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Everything posted by Somescrub
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Running into an issue where apples are not dropping when spec'd into the woodcutter skill.
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It must be conflicting with my oven upgrade mod then, as I did test it the same way you did with furnace ownership.
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The smithy skill does not appear to be rewarding bonus HQM at all. I tested with normal and high quality metal ore and got nothing from either in a normal furnace. I could only confirm the slower burn time and extra production of metal fragments. I am also running the oven upgrades mod, but I did not use an upgraded furnace for the test, as I know that smithy bonuses are not compatible with that plugin when furnaces are upgraded.
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Is there any way to make the new menu UI scale larger? I am getting a lot of complaints from my community about how small the text is to read now, compared to before. Additionally, we are all missing the stat summary page as it was so easy to get a comprehensive view of your loadout from there. Now we have to go page by page and it just doesn't feel as intuitive - not sure if we could get a stat/skill summary view back again. Otherwise the plugin pages perform much better now, just needs some UX love.
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Today one of my players ran into an issue when contracting the Rabies condition. He died from it, and upon respawn still had the effect. I gave him a pure healing tea (configured to 100% cure) and it removed the status indicator (custom framework), but he retained the symptoms. I ended up disabling rabies and reloading the plugin and that cleared his effects, but I wanted to make sure you were aware that there is an issue. I am running the latest version. "rabies": { "Enabled": true, "Icon": "https://i.imgur.com/38Wk5EV.png", "Damage Scale": 1, "Show Duration": false, "Show Indicator": true, "Cure Items": { "healingtea": 0.5, "healingtea.advanced": 0.75, "healingtea.pure": 1 }, "Interval Min Seconds": 18, "Interval Max Seconds": 20, "Duration Min Seconds": 360, "Duration Max Seconds": 600, "Infliction Entities": { "wolf": 0.05, "boar": 0.03, "bear": 0.03, "polarbear": 0.03 }, "Infliction Items": {} },
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Is it possible to somehow make it so the juggernaut will throw explosives just like the other NPCs, and put a limit on the amount that can be thrown?
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XPerience is not rewarding players for heli kills. I do use the CustomHeliTiers plugin and Convoy to customize the helicopter experience, but I would expect this would be recognized as any other helicopter. XPerience is currently not rewarding for kills for either of the plugin's events. XPerience has no problem recognizing customized Bradley's in Convoy or BradleyTiers plugins, and are providing experience upon kill. Considering the heli experience issues are occurring in different plugins, and Bradley is not being affected, I feel it may be an issue with XPerience itself.
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Any chance you could add a config option to accept Skin ID'd items within the raiding NPCs inventory - specifically the thrown explosives? I've got a radical idea to incorporate the custom supply signals of the below mod, with the ability to be thrown by the raiding NPCs during a counter raid. For instance. It seems I could set the shortname of a supply signal in the config, but I would also need support for the SkinID to make it work right.
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Enhancement Request: Is there a possibility that you could add a bit of functionality to be able to craft in bulk, versus needing to craft one item at a time? Or if this already exists can you inform on how to accomplish that? Specifically I am looking to enable players to craft Diesel barrels in bulk, so say 750 barrels for 500k low grade as a single craft, instead of needing to click 750 times in the menu to get a similar output as I believe it can only function currently.
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Thanks for the quick response - look forward to the fix!
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I am experiencing issues where upgraded boxes at monuments are not de-spawning after a mutation event has concluded, and in many instances stacking repeatedly if multiple mutations take place before items are looted. Additionally, some upgraded boxes appear to be floating if they were in the vicinity of a mutated monument (such as harbor event when I have cargo ship docking there for a period of time). Wondering if there is/can be a check put in place to trigger a de-spawn at the conclusion of a mutation event.
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- 260 comments
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- #enhanced
- #custom loot
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Awesome plugin - I was able to retire the gatheringclothes plugin and use this exclusively. I heavily modified Enchanting to provide craftable defensive enhanced attire, but I could see this potentially replacing that. Only problem I have right now is that Enchanting will overwrite an EpicLoot item. Any way you could add an enhancement for melee/projectile damage reduction to EpicLoot?
- 260 comments
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- #enhanced
- #custom loot
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(and 7 more)
Tagged with:
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When skilled for Might the radiation mitigation is not working for players. I increased the value to -3000% and tested with a metal kit, but still am incurring radiation accumulation/damage.
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yea I had tried that but for some reason the skins weren't loading in for me - as soon as I switched to horse dung the issue resolved itself, so I am making it work the same way but with dung instead.
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Sorry - you are correct... I had to revisit that for a moment as I was getting confused. In this particular instance I believe I was placing the item ID in the "skin" value for an item such as paper. Now that you say that it makes sense that it would not know what that number meant. I am assuming for items such as paper then, which have no skin ID, that the field would be left blank in the config to work properly then?
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Yes, the item ID of particular skins does not appear to work properly when they are a negative value
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Would love to see support for static enchantments - specifically the ability to enchant things like repairable armor sets that permanently inherent the effects of an enchantment, without the need to "activate" the ability. Or just let me know what to remove in the plugin code to enable the plugin to ignore when something is switched from the hotbar (and thus not cancelling an active effect).
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While configuring for custom enchanting items, such as glue or paper, it appears the plugin does not support negative skin ID values - upon changing Glue or Paper to not include the -, the plugin works correctly again and does not revert to default configuration. Not a big deal for what I am using for custom components, but for anyone using a custom skin that has a negative front value this would be a problem.
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Yes - currently I am using the economics part of BotReSpawn to facilitate the $ side of our server objectives. However, XP rewards are limited to generic values, since they cannot be specified within BotReSpawn itself, for other plugins such as XPerience. I did mention this to the developer of XPerience and he said it would be totally up to you to utilize his hooks, which is why I am mentioning it here Would love to see integration of XP with the profiles - would really add depth to RP servers that rely heavily on XP systems, in addition to the reward structure already in place.
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Not sure if anyone has mentioned this yet, but would be nice to see an integration with XPerience plugin, as it relates to xp gains from BotReSpawn profile kills. It would be ideal to both reward players with economics/RR, but also help them grow their character evolution through popular plugins such as XPerience.
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Yeah I went an easier route and created a schedule rcon task to reload the plugin after every scheduled restart - I think it worked today, so will keep an eye on it.