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beee

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Everything posted by beee

  1. Version 1.0.2

    11 downloads

    Control the power grid stages and recycler settings on your server. By default, the Rust power grid has stages that dictate how many fuses placed in powerplant monument are required to activate different levels of available power on the powerlines. With this plugin, you can easily add, edit, or delete these stages directly from the config file. You can also configure how each recycler type (Green, Yellow, Red) behaves based on the current powergrid stage. How it works Open the config file. Under "Powergrid Stages", you can add new stage blocks or edit existing ones. Under "Recyclers", you can configure powergrid-based settings for each recycler type (Green, Yellow, Red). Reload the plugin for the changes to take effect. The plugin will automatically sort your configured stages based on the required fuses and apply them directly to the server's power grid . You can set power to whatever you want, here I set "Powerline Available Power": 30000 as an example. Recycler Powergrid Settings Configure how each recycler type behaves based on the current powergrid stage. For each recycler type (Green, Yellow, Red), you can control: Required Powergrid Stage To Operate - The minimum powergrid stage required for this recycler to function. Set to 0 to allow the recycler to work regardless of powergrid state. Required Powergrid Stage For Efficiency Override - The powergrid stage at which the custom recycling efficiency kicks in. Set to 0 to disable the efficiency override. Recycling Efficiency Override - The recycling efficiency when the efficiency stage is reached. Value from 0.0 to 1.0 where 1.0 = 100% resource return. Required Powergrid Stage For Duration Override - The powergrid stage at which the custom recycling duration kicks in. Set to 0 to disable the duration override. Recycling Duration Override - The recycling speed in seconds per cycle when the duration stage is reached. Default behavior (matching vanilla Rust): Green recyclers — Always usable. At stage 2, efficiency is overridden to 60%. At stage 4, duration is overridden to 4.5s. Yellow recyclers — Always usable. No powergrid-based overrides. Red recyclers — Requires powergrid stage 4 to operate. No efficiency/duration overrides. Chat Commands /recyclerinfo - Look at a recycler and use this command to see its type (Green/Yellow/Red), current powergrid stage, and all powergrid-related config values applied to it. Useful for verifying your configuration is working correctly. Useful Rust ConVars & Commands (Note: These are existing Rust convars and commands, not part of this plugin) powergrid.enabled - If disabled power grid functionality will be disabled. powergrid.status - A console command provides information about the current state of the server's power grid, including the active progression stage, the number of inserted fuses, and the total available electrical power. (This is a good place to go to verify the plugin applied changes properly) powergrid.simulatepowerplantfuses - Pretend there are this many additional heavy fuses currently plugged into the power plant. Can input negative numbers to negate the effect of any currently plugged in fuses. Default Config { "Powergrid Stages": [ { "Required Fuses": 1, "Powerline Available Power": 15 }, { "Required Fuses": 4, "Powerline Available Power": 18 }, { "Required Fuses": 10, "Powerline Available Power": 24 }, { "Required Fuses": 18, "Powerline Available Power": 30 } ], "Recyclers": { "Green Recycler": { "Required Powergrid Stage To Operate (0 = No Powergrid Required)": 0, "Required Powergrid Stage For Efficiency Override (0 = No Override)": 2, "Recycling Efficiency Override (0.0 to 1.0, 1.0 = 100% Resource Return)": 0.6, "Required Powergrid Stage For Duration Override (0 = No Override)": 4, "Recycling Duration Override in Seconds": 4.5 }, "Yellow Recycler": { "Required Powergrid Stage To Operate (0 = No Powergrid Required)": 0, "Required Powergrid Stage For Efficiency Override (0 = No Override)": 0, "Recycling Efficiency Override (0.0 to 1.0, 1.0 = 100% Resource Return)": 0.0, "Required Powergrid Stage For Duration Override (0 = No Override)": 0, "Recycling Duration Override in Seconds": 0.0 }, "Red Recycler": { "Required Powergrid Stage To Operate (0 = No Powergrid Required)": 4, "Required Powergrid Stage For Efficiency Override (0 = No Override)": 0, "Recycling Efficiency Override (0.0 to 1.0, 1.0 = 100% Resource Return)": 0.0, "Required Powergrid Stage For Duration Override (0 = No Override)": 0, "Recycling Duration Override in Seconds": 0.0 } }, "Version": { "Major": 1, "Minor": 0, "Patch": 2 } }
    $9.99
  2. beee

    Banana Shop

    Using it as a centerpiece for my test server and I love it. Thank you
  3. beee

    Automated Messages

    Fp don't give an option for anything other than a steamid for icons.
  4. Changed Status from Pending to Closed Changed Fixed In to 1.1.3
  5. beee

    Automated Messages

    Will try, was working on the scheduler for it last year then got distracted. Can't remember what the progress is in the implementation, will look into it.
  6. beee

    Automated Messages

    Not possible now unfortunately from this plugin, I started working at some point on an "Automated Commands" version of this plugin because it felt out of place here but never got around to finishing it.
  7. Hey @Marsdon Rhekhu, please confirm when you can if this issue is resolved for you with latest versions posted so I can close the ticket. Thanks.
  8. Hey @Marsdon Rhekhu, Night time calculation should be fixed now in v1.1.2, and added "Automatically determine night time (via in-game sky)" so you won't have to define time yourself.
  9. Sorry haven't had time to look into this, will try to do so soon (around a week or so).
  10. Will test it out soon. But just do double check before I do, you're not expecting it to change the environment Sunrise/Sunset correct? It's role is to only auto equip/unequip the "headlight" at these times when auto equip is set to NightOnly.
  11. beee

    Markdown test

    --- __Advertisement :)__ - __[pica](https://nodeca.github.io/pica/demo/)__ - high quality and fast image resize in browser. - __[babelfish](https://github.com/nodeca/babelfish/)__ - developer friendly i18n with plurals support and easy syntax. You will like those projects! --- # h1 Heading 8-) ## h2 Heading ### h3 Heading #### h4 Heading ##### h5 Heading ###### h6 Heading ## Horizontal Rules ___ --- *** ## Typographic replacements Enable typographer option to see result. (c) (C) (r) (R) (tm) (TM) +- test.. test... test..... test?..... test!.... !!!!!! ???? ,, -- --- "Smartypants, double quotes" and 'single quotes' ## Emphasis **This is bold text** __This is bold text__ *This is italic text* _This is italic text_ ~~Strikethrough~~ ## Blockquotes > Blockquotes can also be nested... >> ...by using additional greater-than signs right next to each other... > > > ...or with spaces between arrows. ## Lists Unordered + Create a list by starting a line with `+`, `-`, or `*` + Sub-lists are made by indenting 2 spaces: - Marker character change forces new list start: * Ac tristique libero volutpat at + Facilisis in pretium nisl aliquet - Nulla volutpat aliquam velit + Very easy! Ordered 1. Lorem ipsum dolor sit amet 2. Consectetur adipiscing elit 3. Integer molestie lorem at massa 1. You can use sequential numbers... 1. ...or keep all the numbers as `1.` Start numbering with offset: 57. foo 1. bar ## Code Inline `code` Indented code // Some comments line 1 of code line 2 of code line 3 of code Block code "fences" ``` Sample text here... ``` Syntax highlighting ``` js var foo = function (bar) { return bar++; }; console.log(foo(5)); ``` ## Tables | Option | Description | | ------ | ----------- | | data | path to data files to supply the data that will be passed into templates. | | engine | engine to be used for processing templates. Handlebars is the default. | | ext | extension to be used for dest files. | Right aligned columns | Option | Description | | ------:| -----------:| | data | path to data files to supply the data that will be passed into templates. | | engine | engine to be used for processing templates. Handlebars is the default. | | ext | extension to be used for dest files. | ## Links [link text](http://dev.nodeca.com) [link with title](http://nodeca.github.io/pica/demo/ "title text!") Autoconverted link https://github.com/nodeca/pica (enable linkify to see) ## Images ![Minion](https://octodex.github.com/images/minion.png) ![Stormtroopocat](https://octodex.github.com/images/stormtroopocat.jpg "The Stormtroopocat") Like links, Images also have a footnote style syntax ![Alt text][id] With a reference later in the document defining the URL location: [id]: https://octodex.github.com/images/dojocat.jpg "The Dojocat" ## Plugins The killer feature of `markdown-it` is very effective support of [syntax plugins](https://www.npmjs.org/browse/keyword/markdown-it-plugin). ### [Emojies](https://github.com/markdown-it/markdown-it-emoji) > Classic markup: > > Shortcuts (emoticons): 8-) see [how to change output](https://github.com/markdown-it/markdown-it-emoji#change-output) with twemoji. ### [Subscript](https://github.com/markdown-it/markdown-it-sub) / [Superscript](https://github.com/markdown-it/markdown-it-sup) - 19^th^ - H~2~O ### [\<ins>](https://github.com/markdown-it/markdown-it-ins) ++Inserted text++ ### [\<mark>](https://github.com/markdown-it/markdown-it-mark) ==Marked text== ### [Footnotes](https://github.com/markdown-it/markdown-it-footnote) Footnote 1 link[^first]. Footnote 2 link[^second]. Inline footnote^[Text of inline footnote] definition. Duplicated footnote reference[^second]. [^first]: Footnote **can have markup** and multiple paragraphs. [^second]: Footnote text. ### [Definition lists](https://github.com/markdown-it/markdown-it-deflist) Term 1 : Definition 1 with lazy continuation. Term 2 with *inline markup* : Definition 2 { some code, part of Definition 2 } Third paragraph of definition 2. _Compact style:_ Term 1 ~ Definition 1 Term 2 ~ Definition 2a ~ Definition 2b ### [Abbreviations](https://github.com/markdown-it/markdown-it-abbr) This is HTML abbreviation example. It converts "HTML", but keep intact partial entries like "xxxHTMLyyy" and so on. *[HTML]: Hyper Text Markup Language ### [Custom containers](https://github.com/markdown-it/markdown-it-container) ::: warning *here be dragons* :::
  12. beee

    Markdown test

    An h1 header ============ Paragraphs are separated by a blank line. 2nd paragraph. *Italic*, **bold**, and `monospace`. Itemized lists look like: * this one * that one * the other one Note that --- not considering the asterisk --- the actual text content starts at 4-columns in. > Block quotes are > written like so. > > They can span multiple paragraphs, > if you like. Use 3 dashes for an em-dash. Use 2 dashes for ranges (ex., "it's all in chapters 12--14"). Three dots ... will be converted to an ellipsis. Unicode is supported. ☺ An h2 header ------------ Here's a numbered list: 1. first item 2. second item 3. third item Note again how the actual text starts at 4 columns in (4 characters from the left side). Here's a code sample: # Let me re-iterate ... for i in 1 .. 10 { do-something(i) } As you probably guessed, indented 4 spaces. By the way, instead of indenting the block, you can use delimited blocks, if you like: ~~~ define foobar() { print "Welcome to flavor country!"; } ~~~ (which makes copying & pasting easier). You can optionally mark the delimited block for Pandoc to syntax highlight it: ~~~python import time # Quick, count to ten! for i in range(10): # (but not *too* quick) time.sleep(0.5) print i ~~~ ### An h3 header ### Now a nested list: 1. First, get these ingredients: * carrots * celery * lentils 2. Boil some water. 3. Dump everything in the pot and follow this algorithm: find wooden spoon uncover pot stir cover pot balance wooden spoon precariously on pot handle wait 10 minutes goto first step (or shut off burner when done) Do not bump wooden spoon or it will fall. Notice again how text always lines up on 4-space indents (including that last line which continues item 3 above). Here's a link to [a website](http://foo.bar), to a [local doc](local-doc.html), and to a [section heading in the current doc](#an-h2-header). Here's a footnote [^1]. [^1]: Footnote text goes here. Tables can look like this: size material color ---- ------------ ------------ 9 leather brown 10 hemp canvas natural 11 glass transparent Table: Shoes, their sizes, and what they're made of (The above is the caption for the table.) Pandoc also supports multi-line tables: -------- ----------------------- keyword text -------- ----------------------- red Sunsets, apples, and other red or reddish things. green Leaves, grass, frogs and other things it's not easy being. -------- ----------------------- A horizontal rule follows. *** Here's a definition list: apples : Good for making applesauce. oranges : Citrus! tomatoes : There's no "e" in tomatoe. Again, text is indented 4 spaces. (Put a blank line between each term/definition pair to spread things out more.) Here's a "line block": | Line one | Line too | Line tree and images can be specified like so: ![example image](example-image.jpg "An exemplary image") Inline math equations go in like so: $\omega = d\phi / dt$. Display math should get its own line and be put in in double-dollarsigns: $$I = \int \rho R^{2} dV$$ And note that you can backslash-escape any punctuation characters which you wish to be displayed literally, ex.: \`foo\`, \*bar\*, etc.
  13. beee

    config

    Changed Status from Pending to Closed
  14. beee

    config

    All set here @nima?
  15. beee

    config

    Welcome <color=#d4d4d4>{playername}</color> to <color=#dec745>Our Server</color>. Commands you would want to memorize: <color=#9ad24d>/outpost</color>\tTo teleport to outpost <color=#9ad24d>/mini</color>\t\tPurchase/Spawn a minicopter <color=#9ad24d>/info</color>\t\tFor more details Will be something like this, what are you having hard time with in the editor?
  16. beee

    update please)

    Changed Status from Pending to Closed Changed Fixed In to 1.7.9
  17. beee

    Failed compiling

    Changed Status from Pending to Fixed
  18. beee

    Headlight

    It was downloading the wrong file for some reason, updated again.
  19. beee

    Failed compiling

    No clue why it was downloading the wrong file, updated again.
  20. Changed Status from Pending to Closed
  21. Patched beta available to download in plugin page. Only works on staging.
  22. beee

    Player Health

    @MegaPihar I don't see player enter and exit hooks in this plugin's documentation (which i need to revert health), will try to contact it's developer.
  23. beee

    Player Health

    @unheil666 It's working fine for me, please create a support ticket giving me more information about what you attempted and what is not working to be able to help you faster.
  24. beee

    Automated Messages

    Would have to add an action for each at the moment (you can Duplicate and change the id), but that you mention it it would make sense to support that when comma separated maybe. Will dm you a temp version you can try out.
  25. beee

    Chat to Notifications

    @Srtzero Yes that makes sense as it resets on plugin reload. Will add an option next update, for the time being you can manually do the following in the cs file. Replace if (!_messagedPlayers.Contains(player.userID)) With if (false)

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