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Neighigh

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Everything posted by Neighigh

  1. Neighigh

    Epic Loot

    Really awesome implementation @imthenewguy! Right now it looks like the names of each enhancement are driving the buff type? Any chance we can do something similar to what you did with Cooking 'Buff Types' and assigning enhancements with digits in the config? Thinking we could use that to make new sets with our choice of buff or change the names of existing ones.
    Very versatile, super clean UI for item stats. There's lots you can do with this to make rust loot more interesting!
  2. Curious if you're open to having a specified name be an optional driver to the effect status? We have Bosses that drop named gear and it would be super cool to have the effect apply to those names.
  3. @CovfefeFortify is something like $3 American on Steam. You can build hundreds of bases very quickly. You can also use the CopyPaste plugin to save more to file if you like building in game too. There are also places like 'Builder Sanctuary' that have many online downloads available from other users that have saved their builds for their base designs. Just watch out for multiple TC builds, they don't play well with Raidable Bases right now.
  4. Neighigh

    NPCKits

    @Flint Monkeyunder oxide/config/NPCKits.json will have the list of the kits you are using. oxide/config/Kits will be where the actual Kit builds are. Or is it that you are looking to see what the default scientists use? I actually don't know what they normally have for weapons but it does change depending on location.
  5. @Danger BayThe plugin bundle includes this tier 3 package for $75. You can buy the core plugin for $50, but you will have to provide your own bases for it. Basically you save $25 buying the bundle.
  6. Copy! That makes sense, I think mine is currently set up bottom to top so that's likely why I was experiencing issues. Thank you!
  7. Is it possible for a couple features to control the correct group stats? Currently this conflicts if you have two permissions at once. It would be great if we could get around this somehow. Looking at the .cs now and I can see it is looking for the 'highestperm', not sure why it's grabbing the default on my end.. Any ideas?
  8. @WarKingzNo lag from this on my end. If you don't have a lot of server resources keeping you running I'd suggest using the options from this to limit how many of each prefab a player can place.
  9. Hi Everyone! I've made a few alcohol icons to use with this today, here's the list of my image links and item IDs for use in the configs. You can use them however you see fit! "2785240018": "Barley", "2785240431": "Beer Bottle", "2785240532": "Beer Growler", "2785240653": "Beer Keg", "2785247449": "Wine Grapes", "2785240811": "Wine Decanter", "2785240927": "Wine Basket", "2785241108": "Wine Fermentor", "2785241214": "Vodka Mickey", "2785241311": "Vodka Texas Mickey", "2785241406": "Vodka Distiller"
  10. Version 1.0.1

    663 downloads

    David's Drug Mixing Plugin adds some great features, this file of recipes adds the teas and gunpowder to the list of craftables back to the mixing table in game so you can have both!
    Free
  11. @DavidI've added the file in, just waiting for moderator approvals. Here's the link for when it's ready!
  12. Thanks David! I'll add in my config for the teas right away!
  13. More thoughts! Any chance there's a way to get separation of items as a possibility? I'd love to take 'bricks' of drugs and separate them into smaller amounts. 'Field research' tells me that you'd make more selling many small quantities of them over a bulk amount. Assuming we could do this, would it make sense to add a 'Quantity' field to the recipe item? If this works, people could find 'Kegs'/'Bricks' and bottle/package the contents to resell for profit or use for buffs. I've got a lot of excitement over this one man. Big thanks for designing the plugin!
  14. @DavidThis is extremely diverse, very well done!!! Planning to do a lot with this on our end. Would it be ok for me to share a config with all the teas set up? Also, would the 'Mushroom Effects' plugin on UMOD help you with the length of the effects overlays? I found in the .cs I was able to modify the length of time of overlays and sound fx to my liking.
    Been messing with this the last couple days since it went on sale. Honestly this is so customizable that "Drug Mixing" doesn't even 'cut' it... You can literally make any concoction or ingredient you want and add them to the game! If you're running things like economics, this is a wonderful way to add to the game and get players out there more. The documentation guides you to the additional plugins that you can utilize in ways that get your full scope of your design the way you need it to be. Even if you personally don't want 'drugs' in your game, you can pretty much change each item to anything you like, alcohol, candies, witch potions! Ideas are endless!
  15. Yessir! I made my own icon and moved it next to our XP Bar, set to default and looks real clean cause XP and $$$ show up right next to eachother now.
  16. Also in favor of this and/or Popup Notifications. Helps very much keep the chat clean
  17. Neighigh

    Boss Monster

    @MNfreakTimYup you can add as many as you like. Can even do custom items if you wanted!
  18. Neighigh

    Skill Tree

    This is a definite quality of life request I can get behind For now if you want to prevent this I'd suggest lowering the XP gain to what you would expect for an easy base. Sure it doesn't gain much from medium-nightmare, but realistically there's a LOT to be gained from the higher difficulties anyways so it shouldn't down their spirits too much.
  19. Yes that loot container is originally from the Underwater labs. Can be found at both Abandoned Military sites. My recommendation is to alter the loot list for personal taste in the config. It's at the bottom.
  20. Neighigh

    Wipe Countdown

    Seeing the requests for specified hour/day - Wouldn't it just be more confusing like this?? There's your region zone time, then there's the server's/host's set time - and then there's the Dev's zone time... I don't see how the result wouldn't be completely wonky. Seconds work perfectly fine to me when thought about the conundrum of understanding the time differences..
  21. Neighigh

    Abandoned Bases

    This has been great on our end - allows players to raid compounds with multiple structures/tcs - also allows other players to counter nearby raid bases.
  22. Neighigh

    Skill Tree

    As far as I know the patch for horse riding was in 1.0.3: "Optimized OnEntityDismounted." After this we no longer had the issue with players benefitting from a horse another player with the skill had ridden. That being said, this plugin only increases the speed of a horse right? All the bugs that follow should theoretically be a direct result of the game not being designed to handle the outcome of high speed. I haven't had any issues with the plugin running and 0 buffs active though. That's an odd one. That being said, even on vanilla Rust I have definitely had horses get totally stuck on the tiniest of hills.. Can't say anything about the radii though!
  23. Neighigh

    Skill Tree

    @RickJamesBitch Are you on the latest version of the plugin? We did experience similar issues until a few versions back when the horse buffs were patched and it seemed to clear up.

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