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File Comments posted by Marte6
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1 minute ago, 0g.Ghost.7373 said:
Can you update it on Lone?
I did.
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1 hour ago, 0g.Ghost.7373 said:
Not working since FW?
Error while compiling Recyclerbox: No overload for method 'SendNetworkUpdateImmediate' takes 1 arguments | Line: 729, Pos: 38
Please download the new update.
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Hello, yes I sent a notice by email in the update and also posted it here and on Discord
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16 minutes ago, Grumpy Old Man said:
Did you just change the entire plugin ? my config file now do not have "Loot Drop": for anything its all vanish !! and i see a folder in DATA.
do we have to redo all the loot again from scratch and in DATA folder ? its not in Config no more?
you should had a big warning that explain it , you will loos all your work in config it's now in DATA, save it before updating it !
something like this !!
thats not fun at all -
1.0.2 - What's New
Created a configuration in the main box; now it is possible to change all planters to clone/harvest and select the plant for all at the same time
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5 hours ago, Hawkhill said:
After the last update, the industrial recycler is very slow emptying the output, so it keeps spitting out components on the floor.
This worked fine before.....
Edit: seems to be solved after i removed my recycler and placed it again.. Will test more after tonights wipe.Hi, I just made an update to prevent this issue of items falling on the ground.
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3 hours ago, Hawkhill said:
After the last update, the industrial recycler is very slow emptying the output, so it keeps spitting out components on the floor.
This worked fine before.....
Edit: seems to be solved after i removed my recycler and placed it again.. Will test more after tonights wipe.Hi, I’ll check this now. If you can, when you find other bugs, open a ticket — I always get a notification so I can fix it
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1 hour ago, Moodahla said:
Would it be possible to add a "master control" at the main box. For example, being able to switch between harvest and clone every planter under the control of the box you are looking?
Hi, at the moment this feature isn’t available yet, but I can definitely include it this week!
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On 8/11/2025 at 11:28 PM, 0g.Ghost.7373 said:
Any way to get this to work with this? The conveyors doesnt pull the stuff into the recycler. If you put the in it, it works fine.
It worked right with Extended Recycler on Umod but it wasn't auto.
Hi, I'm not sure how it works. I gave @OxideBro access to the plugin so he can check what it might be. If you want to give me access too, I can take a look.
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IMPORTANT UPGRADE NOTICE (Breaking Changes)
This version changes the configuration format and resets settings on first run. Back up your old config before updating, especially the loot tables. Make a copy of oxide/config/DungeonEvents.json. After installing the update, review the new files and manually merge your custom values—pay extra attention to the new per-tier settings and loot tables.- Tier system reworked to allow creating any number of tiers.
- Loot config moved out of the main config into \data\DungeonEvents: one global Default_Loot.json plus per-tier files (e.g., Easy\boss_loot.json, Easy\lootbox.json, Easy\npc_loot.json).
- New global settings: “Prevent Drop Backpack” and “Teleport Player To Outside On Death.”
- New per-tier settings: “Enable Auto Spawn,” “Enable Buy,” “Marker Color Hex,” “Max Auto Spawn (0 = Unlimited),” “Max Buy (0 = Unlimited),” “Per-Tier Buy Cooldown (seconds, 0 = use global),” “Max Items Per Box,” “Max Items Per NPC,” and “Max Items Per Boss NPC.”
- Fixed validation for loot/NPC item rolls to avoid bugs when min or max is 0 (skips empty rolls).
- Buy UI rebuilt; adds scrolling automatically when many tiers exist.
- Startup converted to a coroutine that cleans leftover data and waits smartly based on player count for smoother restarts.
- Buy cooldowns are now per tier (not global), with per-user, per-tier tracking.
- Optional safer “teleport on death”: snaps to terrain/water surface to prevent players spawning inside terrain.
- Codebase refactored across the board for readability and performance.
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On 8/10/2025 at 11:16 PM, hairybeanstalk said:
When can we go higher than 6 dungeons?
I'd love to make 10 dungeon levels or more
Hello! Yes, a big update is coming this week — I’m going to implement that, and you’ll be able to create as many tiers as you want.
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Hi @kin8642 ! I’m working on a big update right now and will look into this. Whenever you have this kind of issue, please open a support ticket.
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6 hours ago, 0g.Ghost.7373 said:
I bought this over on Lone and asked there months ago, never got a second reply back, figured I would ask here since this site is more active.
Anyway to make this work with Any way to get this to work with with the following plugins?
Custom Items Recycler by OxideBro here on CodeFling.
Epic Loot by imthenewguy here on CodeFling.
and
Item Perks by imthenewguyhere on CodeFling.
Hey! Sorry, but that’s not possible with this plugin — it doesn’t use an actual recycler, since the recycling process is handled directly by the plugin itself.
If you’d like, my other plugin, Industrial Recycler, does use a real one, and I can give you a 50% discount on it. -
24 minutes ago, oplataru said:
Hello, what matters is the “Priority”; see which one is higher.
“Name”: “Vip1”,
“Need Permission”: true,
“Priority (Highest priority overrides others)”: 1,
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I found the issue: loading weapon values during OnServerInitialized was causing the problem—moving that initialization into a NextTick fixed it. Please restart the server after updating the plugin for the errors to stop.
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34 minutes ago, Malkizid said:
Hi Marte6,
What does the latest update change about "Compliance with FacePunch ToS changes" ?
And how does it affect the plugin ?
I'm not aware that this plugin uses any DLC or paid content.
Hi, I changed the base item that used to be the arcade; now it's a small wooden box.
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@OvO Sorry about that! I just updated it and the bug should be fixed now
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Since many requested it, I’ve updated it and now there are 8 groups.
Turbo Weapons 2.3.0 - What's New
- New groups created from VIP1 to VIP8.
- New UI redesigned, now with scrolling.
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On 8/5/2025 at 1:47 PM, bidi1252 said:
Hi there,
To avoid having to patch things manually with every new version, would it be possible to add a feature for this?You've added a MaxActiveAutoSpawn config to control the maximum number of auto spawns. If it's set to 0, it becomes unlimited; and if a specific number is set, it respects that limit.
Would it be possible to support a special value like -1, which would completely disable auto spawn for that specific tier?
Thanks in advance! I'll include the patch below.
//BIDI var availableTiers = _tierInfoMap.Keys.Where(t => t.Enabled && (t.MapName.Contains("Easy") ||t.MapName.Contains("Normal"))).ToList(); if (availableTiers.Count == 0) return null; var viable = new Dictionary<DungeonTierConfig, int>();
Hi there,
Thanks for the suggestion!
Actually, it's already possible to disable auto spawn for a specific tier using the configuration below:
"Tiers": { "Easy": { "Enabled": false,
By setting "Enabled": false, the tier will be completely disabled, and no auto spawns will occur for it.
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3 minutes ago, 0g.Ghost.7373 said:
I only asked because I dont want to buy another plugin for it to not work right. I tested unloading all but his and it worked flawlessly. I just have way too many to be adding one back at a time to find the bad apple. If I ever find it, I plan to buy this one.
Oh, sorry, I didn’t quite understand — I thought you already had the dungeons and were having a conflict with the other plugin hahaha.
I don't think it would cause any issues with the other plugin. I just create two portals and connect them the same way the game does with regular dungeons. -
On 7/27/2025 at 3:26 PM, hairybeanstalk said:
Have we considered giving server owners the option to add more dungeons? I am still getting an insane amount of requests for that feature. Thanks for any responses! (10-20 as a limit would be amazing, or allow server owners to make their own amount) @Marte6
That option already exists in the configuration settings:
"Max Active Dungeons Auto Spawn (It is not recommended to exceed 10)": 6, "Max Active Dungeons Buy (It is not recommended to exceed 10)": 6,
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44 minutes ago, 0g.Ghost.7373 said:
I tried to run Wormholes and the portal doors spawned under the map. I am not sure which of the many plugins I used causes that.
Do you think it would be the same with this plugin?
I'm not exactly sure what could be causing that. If you'd like, you can open a support ticket and mention the author of the other plugin with an @ so they can grant me access to it. I can also give them access to my plugin, and we can try to adjust things together to fix the issue.
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22 hours ago, oplataru said:
Is it possible to adjust the chance of getting custom items when collecting plants with the plugin?
Hello, at the moment you can only control the quantity, but I can definitely implement a percentage chance per group.
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4 hours ago, 0g.Ghost.7373 said:
Any update on working with Custom Crops? Wrecks said he gave you a copy.
Farmers Paradise (FarmPro) - 1.0.9 - What's New
Added compatibility with the "Custom Crops" plugin by Wrecks.
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@EllieCat I just updated it, fixing that issue and including the translations that were missing!
If you find any other bugs, please open a ticket so we can keep things more organized! -
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Try reducing these values
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49 minutes ago, Perfectangel01 said:
Hello! On the client side, the plugin doesn't do anything that interferes with FPS — this behavior is standard for farms with many entities grouped together. If your computer is having FPS issues, try lowering the graphics quality.
What can be done in the plugin to improve client-side performance is to set:
"Force Quality 100%": true, "Install Light": false, "Install Heater": false, "Install Sprinkler": false
This way, the Light/Heater/Sprinkler are not installed, which reduces the number of entities your client has to load, potentially improving performance for the user.
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44 minutes ago, 0g.Ghost.7373 said:
I went ahead and bought yours. I just like the idea of it being no pipes, wires, hoses.
Drug Deals doesn't work. I asked that guy before to get with another auto farm plugin to make it work and he never replied.
I have asked Wrecks if he can work with you for the custom crops.
And a question....
Can we change this { "ItemForSale": { "Shortname": "scrap", "Amount": 50, "Category": "Sell" }, "ItemsCost": [ { "Identifier": "dustyherb", "Amount": 10 } ] }, To this? { "ItemForSale": { "Shortname": "Economics", "CustomName": "RP", "SkinId": 3511333337, "Amount": 50, "Category": "Sell" }, "ItemsCost": [ { "Identifier": "dustyherb", "Amount": 10 } ] },
Hello, I’ve just uploaded an update to the plugin that will allow this.
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15 minutes ago, EllieCat said:
Does it have a high impact on server performance?
How about performance optimization?
The plugin was built primarily with performance in mind. All processes are handled using routines and delays to ensure that nothing happens all at once, which prevents any noticeable impact on the server.
@ShiiZo has been testing the plugin since the beginning of the wipe. His server currently has over 3,000 planters and peaks of 50 players online, and everything has been running smoothly without any performance issues.
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1 hour ago, 0g.Ghost.7373 said:
Will it work with plugins like Custom Crops By Wrecks and Drug Deals By Yaki?
I use an auto farm plugin now that doesnt work well with custom named seeds and custom named items they grow into.
Like if I plant seed.hemp named Weed Seed it will grown cloth with the right skin but no custom name.
I'm not 100% sure it works, but there is an option in the configuration to call the OnGrowableGathered hook, which is probably what this plugin does. If you'd like, I can send you the plugin to test it before you buy it, just to be sure.
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On 7/4/2025 at 7:17 AM, hairybeanstalk said:
PLEASE add ability to add more tiers by ourselves with custom names using the coding from a normal dungeon. Like for this:
I've had many requests for more dungeons.
private enum Difficulty
{
EASY,
NORMAL,
MEDIUM,
HARD,
NIGHTMARE,CUSTOM, <-----THIS IS THE NEW ONE I RECOMMEND ADDING
}Thank you!
On 7/5/2025 at 11:46 PM, hairybeanstalk said:ALSO, the bots sometimes just stand still and do not move when they cannot shoot you but you can shoot them. This happens sometimes when a bot will get close to a garage door and half of its body is sticking out. It cannot shoot you, but you can shoot it, resulting in free kills. I think some sort of coding can be done to adjust it so they move when being shot too many times if they did not do any damage. Thats just a suggestion of mine to make them feel more alive and react better.
On 7/7/2025 at 2:46 AM, hairybeanstalk said:I am also having requests for autospawn to be delayed. I'd like to be able to set how long it takes until autospawn initializes. Thank you! Amazing plugin!
Hey, thanks for the suggestions!
About adding custom difficulties – it’s a bit complex, and with five already, I think it’s a good number for now.
For the bots getting stuck near doors, I’ll try making them avoid getting too close – that should help.
And the autospawn delay – great idea, I’ll add that along with a max-per-difficulty option.
Appreciate the feedback!
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Dungeon Events 3.5.0 - What's New
- Totally revamped dungeon builder – layouts now branch out, reconnect, and give each room multiple exits, making every run feel fresher and trickier.,
- Custom loot boxes – admins can now set any box prefab and skin directly in the config; no more hard-coded small wood box.,
- Finishing-bonus tweaks – when you clear a dungeon, the exit portal pops up beside a nearby player, and every garagedoor inside disappears so you can stroll out.
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On 6/20/2025 at 3:27 AM, 月光光心慌慌 said:
The player said that the stove will stop burning after it goes offline. Can you solve it
I’ve just released a fix—your stove will now keep burning while you’re offline. I hadn’t addressed it earlier because I missed the earlier comments; in situations like this, opening a ticket is usually the quickest way to get it on my radar. Sorry for the inconvenience, and thanks for letting me know!
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On 4/25/2025 at 1:11 PM, ALiEN JiM said:
Hi Marte6, Would it be possible to add an input button in the output container and a output button in the input container so we can swap between either input/output containers rather then having to exit and re-enter every time we need to change from either container...
phew i hope i made that understandable lol
Done!
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Industrial Recycler - 1.8.0 - What's New
- Added Virtual Recycler (accessed by default with /irec) for instant, portable recycling. Command name configurable.,
- Updated speed perks now affect every recycler managed by the plugin.,
- Added UI "Go to Input/Output/Recycler" buttons for industrial recyclers.,
- Updated startup: coroutine delay ensures safe recycler restoration.,
- Added automatic hardware rebuild on load and thorough cleanup on unload.,
- Improved performance with hash-set tracking instead of global scans.
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On 6/8/2025 at 5:31 PM, Pro100Razor111 said:
This plugin also really lacks a "pocket recycler", which can be called by command (players with permission),
otherwise this plugin would be a complete product for recyclers.
The speed works only in the industrial recycler, not in the regular one (As many were asking for it, I decided to add it!
Command /irec, but it can be customized in the settings.
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1 hour ago, Deicide said:
Not sure if this is something youd be able to do but ive had some players suggest another portal at the end that will send them out instead of having to run all the way to the beginning or wait out the TP timer. Is this something youd be able and willing to implement?
I’ll need to find a proper way to handle it — just adding a portal would spam the console with "portal doesn't exist" errors.
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On 6/20/2025 at 3:19 AM, MadcapTangent said:
Is it possible to create a max queue amount and auto refund players until the queue clears? Our players are purchasing dungeons and they seem to be queuing infinitely. So by 12 hours into wipe I have a map full of dungeons that are owned by offline players, and they dont despawn because there is nobody to enter the portal and begin the despawn timer.
Just released an update that improves dungeon creation speed and adds a new option to auto-remove unentered dungeons after a set time. This should help with the queue issue.
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@Takeshi I’ve just released an update—please test it and see if the issues have been resolved.
If not, please open a ticket and I’ll keep looking into it. -
1 hour ago, Takeshi said:
@Marte6
We are currently encountering two issues.
One is as follows: error code
We are using the RestoreUponDeath plugin.
The other is that the generation process often traps NPCs inside sealed rooms — this has already happened three times this month.
Could you please assist with fixing these problems?
Failed to call hook 'OnPlayerDeath' on plugin 'DungeonEvents v3.4.1' (NullReferenceException: )
at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component)
at Oxide.Plugins.DungeonEvents.OnPlayerDeath (BasePlayer player, HitInfo info) [0x0008c] in <274763e0c4084d83aa0ceea8a793cf08>:
at Oxide.Plugins.DungeonEvents.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00487] in <274763e0c4084d83aa0ceea8a793cf08>:0
at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0
at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <8cb2d664f1574f2b96d53f1c1869d96a>:0
at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <8cb2d664f1574f2b96d53f1c1869d96a>:0
Hi, of course! I’ll check that today. I had already made an adjustment to prevent sealed rooms, but I’ll look into this issue again.
If possible, please open a support ticket for cases like this instead of posting here—it makes it much easier for me to track and manage the issues.
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7 hours ago, Takeshi said:
@Marte6
Is there any setting that automatically adds Dungeon Lord NPCs so players can receive quests and items?
I didn't configure anything, but a lot of Dungeon Lords have appeared unexpectedly.
That behavior doesn’t seem to come from my plugin — I don’t have any GUI or setting that automatically adds Dungeon Lord NPCs. It’s likely coming from another plugin or configuration.
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1 hour ago, Takeshi said:
An error occurred
Failed to call hook 'OnPlayerDeath' on plugin 'DungeonEvents v3.4.0' (NullReferenceException: )
at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component)
at Oxide.Plugins.DungeonEvents.OnPlayerDeath (BasePlayer player, HitInfo info) [0x00061] in <e18d356feaa9426390191d1abedaeff2>
at Oxide.Plugins.DungeonEvents.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00487] in <e18d356feaa9426390191d1abedaeff2>:0
at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0
at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <8cb2d664f1574f2b96d53f1c1869d96a>:0
at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <8cb2d664f1574f2b96d53f1c1869d96a>:0
Thanks for the report. I’ve just released v3.4.1, which adds a null check for dungeon.InsidePortal.transform in the OnPlayerDeath hook to prevent that NullReferenceException. Please update to v3.4.1 and let me know if you still encounter any issues.
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I just updated the plugin and it should fix all the issues. Here’s what changed:
- Added /de.reloadconfig to reload settings without restarting the plugin
- Added /de.toggle to enable/disable dungeon purchases
- Added /de.removenearest to remove the dungeon with the nearest portal
- Added removedungeon command so players can remove their own dungeon
- NPCs can no longer enter the initial spawn room
- Spawn-room door now closes on player death to protect from NPC fire
- Dungeon timer only starts when a player actually enters
- Dungeon lifetime is now configurable per tier and shown/updated on the map
- foundationPrefab now uses foundations instead of ceilings to fix metal-color bugs
- Added an extra check when spawning entities to prevent them ending up in locked rooms
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4 hours ago, urbanviking said:
a few players have reported dungeons not finishing. i went into them and saw there sometimes boxes/npc's or turrets behind walls. the walls cannot be damaged and this renders the dungeon unfinishable for players
Please open a support ticket and include some screenshots so I can take a closer look at the issue. That will help me understand exactly what's going wrong.
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On 5/7/2025 at 4:00 AM, 月光光心慌慌 said:
Hello, I just purchased your plugin. May I ask if you are considering adding a large melting pot, as it cannot melt three items at the same time
Hi! For now, I’ll be keeping it limited to the small melting pot. But in the future, once the plugin becomes more popular, I definitely plan to add a larger version. Thanks for the suggestion!
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1 hour ago, VENIQQ said:
Hey,
In the video all dungeons are straight - so if you go straight then exit is at the end.
Does it also support or generate a random maze? So that exit can be somewhere else and you actually need to find it by going through maze?
What I mean if all dungeons are as easy to find an exit as in the example or it generates more complex mazes as well?
Thanks
Hello, they are straight, but the idea is great, I'll think of a way to implement it and make them randonomical or circular.
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On 5/4/2025 at 2:56 AM, EllieCat said:
Is there a way to enter directly using a command after purchasing without needing a portal?
Because some players block the portal with buildings before others can reach it.
Hi, just I just updated with a zone block for building and sphere.
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Good morning!
I'm going to start working on Dungeons and try to fix all the requests. I plan to release an update by the end of the day.-
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On 4/27/2025 at 11:28 AM, NEXT said:
dungeon event auto-turrets,
"The turret ignores the player" effect from the cooking mod's pancake
it doesn't work, right?Hi, I will test here and try to make it compatible
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On 4/27/2025 at 3:44 PM, Yzt said:
I found a problem. The Name cannot be changed now. The Chinese name I changed before could still be opened, but now only "Easy" can be used as the Map Name. If it is changed to another name, the dungeon cannot be opened.
Hi, is fixed on the last update.
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35 minutes ago, ALiEN JiM said:
Hi Marte6, Would it be possible to add an input button in the output container and a output button in the input container so we can swap between either input/output containers rather then having to exit and re-enter every time we need to change from either container...
phew i hope i made that understandable lol
Hello, I think I understand, I'll try to do it in the next update this week.
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55 minutes ago, Jason Wheeler said:
This plugin is great! Could you possibly add the chat command UI for players to buy them like you have on the industrial recycler?
Hi, I'll try to include it in the next update.
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13 minutes ago, Yzt said:
Why doesn't my custom loot work? Is there a conflict with Loottable?
Hello, there are two ways to configure the loot boxes, either by tier, or at the end there's a general setting, activate or deactivate it to change.
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18 hours ago, EllieCat said:
How far is the distance between the portal generation location and the player's position?
Can add custom distances?
There is a maximum value that I use, but the logic is trying to find available points as close as possible to the player, after finding 1000 points, the closest one is selected, so it would not be feasible to let it decrease.
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1 minute ago, EllieCat said:
mean the height of the dungeon higher in the sky. It would be great if this could be configurable in the settings.
Sure, will do.
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3 minutes ago, FandangoChristmas said:
What is the current height used to spawn them in the sky? I felt it was around 800 height. Just wondering because I'm adding skybase, and don't want any conflicts. i did notice this month I could see a box outlined in the sky, where previous I didnt.
Yes, it's 800f.
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7 hours ago, EllieCat said:
Can we increase the custom build height? The current generated height is a bit low...
Hello, do you mean the height inside the dungeon? Or do you mean the height of the dungeon higher in the sky?
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10 hours ago, Takeshi said:
"Dungeon Settings": {
"Enable Auto Spawn": true,
"Map Marker Radius": 0.2,
"Max Active Dungeons Auto Spawn (It is not recommended to exceed 10)": 5,
"Max Active Dungeons Buy (It is not recommended to exceed 10": 8,
"Max Time (in seconds) to Keep Dungeon Alive": 3600,
"Dungeon Buy Cooldown (in seconds)": 600,
"Dungeon Removal": {
"Remove only if all NPCs are dead": true,
"Remove only if all boxes are destroyed": true,
"Remove only if all turrets are destroyed": true,
"Removal timer after they are destroyed (in seconds)": 300
},
"Show Dungeon Spawn Announcement": true
Here is my current configuration.
Right now, after players complete the dungeon, it doesn't end automatically,
and when the timer reaches zero, nothing happens either.Hi, I'm going to update this week and I'll try to improve this part of finishing the dungeon.
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3.2.9 - What's New
Added a configuration option to enable or disable custom AutoTurret behavior in case they don't attack.
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3 hours ago, Takeshi said:
Hello, yes, as he said, I changed it to a component of my own.
But I'm going to make it configurable, to enable it or not in the configuration, in case the turrets don't attack.
I'll upload a new update in a few minutes.
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10 hours ago, NEXT said:
Is it possible to set the NPC resurrection time? I want them to resurrect 5 seconds after death.
Hello, I could create an option for them to be born a second time, but it would get in the way of counting the gui and so on, it's not very simple.
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2 hours ago, Hawkhill said:
Could you also please add permission based efficency upgrade the same way you added the speed upgrade?
Make it run at 60% efficiency as default as the normal recyclers around the map do, and permission bases upgrade up to 100% (10% per upgrade).
Hi! I'll try to check it out for the next update!
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17 minutes ago, Willem026 said:
Hi, was looking at the config file and didnt see an cooldown timer for the purchasable dungeons. is this a feature that is going to be added in the future?
Hi, I haven't asked for it yet, but I can implement it, I'll update this week with this implementation
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2 hours ago, Hawkhill said:
Could you make the recycler automaticly unload ammunitions and weapon attachments from weapons when placing them into the recycler?
Hi, yes, I'll look into it between today and tomorrow to adjust if you want you can open a support ticket or on my discord https://discord.gg/cyJKnhHaV8
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2 hours ago, ChardaZAR said:
Is there a command to wipe the recycler database between wipes?
Server was wiped and players are having issues buying the recycler in the new wipeHi, you don't actually need to run any commands, there's no data file to save, it's all done directly by the game's entity control.
If you have any problems you can open a support ticket or call me on discord https://discord.gg/cyJKnhHaV8
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18 minutes ago, Takeshi said:
Hope that Dungeon Events will no longer generate at the same locations as Raidable Bases.
Additionally, I would like the event vending machine notifications to remain fixed and not be merged with player vending machines.
Hi, I'm going to change the way I locate the portal spawn to avoid other vending machines and the raidablebases
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1 hour ago, UnderWorld Rust said:
thank you for the quick changes and updates,
i do have 2 requests
1. is it posable to be able to set our own / commands
2 having an issue where players who have bought a dungeon, when they die it spawns their body at the dungeon and not where they died in the worldHi! I'll look into it for the next update
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4 hours ago, UnderWorld Rust said:
i'm running simplePVE and having a issue with turrets not shooting players. is this something you're able to fix? i seems "disable traps" needs to be false in simplePVE for it to work properly.
if it's not something you can fix is there any info you can share that i can pass onto the dev to help them would be appreciatedFixed!
3.1.1 - What's NewFixed an issue where turrets were not attacking with the SimplePVE plugin.
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In the next update, dungeons will be generated randomly, similar to the old mode. They will use the same system that generated the dungeon layouts. So, they will use construction prefabs, but since they will be random, the old-school feel will return.
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24 minutes ago, WarKingz said:
will this works with skilltree speed buff ?
Hello, I just tested it, and the buffs from the Skill Tree do work.
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On 1/22/2025 at 10:48 PM, Hawkhill said:
Ive been looking for a plugin like this a long time now!
Amazing plugin!
But one of the players on my server found a exploit after less than 5 min.
You can actually place the industrial recycler and use the /remove command (removertool plugin) and remove the storage adaptors on the recycler..
Then you can hit it with a hammer to pick it up again and place it again....
Then you can repeat the process over and over again and get 2 storage adapters every time.
99% of players wont exploit this, but there is always that one idiot that does......
Possible to fix this?
Edit: Adding a simple log file for example that logs when players place and pick up their recycler would do the trick i think.
Wont prevent players from doing it, but i can see if they do.....On 3/2/2025 at 8:50 PM, SugarHunny said:is there a way to allow everyone to access the recycler, in the config i changed only owner can access to false, but it still wont let someone else access it.
Sorry for the delay, it's been fixed in the version I just uploaded.
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On 3/9/2025 at 6:44 AM, EllieCat said:
Can add custom currency to purchase events?
Done!
Dungeon Events
in Plugins
Posted
Hi, I couldn’t reproduce the problem here. Did you update from an older version to the latest one? Or could it be some configuration error?