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Everything posted by 0xBADF00D
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Yeah, I'd actually need this if you can add it in the next update. Just an API method to get the marker info so I don't have to hardcode anything in my plugin: public Dictionary<string, object> GetMarkerInfo() { bool showDespawnTime = AllowPVP ? !Options.HideDespawnTimePVP : !Options.HideDespawnTimePVE; string despawnText = showDespawnTime && DespawnTime > 0 ? string.Format(" [{0}]", mx("UIFormatLockoutMinutes", null, DespawnTime)) : null; string shopName = (markerName == MarkerName ? mx("MapMarkerOrderWithMode", null, mx(GetAllowKey()), Mode(), markerName, despawnText) : string.Format("{0} {1}", mx(GetAllowKey()), markerName)).Replace("{basename}", BaseName).Trim(); return new Dictionary<string, object> { ["color1"] = GetMarkerColor1(), ["color2"] = GetMarkerColor2(), ["radius"] = Mathf.Min(2.5f, World.Size <= 3600 ? config.Settings.Markers.SubRadius : config.Settings.Markers.Radius), ["alpha"] = 0.75f, ["shopName"] = shopName }; } [HookMethod("GetMarkerInfo")] public Dictionary<string, object> GetMarkerInfo(Vector3 position, float x = 0f) { for (int i = 0; i < Raids.Count; i++) { if (InRange2D(Raids[i].Location, position, Raids[i].ProtectionRadius + x)) { return Raids[i].GetMarkerInfo(); } } return null; } (Also, as a small side idea, having an alpha setting for radius markers in the config could be a nice tweak, but totally up to you!) Thanks!
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Understood on avoiding partial compatibility! I think I'll probably look into writing a plugin using your plugin's existing hooks and API alongside ClientEntity to handle both the radius and vending markers for the buyer and their team. Thanks again for your time and for considering the suggestions!
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Fair enough, makes sense! Just wondering, couldn't this be done easily using Carbon's ClientEntity under a #if CARBON block? That way you don't have to code custom networking or use hooks like CanNetworkTo, and Oxide servers just ignore it without breaking.
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Just to clarify, my request isn't about damage or combat rules around the dome, but purely about server performance (CPU tick optimization). Currently, even with those settings, NPCs are still fully active/thinking. What I was proposing is disabling NPC AI/think ticks entirely when nobody is around, so dormant bases don't eat up server resources Also, on PvE/purchased bases, having them only wake up for authorized/participating players (ignoring random players walking past) would maximize this performance gain.
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Hello, Could you add a sleep mode for NPCs when no players are nearby? For example, if there's no player within X meters, they could just stop thinking and do nothing. Also, for purchased or PvE bases, it would be awesome if they only wake up for players who are actually allowed to enter the event, so random players passing by don't trigger them. Waking them up only when authorized players come close would really help with server performance, especially when several bases are active. Thank you!
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Hello, Could you please add an option to hide map markers and vending machines on purchased raidable bases for unauthorized players? This would help declutter the map for players who aren't involved, while making it much easier for the buyers to locate their own base. Thank you!
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Because it's not possible to use the vanilla loot table for the locked crate and add a custom loot table without the plugin clearing the vanilla loot table to add my custom loot table. So if I want to use the vanilla loot table and, for example, add a custom item on top of the vanilla loot table, that's not possible unless I use the Helicrate extra loot, but I don't want to do that.
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Hello, when I use this config, it spawns my item with a 100% chance in every crate instead of using my Chance (0 - 100)”: 5.0, "Extra Loot Options": { "Use extra loot table (NOTE: Total of crate loot + extra items cannot exceed 12)": true, "Minimum number extra items to add to crate": 0, "Maximum number extra items to add to crate": 1, "Allow duplication of extra items": false, "Maximum number of BPs in each crate": 2, "Extra loot table": [ { "ShortName": "supply.signal", "Chance (0 - 100)": 5.0, "Min Amount": 1, "Max Amount": 1, "SkinID": 0, "Custom Display Name (leave blank unless creating custom items)": "", "Item Text Field ('Item.text', default is blank)": "", "Blueprint Chance Instead of Item, 0 = disabled. (0 - 100)": 0.0 } ] },
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Hello, can you add Extra loot table for locked crate please?
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When I pick up the recycler, it doesn't have a skin, so whenever I try to rebuild it, a repair bench spawns.
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I'm using Armored Train and it gets stuck in the loop. In that case, if you don't want to remove this, which I totally understand, then I suggest changing this path so that it uses the vanilla logic for a siding/parking path instead of the default path. That way, if the player wants to go around the loop, they have to choose the left or right direction. And it’s the same for me, I don’t want to add a loop detection feature to the plugin either, simply because the path doesn’t follow the vanilla logic
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Yes, I know they're removed when there are foundations, but not all players are aware of that, and often they see the bushes and then leave, or maybe they just don't want to have to place foundations everywhere just to remove the bushes.
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There are still some custom-built locations with bushes inside.
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Hey, can you remove that blue path? Because plugins that run trains automatically and go straight ahead get stuck in that loop and never get out, and besides, that path serves no purpose.
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Regarding the 1.33 update, did you check to make sure the trains run everywhere, or did you just fix the issues that were reported?
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Yes, several players have told me that it bothers them. And I think it makes more sense for the bushes not to stick out above the ground. Thanks for fixing this! Even though I'd already done it, at least it'll be taken care of for the next time I need to download it again.
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You can create your own cargoship path in rustedit, or move the harbor. Or maybe the terrain isn't deep enough, I don't know, but please fix it
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Same problem with the Q8 and P8 grids, and there are probably others as well
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Yes, that's what I ended up doing, editing the JSON file directly, but I still wanted to report this bug
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Combat Stats -> Damage Range Can't set -1 value plugin say "You have entered an invalid value for this parameter" from the GUI /preset Even though the description says, "Use -1 for unlimited range." While I'm here, I have a suggestion: it would be nice to add a toggle setting that notifies the player with a message like "You can't damage this NPC because you're too far away."
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@aimacak My suggestion would be: npcspawn.preset.read - allows players to open /preset and view all presets npcspawn.preset.manage.own - allows players to create, edit, rename and delete their own presets npcspawn.preset.manage.others - allows players to edit, rename and delete presets created by other players npcspawn.preset.spawn - allows players to use /spawnpreset The following commands should use the same preset-management permissions: /SetWears /SetBelts These commands do not need separate permissions. A player with npcspawn.preset.manage.own should be able to use them on their own presets, while a player with npcspawn.preset.manage.others should be able to use them on presets created by other players. Btw these commands are missing from the plugin description, I just discovered them It would also be useful to display the preset owner’s name and SteamID somewhere in the preset GUI.
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Hello, could you set up a permissions system instead of using IsAdmin please?
