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Everything posted by DarknessItself
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Changed Status from Pending to Fixed Changed Fixed In to 1.0.1.0
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Version 1.0.1.0
6 downloads
Adds an ability to spoof(upgrade) a keycard with using: 'Engineering Workbench'. How to use the logic: I) place required resources to active inventory slots(like on the plugin's preview photo). II) take a keycard in hands. III) open('use') a 'Engineering Workbench' tech tree. Required resources: I) metal fragments (250 & 500) II) HQM (15 & 35) III) scrap (75 & 150) IV) tech trash (2 & 5) V) electric fuse (1 & 2) + keycard(green | blue) in hands Details: - a using keycard's left HP does not matter, if the 'spoofing' process is finished - a new('spoofed') keycard will replace an existing one. - there are additional info messages to help players to 'spoof' keycards: -- each time any keycard is being picked up from anywhere. -- in case if not all of required for 'spoofing' resources are in active inventory slots (expected resources types & amounts are shown) Usage Copy the downloaded DLL file into server/HarmonyMods folder Compatibility: Tested on: (the plugin should also work with Oxide) I) pure server (i.e. with Harmony mod is installed by default) II) Carbon (ignore 'RED' indicator, it's just a report related to auto build system) Dependencies No Support Use private messages on this site$10.00 -
Version 1.0.1.0
6 downloads
Just another implementation variant of a shark farm. Details: - small('child') shark is an idicator of having at least 1 small shark to loot - to loot a farm: press 'Use'('E' button) while looking at the blue colored part of a farm(the water catcher related one) - use: building hammer tool to make a farm(s) & to feed the sharks - crafting resources & sharks' food should be in the 'fast'(belt) inventory slots - a farm may be placed only on the square foundation - once a new farm is placed - the foundation won't be able to upgrade until the farm is still on it - a fully calories filled farm is able to produce up to 20 sharks - destroying any part of a farm or the foundation will lead to destroying a farm - there are additional messages shown for a player to help with the process - to place a farm in a non high space - it's at first needed to prepare the area, otherwise the farm making process will report a problem (it's a legacy problem ..) Crafting res: - wood: 500 - cloth: 125 - sandbag barricade: 4 - small water catcher: 1 - small shark: 1 Food: - any meat: spoiled | burnt - bone fragments - leather - animal fat - chicken eggs Usage Copy the downloaded DLL file into server/HarmonyMods folder Compatibility: Tested on: (the plugin should also work with Oxide) I) pure server (i.e. with Harmony mod is installed by default) II) Carbon (ignore 'RED' indicator, it's just a report related to auto build system) Dependencies No Support Use private messages on this site$25.00 -
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was not able to get a response from you, so will describe the sequence here: - if you have the source code (= "*.cs" files) open directory there the source code is then use this command in any terminal, like "git" has: (install "git" if you are on windows) find ./ -iname "*.cs" | xargs grep -i --color harmony - if you have only "*.dll" install "ILSpy" open the .dll(s) using the APP check: "References" section, is there "0Harmony" ?
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Changed Status from Pending to Fixed Changed Fixed In to 1.1.1.3
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it means that it works ? .. just can't check it as 'carbon' have some issues on my side, i am able to install it & run & connect to my server, but unable to stand up .. have linux server with disabled EAC , as my game client is also on linux, so EAC is disabled by default. i may say here, that even if i am not able to stand up & run, i anyway able to see status of loading plugins with the carbon is installed, and don't see any problems while server is loading, the plugin status is OK
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don't look at this, it's just a default site check, i just don't follow all of required criteria to make the mark as "green". as i see you are already a customer, so just download & copy/paste it to the folder.
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what's the problem with the carbon ? the plugin should work both with carbon & oxide
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Version 1.1.1
11 downloads
Plugin introduces a portal system which allows to travel across the map & own: sleeping bags | beds. Details: - each safezone contains 1 portal - almost all of non safezone monuments contains 1 or more the portals - each the portal may be used to teleport to a sleeping bag | bed, or to/between safezone(s) - to be able to teleport it's needed to have only 1 'Home' map marker on the map & sleeping bags with no respawn timeout - teleport endpoint is calculated by checking all of available sleeping bag locations & getting a closest one to the marker - if a safezone is the teleport endpoint - the destination point will always be just nearby the portal - to use the portals - just look at them & press use('E') button Additional info: - at the moment plugin handles only the default monuments / locations, and there is only the default cfg. Usage Copy the downloaded DLL file into server/HarmonyMods folder Compatibility: Tested on: (the plugin should also work with Oxide) I) pure server (i.e. with Harmony mod is installed by default) II) Carbon (ignore 'RED' indicator, it's just a report related to auto build system) Dependencies No Support Use private messages on this site$15.00 -
Changed Fixed In to 1.0.1
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Changed Status from Pending to Fixed
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updated, please re-download
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it's needed to re-create the plugin review request in 'harmony' section, i..e. i need admins' assist to move or remove the plugin review request. thanks ..
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i've rechecked, it's a new game bug. the bug is only related to "nodes", trees are ok. even if to disable the current plugin - the problem is still observable, it's needed to hit a node for a while, then gathering process starts to work as expected, and it's related to each a node individually. .. hope the new comming update will fix this.
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1) as i know - in according to Facepunch license agreeement it's restricted anyhow to decompile & use the studios code without having a personal approve. but without such reverse engineering actions it's impossible to implement any more or less difficult plugin(s), so 99.99% of plugins' developers are .. ?? who ?? maybe don't make plugins at all ? 2) there are a lot of similar plugins which temporary providing skins' access. some kind of: "summer DLC(s)", or "wallpapers" .. those are "bad" too ? 3) the current plugin is not providing the DLC(s) access for any steam account, it's just temporary uses the skins only when people playing on servers with the plugin is installed/activated. .. in general, the current plugin's logic may be treated as free 'AD' for the fantastic skins made by the Facepunch studios. just letting people to test the skins before buying them. .. @Death your opinion ?
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Version 1.1.0.0
7 downloads
introduces a system which goal is to switch a currently equipped hazmat's skin in automatic mode. Details: - transactions: -- cold: arctic -- wet: abyss -- jungle: the new green one -- desert & wastelands: pilot & lumberjack -- night: nomad & frontier & plague doctor -- + a few more .. - the mimic logic activation rules: -- Hazmat should be placed in 4th slot (the middle one) -- Active ingame actions are required, like: running | jumping | shooting (as per switching a hazmat has a related sound(effect), so silently moving players won't be noticed cause of this) License: as per license requirements - it's not restricted to provide any skins/items to players if a server is a "test" one. also there are no exact criterias to verify if a server is a "test" one or not. going to think about this situation, as just to check & provide skins only if they've been bought or not .. this ruins the plugin's logic at all. the only thing i am able to say at the moment is to NOT recommend this plugin for servers with massive online & straight commerce, just in case .. https://facepunch.com/legal/servers Usage: Copy the downloaded DLL file into server/HarmonyMods folder Compatibility: Tested on: (the plugin should also work with Oxide) I) pure server (i.e. with Harmony mod is installed by default) II) Carbon (ignore 'RED' indicator, it's just a report related to auto build system) Dependencies: No Support: Use private messages on this site$10.00 -
Version 1.0.1.0
113 downloads
all resources' hits are automatically aimed to 'X' marker(s) Usage: Copy the downloaded DLL file into server/HarmonyMods folder Compatibility: Tested on: (the plugin should also work with Oxide) I) pure server (i.e. with Harmony mod is installed by default) II) Carbon (ignore 'RED' indicator, it's just a report related to auto build system) Dependencies: No Support: Use private messages on this siteFree -
Version 1.0.1.0
5 downloads
Helps to destroy own building block(s) by multiplying receiving damage. Details: - [damage multiplier has a few factors]: -- base multiplier is: x25 -- random multiplier up to 25% -- up to 100% multiplier based on "building block" left HP, the less HP left the more bonus -- soft/weak "building block" sides/faces are ignored, the damage amount is always similar (example: 1 fully filled jackhammer is enough to destroy HQM wall) - [damage multiplier activation rules for an attacker]: -- the initial building block's builder OR to be in a same team with an initial builder -- registered in a related to a building block - TC -- an initial building block's builder should anyway be registerd in a related TC Usage Copy the downloaded DLL file into server/HarmonyMods folder Compatibility: Tested on: (the plugin should also work with Oxide) I) pure server (i.e. with Harmony mod is installed by default) II) Carbon (ignore 'RED' indicator, it's just a report related to auto build system) Dependencies No Support Use private messages on this site$5.00 -
Version 1.1.1.3
26 downloads
Updates NPCs' stats & behavior aspects to make PVE combat against NPCs much more comfortable. Details: - NPCs Gen2 (new NPCs): -- only 1 / 3 chance to throw a smoke grenade -- when throwing a smoke grenade: 80% to self smoke, 20% to throw the grenade to player's direction with applying random shift velocity, i.e. no more always perfect grenade throws. -- slows down movement speed a bit -- 'hiding' time is reduced to 30 sec. MAX (no more of annoying infinite sitting in corners logic) -- base damage is reduced by 15% -- adrenaline distance: 40 meters - legacy NPCs: -- adrenaline distance: 25 meters - common: -- delayed healing is not cancelled in time of receiving damage from NPCs (syringes, medkits, food, ..) -- reduces outgoing damage % based on player's(target) equipped clothes (fix of the default logic) plus the adrenaline effect(s) -- while player is wounded: receiving damage is only 1 / 10 plus clothing protection -- adrenaline 2 factor additional protection: I) by distance: up to 15% additional protection, the closer NPC the less total damage II) by low HP(less than 50% of MAX): up to 15% additional protection, the less HP left the less total damage Additional info (examples): - Damage % reduction: -- max damage block: best clothes + adrenaline effect(s) is about 70% -- only projectile(i.e. bullets) attacks are processed -- the % formula in simplified way may be declared as: ((HEAD + BODY + LEGS) / 3) * MAX% -- damage block % examples: (base projectile protection without inserted armor plates) I) hazmat: 30% * 0.6(60%) = 18% II) full heavy set gear: (HEAD: 90% | BODY: 75% | LEGS: 75%) / 3 = (240% / 3) * 0.6(60%) = 80% * 0.6(60%) = 48% III) high tier armor set: ((HEAD: 50% | BODY: 25% + 20% + 10% | LEGS: 20% + 15% + 10%) / 3) * 0.6(60%) = (150% / 3) * 0.6(60%) = 50% * 0.6(60%) = 30% -- inserting armor plates are also taken into account -- clothes: 60% damage block is MAX (+ inserting plates). Default damage block is not yet disabled, so the total damage block will be a bit higher. -- player's armor has 3 sections: HEAD | BODY | LEGS, each of the sections may be protected by 1 or more clothing item(s), and to reach MAX % effect it's needed to have at least 1 equipped armor item for each the section, OR to equip any item which protects entire the body (like: hazmat). Usage: Copy the downloaded DLL file into server/HarmonyMods folder Compatibility: Tested on: (the plugin should also work with Oxide) I) pure server (i.e. with Harmony mod is installed by default) II) Carbon (ignore 'RED' indicator, it's just a report related to auto build system) Dependencies: No Known bugs: - NPCs Gen2 : may teleport to a close point or to receive extra(unreal) movement velocity, it's because of bugs in cur. official code base, hope 'Facepunch' will fix the bugs, or will try to do it by myself in next ~3 months. Support: Use private messages on this site$15.00
