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Everything posted by Neighigh
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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!
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@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.
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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!
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Water movement feels great, love the plugin so far! Feels like since I made all snowmobiles also run as waterbikes, they've also become equally as fast on all terrains as snow/sand movement. Is it possible to run this so the grass terrains still slow it down as default?
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- 429 comments
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- #abilities
- #boss
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Copy! It may be pretty late for you when I do get to this. Should be able to test in 6 hours! No rush!
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I think that first issue was coming up still when I stopped using the plugin. It was frequent enough to notice lag spikes happening during the moments it would come in. No idea what was causing it still. I started using a different plugin around that time for level up features and don't have this one installed anymore. That being said, when I get online tonight I'd be happy to put this back on and see if I can get more information for you! -Might even have time during lunch - we'll see!
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Yeah sorry man. When 'Guest' Closed this I just figured nobody gave a shit lol
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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.
- 1,291 comments
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- #leveling
- #progression
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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..
- 54 comments
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- #wipe
- #countdown
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- 573 comments
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- #rust
- #rust plugin
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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!
- 1,291 comments
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- #leveling
- #progression
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- 1,291 comments
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- #leveling
- #progression
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This was never fixed. Moved on to a different plugin for the time being.
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Pretty sure that's a copy/paste issue. I tried pasting buildings in manually some time ago and found that the frequencies didn't work after being saved on. They do come in 'on the correct frequency', however they don't communicate properly. - Similar results on your end? We can start a request in copy/paste - although I have a feeling there may be a core limitation to making this work.