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Everything posted by MaxiJonson
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- 3 comments
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- #contracts
- #quests
- (and 19 more)
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- 13 comments
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- #contracts
- #quests
- (and 19 more)
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- 3 comments
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- #contracts
- #quests
- (and 19 more)
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Version 1.11.0
106 downloads
Contracts is a time-rotating quest system plugin that allows you to create versatile quests/missions that rotate periodically. Each contract can have one or more objectives, with multiple objective types to choose from. It doesn't stop there: each objective can be augmented with objective conditions, which add additional requirements in order to progress it. This allows you to define versatile and unique quests: You could have quests as simple as "Kill 5 scientists"... or a little bit more challenging quests like "Kill 5 scientists with an assault rifle" or have crazy requirements like "Kill 5 scientists, with an assault rifle OR an MP5, between 25-50m away, while being below 20 HP, while wearing a bandana and riding a horse". The possibilities are endless! Not just another quest plugin Most quest plugins hand out static, repeatable, single-objective quests with no cap on how many you can have active at once and no deadline on finishing them. Players end up completing them passively in the background without ever engaging with the system, like achievements. Contracts turns these side-quests into main quests by putting them on a timer. A limited set of contracts is live at a time, each with a real deadline you define, so players have to decide what to prioritize rather than mindlessly clear a checklist. That's what keeps players logging back in throughout the wipe, when they'd otherwise burn out once progression stalls. Contracts also supports multi-objective quests with layered conditions (requirements), so a single contract can demand more than "kill 10 scientists." Simple objectives stack into real challenges. Features (Lite) The following are the limited features of the Lite version. See the Full version's page for the full feature set. Read more about the Lite edition on the website. Highly customizable quests/missions to help you build your unique set of goals and control difficulty beyond just progression amounts required. Control the flow and order of how contract objectives can be completed. 5 objective types to vary gameplay across your server 5 objective condition types to add as many layers of challenge that you want to your objectives Customizable categories and their rotation period, with the possibility to disable rotations altogether and manually control when contracts rotate. Clean and customizable UI for browsing and tracking contracts. Leaderboard to rank your whole server by Contract Score. (limited) Event logging with JSONL format support Powerful Web editor to make editing your configs a breeze and viewing insightful charts on your JSONL logs Quick Links Full Edition Discord Server Full Documentation Web Editor Roadmap Full Plugin Documentation Contracts is a very large plugin with a growing number of features. Documenting everything on the Codefling plugin page (here) can be very intimidating, inconvenient to read/search and drive new users away when they see a wall of text. For these reasons, I've created a structured, digestable and detailed documentation website with guides for new Contracts users! Check it out: https://www.rustcontracts.com Web Editor Nobody wants to be writing complex JSON structures by hand! Head to the Web Editor at https://editor.rustcontracts.com , drop your data configs and start editing your configs in a convenient UI. The quality of the editor and its extensive features are on par with the quality of the plugin! This isn't just simple forms and inputs. Editor Features Convenient UI: Edit all your contracts, categories and presets in a Web-based UI. No manual JSON editing required. Rich Editing Experience: Validation, undo/redo from anywhere, ID refactoring, autocomplete fields, optional raw JSON editing and more QoL features. Data Persistence: Save snapshots of your configs and restore or download them at a later time (data saved in your browser). Advanced Data Importing: You can import entire data files or choose parts of them to merge into your working config. This makes importing new default contracts or shared contracts into your existing config a breeze. AI Generated Contracts: Use the prompt given by the editor in ChatGPT/Claude and paste its response into the editor to generate a contract. Command Palette: Easily navigate through contracts, categories, presets from anywhere in the editor through the command palette. Stats: View your JSONL logs in pre-made charts to gain insights into your contracts, such as pacing and reward balance. Discord Join the official Discord server for support, announcements and more! https://discord.rustcontracts.comFree- 3 comments
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- #contracts
- #quests
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Changed Status from Pending to Closed
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- 13 comments
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- 1
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- #contracts
- #quests
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Hey! Yes, so far, only Raidable Bases is on the roadmap , though it's not in the near future plans, as I want to work on the core features of Contracts before integrating other plugins. More integrations may be possible too, though it entirely depends on whether those plugins expose hooks and APIs for Contracts to hook into to listen for progress events. They would also need to be implemented individually, off the top of my head, I don't see how a custom integration that is entirely config-based would be possible, though I really haven't done any research around it.
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- 25 comments
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Thank you for your reply! Looking forward to it!
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Hey! Sometimes, the Excavator's supply drop screen is left turned off all the time. Hovering over it shows the "Request Supplies" prompt, as if it's charged and ready, but pressing E does nothing. Reloading the plugin doesn't change anything. However, unloading the plugin will let the screen turn back on (after turning on Excavator manually) so that I can properly call the supplies. Then I can reload the plugin and it will keep working for a while it seems (at least for the rest of the day, until the server restarts). I'll let you know if I figure out reproduction steps, right now it just seems to break at random. VirtualQuarries.json
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Hey! There's a command to give multiple wrapping papers at once. So originally, I had my shop let users buy in bulk 10-100 wrapping papers. When you buy it in bulk, it gives you a stack of 100 gift wraps (which is fine), but the problem is if you wrap drugs while the gift wraps are still stacked, it uses the whole 100 gift wraps for a single drug packet. Because of this, i've changed the shop to only sell wrapping paper one at a time, so that stacks never happen, which is pretty inconvenient for large-scale farms. Would it be possible to make it so that gift wrapping on a stack only uses one? Another point that was brought up was the possibility of wrapping multiple drug packets at the same time. Maybe an idea would be that you can drag 100 drug leaves into the stacked gift wraps and then have it so it makes 5 drug packs (assuming 20 per pack). Verbatim feedback from one of the users: Let me know what you think. Thanks!
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Nevermind it was a config issue on my end. I have a script that automatically populates the config's `List of NPC types that should not be deleted` and one of the NpcSpawn's preset has a "Scientist". So my script added "Scientist" to the list of exclusions, which is why they weren't being removed.
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I was able to recover my custom spawn points by shifting them like so: Missile Silo: +46 on Y (which is odd considering the monument shifted by +20 Y. Maybe try +20 first and if it doesn't work, add another +26) Military Tunnels: +50 on Y (same as the shift for the monument) However, another thing I just noticed is that default NPCs are not being removed like my config is configured to... Unsure if it's related or I (and my players) just never noticed for a while. Though this bug is happening to all my monuments, not just these two. I'll dig around other support cases to see if this was already reported somewhere
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Give seed command broken since Rust update
MaxiJonson replied to MaxiJonson's Support Report in Support
Actually, maybe it's not related to that... I tried debugging the value that the DrugsAPI receives, but it's like it's never actually being called // DrugDeals.ConsoleCMD_DD_GiveDrugSeed Puts($"Giving {amount} of {arg.Args[1]} seeds to {target.displayName}"); var item = DrugsAPI.Call<Item>("API_CreateDrugSeed", arg.Args[1], amount); // DrugsAPI.API_CreateDrugSeed public Item API_CreateDrugSeed(string displayName, int amount) { Puts($"CreateDrugSeed: {displayName}, amount: {amount}"); // Output [DrugDeals] Giving 1 of Weed Seeds seeds to MaxiJonson [DrugDeals] ERROR: Incorrect command syntax: givedrugseed <steamid> <drug item display name> <amount> The API log never comes through, as if it never got called... -
Hey, this command used to work, but doesn't anymore since this wipe: givedrugseed 76561198240236336 "Weed Seeds" 10 > ERROR: Incorrect command syntax: givedrugseed <steamid> <drug item display name> <amount> It seems the new `arg` syntax doesn't play well with "Spaced Strings"
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Changed Status from Work in Progress to Fixed
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Yeah I actually ended up doing something similar too through the Shop plugin since writing this post!
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In the meantime, I edited the plugin to add a command that opens it, though it would be nice to have a button in the Black Market (either enableable through the config or automatically shown when the drug dealer is disabled) [ChatCommand("dealer")] private void Cmd_Dealer(BasePlayer player, string command, string[] args) { ShowDrugDealerUI(player); }
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Hello! It is possible for players who know about the plugin to manually trigger the Black Market UI by opening the F1 console and entering the command that opens it: DrugDeals_ShowBlackMarketUI Not a huge deal imo, but still wanted to let you know!
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Hello! I've disabled the dealer in the config, but how do you sell drugs without the dealer? I would have expected it to become part of the Black Market or have a command to open the sell UI, but can't find a way to sell them...
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Changed Status from Pending to Work in Progress
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Changed Fixed In to 0.5.3
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Just published version 0.5.3 to address the issue. Let me know if you still get the issue!
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Hey sorry you're seeing this! I'll investigate it today. I already have a pretty good idea of why this might be happening, but if you have any more details regarding this, it could help, since I'm not seeing the same behavior on my Oxide production server. Things like: - Framework: Oxide / Carbon - Branch: Production / Staging - What was killed? - What quests were active? (this hook fires when Kill or Loot objectives are in rotation) If you don't know the last 2, no problem, I should still be able to fix it. I'm just trying to understand why I'm not seeing it on my public server or any of my 4 test servers (Oxide/Carbon Production/Staging).
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- 13 comments
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- #contracts
- #quests
- (and 19 more)