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Everything posted by Martian
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Changed Status from Pending to Work in Progress
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Hi @andyb_83, Thank you for the detailed report. I have just pushed a new update to the plugin with improvements and additional adjustments related to NPC movement. Please update to the latest version and test it again to see if the issues with the movement behavior have improved. I will also review the NPC naming behavior related to the removal of NPC Spawn to make sure their custom names appear correctly instead of showing as Heavy Scientist in death notes. When you have a chance, please test the updated version and let me know if the problems have improved or if you are still experiencing the same behavior. Your feedback will help me refine it further.
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Changed Status from Pending to Fixed Changed Fixed In to 3.7.1
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Changed Status from Pending to Fixed Changed Fixed In to 3.7.1
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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}"); } void OnDungeonWin(ulong playerID, string tierName) { PrintWarning($"Player {playerID} cleared the dungeon tier: {tierName}"); }
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Hi, Yes, dungeon spawning is already available through console commands, so you can call them from RCON: spawnrandomdungeon spawnfixeddungeon <tierName> [playerID] buydungeon <tierName> <playerID> For the map marker: right now the plugin always uses the vending-machine style marker + radius marker. You can change the marker color and radius in the config per tier, but you can’t switch to a completely different marker prefab yet, so it will still look similar to Raidable Bases for now.
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- 50 comments
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- #farm
- #automatic
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- 50 comments
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- #farm
- #automatic
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- 70 comments
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- #recycler
- #industrial
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(and 2 more)
Tagged with:
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- 70 comments
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- #recycler
- #industrial
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(and 2 more)
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- 50 comments
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- 2
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- #farm
- #automatic
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- 70 comments
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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.