not a Bug
  13. Marte6

    Dungeon Events

    Hello, today I'm going to upload the new version of the plugin. It will start with 2 dungeon layouts. Tomorrow, I'll check these requests @EllieCat and @Takeshi.
  14. In the next update, I will add a button to the GUI to get it, so conflicts with other plugins will be avoided.
  15. Hello! Do you have any other recycler plugin that does this as well? It might be interfering. Instead of hitting it with the hammer, aim at the adapters and act as if you were picking it up, and you will grab the recycler.
  16. Marte6

    Screen spam.

    I think I'll upload the update by tomorrow, with a dungeon model. After that, I'll make several more
  17. Marte6

    Screen spam.

    Hello, yes, I'm aware. There is a notice on the plugin page informing about it. I'll send you the notice here as well
  18. Marte6

    Screen spam.

    Changed Status from Pending to Work in Progress
  19. Changed Status from Work in Progress to Fixed Changed Fixed In to 1.6.3
  20. Changed Status from Can't Reproduce to Work in Progress
  21. I'm looking into it, I'll try to update it later today
  22. Marte6

    Entrances in Rocks

    Changed Status from Pending to Fixed Changed Fixed In to 2.2.3
  23. Marte6

    Dungeon Events

    Hello, what do you mean by "language file crash"? Can you give me more details about the error?
  24. Marte6

    Dungeon Events

    Sorry about that, will update soon!
  25. Marte6

    Dungeon Events

    2.2.0 - What's New Dungeon Spawn/Despawn Hooks Added new hooks to the plugin’s lifecycle. These events will now trigger OnDungeonSpawn and OnDungeonDespawn when a dungeon is created or removed, allowing other plugins and server owners to track the dungeon lifecycle more easily. void OnDungeonSpawn(ulong OwnerID, Vector3 Position, string Grid, string TierName) { PrintWarning($"Dungeon spawned at {Position} by {OwnerID} Grid: {Grid}, Tier: {TierName}"); } void OnDungeonDespawn(ulong OwnerID, Vector3 Position, string Grid, string TierName) { PrintWarning($"Dungeon despawned at {Position} by {OwnerID} Grid: {Grid}, Tier: {TierName}"); } Console Commands for Admins/Event Manager Introduced new admin‐only console commands for forcing dungeon spawns, removing all active dungeons, and performing cleanup tasks without needing chat commands. "spawnrandomdungeon" Forces a random dungeon to spawn immediately. "spawnfixeddungeon <tierName>" Spawns a specific tier of dungeon (for example, "spawnfixeddungeon hard"). Configurable Random Spawn Announcement Implemented a configuration toggle to enable or disable the public broadcast message when a dungeon randomly spawns. "Show Dungeon Spawn Announcement": true Prevent Dropping the Active Item Players can no longer drop their currently equipped item while inside a dungeon, helping to avoid unwanted drops during dungeon runs. Spawn Near Purchaser When a player buys or creates a dungeon, it will now generate in the closest open area near the player’s position, instead of a purely random spot on the map. Configurable Command Blocking Introduced new configuration options to block commands while players are inside a dungeon. "Block all commands when inside a dungeon": true, Faster Dungeon Marker Updates The in‐game map marker for a purchased dungeon now updates more quickly to show the buyer’s name, ensuring players can tell who owns the dungeon at a glance. Tier‐Based Economics/ServerRewards Reward players with Economics currency or ServerRewards points when they kill NPCs, destroy turrets, or break boxes inside a dungeon. Each tier can have its own reward values, so you can balance payouts for Easy, Normal, Hard, and higher difficulties.
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