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Everything posted by Mals
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Note part of the config is in the Lang file. Not too hard to configure. You do need a server icon that fit, it is not resized. Resizing would be a nice feature. The bradley icon looks like a front facing hovercraft. I would recommend reconsidering that one. The rest are easy to distinguish. It was not too hard to hook it into ServerRewards. Overall a nice product, it will be interesting to see how it goes.
- 42 comments
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- #panel
- #infopanel
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Was its default config supposed to generate entries for all in game items? The automatically generated shop page did not include the new items like industrial.wall.lights, sofa.pattern and nomad suit. As new items are added in game will it pick them up are is it manual after initial generation? Thanks!
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If you use the GUI, it is easy to use. The UI is clean, it supports multiple currencies, and work well with no noticeable server or client load. Only thing that would be nice is a method to know of new missing in game items to add to the shop. I recommend not editing the json files directly, as they are very detailed and will reset to default on error.
- 655 comments
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- #shop
- #shop ui
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- #shop
- #shop ui
- #store
- #market
- #server rewards
- #gui shop
- #custom items
- #rust shop
- #mevent
- #market system
- #marketplace
- #buy
- #sell
- #in game
- #economics
- #humannpc
- #market and magazine
- #gui
- #money exchange
- #rust shop plugin
- #shop system
- #best shop
- #best rust shop
- #shop items
- #shop mevent
- #shop in menu
- #shop gui
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Nice plugin. I did a custom version of Bearalls with all the animals. It has a slightly different config: { "ChanceOfSpawn": 5, "ChanceOfPig": 1, "ChanceOfChicken": 1, "ChanceOfHorse": 0, "ChanceOfStag": 1, "ChanceOfBear": 1, "ChanceOfWolf": 1, "ChanceOfZombie": 0, "AirDropSurprise": 0, "MinSurprise": 1, "MaxSurprise": 1 } Any chance to allow a variable number of animals and a more complete list of Animals? You might want to consider adding NPCs at some point too. If it can replace my Pigrells functionality I will definitely buy it (one less custom plugin to maintain).
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I do tend to push the bounds. I had noticed all the smelt plugins seem to hit a cap of max rate now. It used to be some like Powersmelt could do a few hundred per tick, but not any more. I suspect internally Rust has rate limiters. If you write a super fast smelt plugin (and the price is not silly), I will buy it. But I know that is a lot of work.
- 99 comments
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{ "Smelting multiplier": { "bbq.deployed": 0.0001, "campfire": 0.0001, "furnace.large": 1000.0, "furnace": 10000.0, "refinery_small_deployed": 10000.0 }, "Cook time": { "fish.cooked": 60000.0, "fish.raw": 0.0001, "chicken.cooked": 60000.0, "chicken.raw": 0.0001, "deermeat.cooked": 60000.0, "deermeat.raw": 0.0001, "horsemeat.cooked": 60000.0, "horsemeat.raw": 0.0001, "humanmeat.cooked": 60000.0, "humanmeat.raw": 0.0001, "bearmeat.cooked": 60000.0, "bearmeat": 0.0001, "wolfmeat.cooked": 60000.0, "wolfmeat.raw": 0.0001, "meat.pork.burned": 120.0, "meat.pork.cooked": 60000.0, "meat.boar": 0.0001, "crude.oil": 0.0001, "can.beans.empty": 0.0001, "can.tuna.empty": 0.0001, "hq.metal.ore": 0.0001, "metal.ore": 0.0001, "sulfur.ore": 0.01 }, "Output amount": { "fish.cooked": 1, "fish.raw": 1, "chicken.cooked": 1, "chicken.raw": 1, "deermeat.cooked": 1, "deermeat.raw": 1, "horsemeat.cooked": 1, "horsemeat.raw": 1, "humanmeat.cooked": 1, "humanmeat.raw": 1, "bearmeat.cooked": 1, "bearmeat": 1, "wolfmeat.cooked": 1, "wolfmeat.raw": 1, "meat.pork.burned": 1, "meat.pork.cooked": 1, "meat.boar": 1, "crude.oil": 5, "can.beans.empty": 50, "can.tuna.empty": 50, "hq.metal.ore": 1, "metal.ore": 1, "sulfur.ore": 1 } } I did that to avoid burning, is it not needed? I wanted silly fast smelting (aka near instant) but it still seems quick but not silly fast. Is it the smelting times? any chance for an example of everything near instant?
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- 99 comments
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- #notify
- #notifications
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- 99 comments
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- #notify
- #notifications
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- 99 comments
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- #notify
- #notifications
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- 99 comments
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- #notify
- #notifications
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- 99 comments
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- 11 comments
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- #flouones
- #custom map
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- 16 comments
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- #flouones
- #custom map
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- 98 comments
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- #lighting
- #automation
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Sadly that would require tracking each light source with fuel which would balloon the memory usage which I am keen to avoid. I could add a parameter so it ignore ones with more than one fuel (not change their state). Some light sources require one fuel to work [silly quirk]. That would mean any fueled device would burn fuel through the night. Depending on stack size and gather rates that could be an issue. My fuel stacks are 50,000 and my gather rate is around 4X so it could work on mine, but I kept it simple. Always on has the lowest server overhead as there is not two toggles per day, just the normal sweeper to fix states. But I know a lot of people love seeing the lights come on at night, it is more "real".
- 98 comments
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- #lighting
- #automation
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- 98 comments
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- #lighting
- #automation
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Sorry for the delays, with the surge in COVID cases work has been very busy. I could not get the Microphone stand working but did add BoomBoxes. since they feed out to other devices I set them high in output, but make that configurable in the json. I adjusted all power settings down to the bar minimum to make it so no power spilled out to be exploited. For devices that are not at a minimum their power amount is in the config. My apologies on slow fixes, I only have a half day off Saturday and Sunday now so not a lot of time to work on plugins.
- 98 comments
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- #lighting
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(08:29:21) | Failed to call hook 'CmdShare' on plugin 'LootProtect v1.0.23' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.LootProtect.CmdShare (Oxide.Core.Libraries.Covalence.IPlayer iplayer, System.String command, System.String[] args) [0x003e3] in <e05331ec548d4dc098f742cfab8c9c89>:0 at Oxide.Plugins.LootProtect.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x007ae] in <e05331ec548d4dc098f742cfab8c9c89>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <31122a27a2414cd799150f8677cf39d4>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <0fbce81d88d64454b3e7abb24df7026b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <0fbce81d88d64454b3e7abb24df7026b>:0 I think it was two players in a team sharing a furnace from what I saw in team chat.
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Changed Status from Pending to Closed
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Unfortunately it works the other way around with Zone Manager. It only rewards when they are in a zone. I would not recommend making massive zones as that would be to the only way to make that work.
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Changed Status from Pending to Closed Changed Fixed In to 1.6.18
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That is a super old version (v1.6.18). That was fixed in more recent versions.
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NightZombies probably changed what type of NPC they are using I suspect. I will check to see what they have coded in the latest version. We don't have a gather reward for chopping up dead NPCs, since you get paid to kill them getting paid to chop them up seems to be double dipping.