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Everything posted by Wrecks
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{ "Generic": { "blueprintProbability": 0.11, "listUpdatesOnLoaded": true, "removeStackedContainers": true, "WatchedPrefabs": [ "assets/bundled/prefabs/autospawn/resource/loot/loot-barrel-1.prefab", "assets/bundled/prefabs/autospawn/resource/loot/loot-barrel-2.prefab", "assets/bundled/prefabs/autospawn/resource/loot/trash-pile-1.prefab", "assets/bundled/prefabs/radtown/crate_basic.prefab", "assets/bundled/prefabs/radtown/crate_elite.prefab", "assets/bundled/prefabs/radtown/crate_mine.prefab", "assets/bundled/prefabs/radtown/crate_normal.prefab", "assets/bundled/prefabs/radtown/crate_normal_2.prefab", "assets/bundled/prefabs/radtown/crate_normal_2_food.prefab", "assets/bundled/prefabs/radtown/crate_normal_2_medical.prefab", "assets/bundled/prefabs/radtown/crate_tools.prefab", "assets/bundled/prefabs/radtown/crate_underwater_advanced.prefab", "assets/bundled/prefabs/radtown/crate_underwater_basic.prefab", "assets/bundled/prefabs/radtown/dmloot/dm ammo.prefab", "assets/bundled/prefabs/radtown/dmloot/dm c4.prefab", "assets/bundled/prefabs/radtown/dmloot/dm construction resources.prefab", "assets/bundled/prefabs/radtown/dmloot/dm construction tools.prefab", "assets/bundled/prefabs/radtown/dmloot/dm food.prefab", "assets/bundled/prefabs/radtown/dmloot/dm medical.prefab", "assets/bundled/prefabs/radtown/dmloot/dm res.prefab", "assets/bundled/prefabs/radtown/dmloot/dm tier1 lootbox.prefab", "assets/bundled/prefabs/radtown/dmloot/dm tier2 lootbox.prefab", "assets/bundled/prefabs/radtown/dmloot/dm tier3 lootbox.prefab", "assets/bundled/prefabs/radtown/foodbox.prefab", "assets/bundled/prefabs/radtown/loot_barrel_1.prefab", "assets/bundled/prefabs/radtown/loot_barrel_2.prefab", "assets/bundled/prefabs/radtown/loot_trash.prefab", "assets/bundled/prefabs/radtown/minecart.prefab", "assets/bundled/prefabs/radtown/oil_barrel.prefab", "assets/bundled/prefabs/radtown/underwater_labs/crate_ammunition.prefab", "assets/bundled/prefabs/radtown/underwater_labs/crate_elite.prefab", "assets/bundled/prefabs/radtown/underwater_labs/crate_food_1.prefab", "assets/bundled/prefabs/radtown/underwater_labs/crate_food_2.prefab", "assets/bundled/prefabs/radtown/underwater_labs/crate_fuel.prefab", "assets/bundled/prefabs/radtown/underwater_labs/crate_medical.prefab", "assets/bundled/prefabs/radtown/underwater_labs/crate_normal.prefab", "assets/bundled/prefabs/radtown/underwater_labs/crate_normal_2.prefab", "assets/bundled/prefabs/radtown/underwater_labs/crate_tools.prefab", "assets/bundled/prefabs/radtown/underwater_labs/tech_parts_1.prefab", "assets/bundled/prefabs/radtown/underwater_labs/tech_parts_2.prefab", "assets/bundled/prefabs/radtown/underwater_labs/vehicle_parts.prefab", "assets/bundled/prefabs/radtown/vehicle_parts.prefab", "assets/content/props/roadsigns/roadsign1.prefab", "assets/content/props/roadsigns/roadsign2.prefab", "assets/content/props/roadsigns/roadsign3.prefab", "assets/content/props/roadsigns/roadsign4.prefab", "assets/content/props/roadsigns/roadsign5.prefab", "assets/content/props/roadsigns/roadsign6.prefab", "assets/content/props/roadsigns/roadsign7.prefab", "assets/content/props/roadsigns/roadsign8.prefab", "assets/content/props/roadsigns/roadsign9.prefab", "assets/prefabs/deployable/chinooklockedcrate/chinooklockedcrate.prefab", "assets/prefabs/deployable/chinooklockedcrate/chinooklockedcratecodelocked.prefab", "assets/prefabs/deployable/chinooklockedcrate/codelockedhackablecrate.prefab", "assets/prefabs/deployable/chinooklockedcrate/codelockedhackablecrate_oilrig.prefab", "assets/prefabs/misc/supply drop/supply_drop.prefab", "assets/prefabs/npc/m2bradley/bradley_crate.prefab", "assets/prefabs/npc/patrol helicopter/heli_crate.prefab" ] }, "Loot": { "enableHammerLootCycle": false, "hammerLootCycleTime": 3.0, "lootMultiplier": 1, "scrapMultiplier": 1 }, "Rarity": { "Override": { "autoturret": 4, "lmg.m249": 4, "targeting.computer": 3 } } }
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//category.name.Contains("prefabs/radtown") || i dont think you need to remove this whole line though
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yeah i would remove it from watched prefabs in config or data i dont remember where it is.
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its granting 14, it rolls the loot table again, so multiple of the same items can be rolled if probabilty hits
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"assets/bundled/prefabs/radtown/dmloot/dm tier3 lootbox.prefab" this is the prefab if you want to remove it from better loots listener, its either in data or config i cant remember. I dont think better loot has api to do it another way
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That may be it, unload it and see
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any other loot altering plugins, alphaloot etc?
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send your config ill load it up
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Sent a DM
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Not a prob! Once I test it and stuff , I’ll hit you up
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Changed Status from Pending to Not a Bug Changed Fixed In to 1.2.7
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No it was just for the NPC for now , maybe in the future I’ll check it out , but as of now the items are given to the bounties via short names and skinid
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Bandit Camp Vendor is not always loading in automatically after our daily server restarts
Wrecks replied to Castiel the Shield's Support Request in Support
Changed Status from Pending to Closed Changed Fixed In to Next Version -
Bandit Camp Vendor is not always loading in automatically after our daily server restarts
Wrecks replied to Castiel the Shield's Support Request in Support
Yeah I’ll have to delay those methods too if you want to reload it at load that’s fine too until k I get to it -
Bandit Camp Vendor is not always loading in automatically after our daily server restarts
Wrecks replied to Castiel the Shield's Support Request in Support
Should be fine I tested it multiple times. -
Bandit Camp Vendor is not always loading in automatically after our daily server restarts
Wrecks replied to Castiel the Shield's Support Request in Support
Yeah Delaying it worked. Thats odd it works fine on Oxide lol ill send you this let me know how it goes -
Bandit Camp Vendor is not always loading in automatically after our daily server restarts
Wrecks replied to Castiel the Shield's Support Request in Support
Rebooting for one more test then ill send this over in a message. ill have to tweak the other npc plugins i have as they use the same methods. -
Bandit Camp Vendor is not always loading in automatically after our daily server restarts
Wrecks replied to Castiel the Shield's Support Request in Support
On Initial load -
Bandit Camp Vendor is not always loading in automatically after our daily server restarts
Wrecks replied to Castiel the Shield's Support Request in Support
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Bandit Camp Vendor is not always loading in automatically after our daily server restarts
Wrecks replied to Castiel the Shield's Support Request in Support
With Delay i see the marker there, getting on to verify, but it should be there, if the entity was null the marker would not be there, relogging with auth 2 -
Bandit Camp Vendor is not always loading in automatically after our daily server restarts
Wrecks replied to Castiel the Shield's Support Request in Support
It spawned, It seems onserverinitialized gets called quicker on oxide than carbon, - might be vice versa, i been up too long testing with an offset of the methods that rely on others being loaded. I see it spawned by placing debug further in the code. logging on to see -
Bandit Camp Vendor is not always loading in automatically after our daily server restarts
Wrecks replied to Castiel the Shield's Support Request in Support
if the marker loads on reload, i dont think marker manager is the issue -
Bandit Camp Vendor is not always loading in automatically after our daily server restarts
Wrecks replied to Castiel the Shield's Support Request in Support
unless its just loading before everything else somehow, on oxide it loads fine on initialization, and through debug i see it spawning on init on carbon. Im trying to figure out how to logon on local, never done it before