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puddingking130

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Everything posted by puddingking130

  1. Hello, Is it possible to make this work with Item ID's as well?
  2. Does anyone know how I get around this?? [Furnace Upgrades] The CanMoveItem hook was unsubscribed due to conflicts with the StackExtended plugin
  3. Thanks for the response! I realized after I asked it was a dumb question considering you need a work bench for some items if you set it up that way. I did purchase this, this is quite possibly the best craft menu based on config settings and UI look to date! I will leave a review once I'm done migrating from old crafting menu.
  4. Can the craft command be used anywhere or only near a TC?
  5. puddingking130

    XSkinMenu

    Hello, I would like a better skin mod, does this allow to save favorite skins? if so how many? I mean like items not outfits
  6. Thanks for fast reply!! How is this set up in the config? Have a list of containers, but don't see how this applied? When I open a storage container, the buttons are still there, nothing happens.
  7. "Ability to hide/show buttons when the player interacts with containers or mounted prefabs" How does this work??
  8. puddingking130

    LSkins

    With the latest version my favorites show but all skins are missing. Rolled back to to version 1.7.4, works great
  9. Is it working for you?
  10. Is this mod abandoned?
  11. Hello, Does this mean I can use say raw fish smelted to cooked fish?
  12. puddingking130

    Sortify

    I was looking for a sorter, so I gave this a try. We all knew this was coming... - Is there any chance this could be set up on a box radius? As in, I can just toss all my weapons into several different boxes, go to any box and click on the weapons category and it brings up all my weapons. This would be a one and done for box sorters, just throw your loot in and select what you want from any box - being able to make/change category icons would be cool too
  13. So, if I modify any of the original ingredients, the config creates another meal like the one I modified below it, it took two times reloading the plugin, but it's sticking
  14. All i did was remove the egg ingredient at the bottom of the ingredient list like such: original: } }, "hemp brownie": { "enabled": true, "shortname": "fish.cooked", "skin": 2579578852, "description": "I am starting to feel a bit weird...", "duration": 30, "buffs": { "Cold_Resist": 1.0 }, "Commands to run when the player consumes the food [key = command, value = description]": null, "Commands to run when the food buff expires": null, "persistThroughDeath": false, "cookTime": 15.0, "useCooldown": 0.0, "permissionToCook": null, "dropWeight": 100, "Ingredients for meal": { "flour": 2, "chocolate bar": 3, "hemp clone": 4, "sugar": 3, "animal fat": 3, "egg": 2 } }, Modified: } }, "hemp brownie": { "enabled": true, "shortname": "fish.cooked", "skin": 2579578852, "description": "I am starting to feel a bit weird...", "duration": 30, "buffs": { "Cold_Resist": 1.0 }, "Commands to run when the player consumes the food [key = command, value = description]": null, "Commands to run when the food buff expires": null, "persistThroughDeath": false, "cookTime": 15.0, "useCooldown": 0.0, "permissionToCook": null, "dropWeight": 100, "Ingredients for meal": { "flour": 2, "chocolate bar": 3, "hemp clone": 4, "sugar": 3, "animal fat": 3 } }, This keeps the config from reloading, upon reloading, it just writes the new config on top of the old one. I went back two versions, removed the egg just as I di here, loaded fine
  15. Hello, Anytime I make a change to the config, like changing a recipe the config gets corrupted on reload. I have to delete it and allow the plugin to load a default config.
  16. NM, the config has to be redone
  17. Hello, Do we have to delete our config for the latest update today? the UI is jacked up now... The ingredients say "UIIngredientCount" on everything
  18. That did it! Thanks for the help!!
  19. Setting aimanager.nav_wait: "True" in the server start up script does not hold "True" on startup. The monument bots spawn fine during the day, I have a couple gas stations where the night bots wont spawn until I reload their config from the in-game ui, the "biome" bots will not spawn during the day or night until the plugin is reloaded. I guess I will try a custom spawn point for them
  20. Okay, I know what the issue is.. When the server restarts the biome bots do not auto spawn unless the plugin is manually reloaded, All the monument bots spawn just fine after restart
  21. Hello, I deleted the biomes out of the data folder config, reload the plugin and the biomes are working again. Thanks for the quick responses!
  22. Hello, will the "Disable traps" true hurt NPC's? need some clarification, we we still want traps to hurt NPC's like random base raiders, not players.
  23. Okay no worries, they worked fine for a couple weeks then just stopped spawning. I'll keep messing around with it, if I find a fix I'll post it.
  24. This is what I have for arid: "Biomes": { "BiomeArid": { "type": 2, "Spawn": { "AutoSpawn": true, "BotNames": [], "BotNamePrefix": "", "Keep_Default_Loadout": false, "Kit": [ "BotMilDesert" ], "Day_Time_Spawn_Amount": 0, "Night_Time_Spawn_Amount": 25, "Announce_Spawn": false, "Announcement_Text": "", "BotHealth": 100, "Stationary": false, "Scale_NPC_Count_To_Player_Count": false, "FrankenStein_Head": 0, "FrankenStein_Torso": 0, "FrankenStein_Legs": 0 }, "Behaviour": { "Roam_Range": 800, "Aggro_Range": 60, "DeAggro_Range": 40, "Peace_Keeper": false, "Bot_Accuracy_Percent": 100, "Bot_Damage_Percent": 50, "Running_Speed_Booster": 10, "Roam_Pause_Length": 0, "AlwaysUseLights": true, "Ignore_All_Players": false, "Ignore_Sleepers": true, "Target_Noobs": true, "NPCs_Attack_Animals": true, "Friendly_Fire_Safe": true, "Melee_DamageScale": 1.0, "RangeWeapon_DamageScale": 1.0, "Rocket_DamageScale": 1.0, "Assist_Sense_Range": 40, "Victim_Bleed_Amount_Per_Hit": 1, "Victim_Bleed_Amount_Max": 100, "Bleed_Amount_Is_Percent_Of_Damage": false, "Target_ZombieHorde": 0, "Target_HumanNPC": 0, "Target_Other_Npcs": 0, "Respect_Safe_Zones": false, "Faction": 0, "SubFaction": 0, "Dont_Fire_Beyond_Distance": 0 }, "Death": { "Spawn_Hackable_Death_Crate_Percent": 0, "Death_Crate_CustomLoot_Profile": "", "Death_Crate_LockDuration": 10, "Corpse_Duration": 1, "Weapon_Drop_Percent": 40, "Min_Weapon_Drop_Condition_Percent": 50, "Max_Weapon_Drop_Condition_Percent": 100, "Wipe_Main_Percent": 0, "Wipe_Belt_Percent": 100, "Wipe_Clothing_Percent": 50, "Allow_Rust_Loot_Percent": 100, "Rust_Loot_Source": "underwater_labs_crate_elite", "Respawn_Timer": 1, "RustRewardsValue": 0.0, "XPerienceValue": 0.0 }, "Other": { "Chute": true, "Invincible_Whilst_Chuting": true, "Backpack_Duration": 10, "Suicide_Timer": 0, "Die_Instantly_From_Headshot": false, "Require_Two_Headshots": true, "Fire_Safe": false, "Grenade_Precision_Percent": 80, "Instant_Death_From_Headshot_Allowed_Weapons": [], "Disable_Radio": false, "Use_Map_Marker": false, "Always_Show_Map_Marker": false, "MurdererSound": false, "Immune_From_Damage_Beyond": 400, "Short_Roam_Vision": false, "Off_Terrain": false "Biomes": {
  25. Hello, I cant seem to get the biome bots to spawn, anyone else have this issue?

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