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Everything posted by Mals
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Setting the Smelt rate of 100 to all furnaces seems fine except in large furnaces, the server crashes. { "Version": { "Major": 1, "Minor": 0, "Patch": 0 }, "Ovens": { "furnace": { "Multiplier": 100, "NoFuelRequired": false }, "campfire": { "Multiplier": 100, "NoFuelRequired": false }, "bbq.deployed": { "Multiplier": 100, "NoFuelRequired": false }, "furnace.large": { "Multiplier": 100, "NoFuelRequired": false }, "refinery_small_deployed": { "Multiplier": 100, "NoFuelRequired": false } }, "Products": { "fish.cooked": { "CookTime": 1.0, "Amount": 1 }, "fish.raw": { "CookTime": 1.0, "Amount": 1 }, "chicken.cooked": { "CookTime": 1.0, "Amount": 1 }, "chicken.raw": { "CookTime": 1.0, "Amount": 1 }, "deermeat.cooked": { "CookTime": 1.0, "Amount": 1 }, "deermeat.raw": { "CookTime": 1.0, "Amount": 1 }, "horsemeat.cooked": { "CookTime": 1.0, "Amount": 1 }, "horsemeat.raw": { "CookTime": 1.0, "Amount": 1 }, "humanmeat.cooked": { "CookTime": 1.0, "Amount": 1 }, "humanmeat.raw": { "CookTime": 1.0, "Amount": 1 }, "bearmeat.cooked": { "CookTime": 1.0, "Amount": 1 }, "bearmeat": { "CookTime": 1.0, "Amount": 1 }, "wolfmeat.cooked": { "CookTime": 1.0, "Amount": 1 }, "wolfmeat.raw": { "CookTime": 1.0, "Amount": 1 }, "meat.pork.burned": { "CookTime": 1.0, "Amount": 1 }, "meat.pork.cooked": { "CookTime": 1.0, "Amount": 1 }, "meat.boar": { "CookTime": 1.0, "Amount": 1 }, "crude.oil": { "CookTime": 1.0, "Amount": 3 }, "can.beans.empty": { "CookTime": 1.0, "Amount": 15 }, "can.tuna.empty": { "CookTime": 1.0, "Amount": 10 }, "hq.metal.ore": { "CookTime": 1.0, "Amount": 1 }, "metal.ore": { "CookTime": 1.0, "Amount": 1 }, "sulfur.ore": { "CookTime": 1.0, "Amount": 1 } }, "Fuel": { "door.key": { "ByProduct": "charcoal", "FuelAmount": 10.0, "ByProductAmount": 1, "ByProductChance": 1.0 }, "wood": { "ByProduct": "charcoal", "FuelAmount": 10.0, "ByProductAmount": 1, "ByProductChance": 1.0 } } }
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- #permissions
- #admin
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- 861 comments
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- #shop
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- #halloween
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It is how much power LightsOn provides to the device. Since these devices have outputs to other devices (elevator floors, length of light string, devices attached to the boom box) they don't have a fixed amount needed. Items where I know the amount I give just enough to power it. but in these special cases I allow you the operator to set it. that is to mitigate folks exploiting the power output (players are creative).
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Changed Status from Gremlins to Closed
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Changed Status from Pending to Gremlins
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Changed Fixed In to 2.0.16
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can you attach your entire config and I will give this a run on my test server to resolve. It might be the other setting interacting causing this issue (a use case not yet tested scenario). The command syntax changes a bit too /lights check hobobarrel_static on forces them regardless of setting, check does a sweep checking if they match their flag. Thanks!
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I have added that, and thank you for getting back to me.
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Existing trees with decorations spin, but do not show the decorations. taking them off and putting them back on solves this. Could you parse for existing ornaments and show them please?
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You lose the heavy breathing for the radio noise. But you can equip them with the same melee weapons and they go all melee on players. Working fine on my server. The overhaul of NPC to a single API after halloween means we will have to wait till next October to have them added back in (if at all). I personally thought the heavy breathing was super creepy (and miss it). It is an interesting journey we are on about NPC has had a rough start. It will be interesting to see how it evolves.
