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Everything posted by Mals
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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.
- 110 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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- #notify
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- 108 comments
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- 108 comments
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- 108 comments
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- 110 comments
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- 11 comments
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- #flouones
- #custom map
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- #flouones
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- 107 comments
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- #lighting
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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".
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- #lighting
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- 107 comments
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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.
- 107 comments
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I've been working on a fix and adding the new boombox and microphone stand but was not able to complete testing yet. I hope to push it out next weekend. I have also greatly reduced the power going to devices so if they attach to the pass through it is a lot less. Ultimately I want zero coming out of pass through as that is not intended behaviour.
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- 107 comments
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Please note I moved from Umod to here, that resulted in me losing access to umod. This is a better place for plugin developers IMO. To change icon use one of the icon plugins, that is out of scope for this plugin, I do not see a reason to reinvent the wheel. Welcome rewards should only go to people with no entry in /oxide/data/RustReward.json I sure hope you are not wiping it monthly as they will get the welcome reward again and you will reset this preferences. That is how the plugin knows they are new. It does not check their Server Reward or Economics balance to determine the welcome money. For PVP kills there are a few settings to try to make exploiting harder: "Player_Kill_Reward_Timeout": 0, "TakeMoneyfromVictim": "false", "UseClansPlugin": "false", "UseFriendsPlugin": "true", If you have issue with the plugin DM me in Discord with a copy of your config and the issue. I will test to see if I can reproduce the issue or help you debug your configuration. Harvesting berries is in there, but it is one rate for all berry types.
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If you make code a to migration from the 3.X version of Kits I will buy this. I know my 3.X version will eventually break, but I really have no interest in the 4.X version given its current state. Until 3.X breaks I am too lazy/busy to manually recode my 30+ kits. The new UI is very good, but not not spend hours recoding my kits good (unless my existing kits breaks).
- 270 comments
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- #kits
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Are you wanting a multiplier on the Rust Reward currency reward, or the Harvest rate? If it is a reward then let me know what tool I missed and I will add it. If it is harvest rate, then Krungh is correct Goggle for ToolsGatherManager If any one has questions or suggestions for my plugins feel free to DM me directly here, or discord Mals#2641. I might say no, but I will hear you out.
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- 2 comments
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- #rust
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- 23 comments
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- #rust
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