In that case saying construction zone was confusing since that would be where all buildings are generally placed anyway. Having requireCupboard = false should ignore whether or not there is an attached cupboard.
Was just looking at the code around this and it appears that all I ever do is log a zone location if present. So, no different action based on zone. This would need to be added and then respect the zone flags for decay.
Window frames and doors are deployables, but foundations, walls including windowed walls and doorways, and ceilings are blocks. So, if one in each of those groups (deployable/block) are working, the others should, too. So, I am confused.
Nothing current. I looked at a couple of other plugins including TimedExecute, but didn't see anything immediately satisfying for this need. I will look into adding it.
You can set the following, first off:
"Multipliers": null
That config is not used. The working config using multipliers (lower case) seems to be set for either 0% or 10% for some items. the 0.1 == 10% and is fine if that's what you want.
I see that you have usePermission = true, so make sure your players or the group has that permission, or set that to false.
I would probably set "cupboardCheckEntity": true to protect entities in cupboard range.
Also, just in case after each wipe, run /nodecay update as admin to ensure that all entities are accounted for. This puts doors and windows into deployables, and that file is located at oxide/data/NoDecay/entityinfo.json
For hooks such as OnEntityTakeDamage, null is default, and true or false is non-default. Conflicts exist because of inconsistencies in return values used, if at all. I explained my source, so take that as you will.
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