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Chill Roleplay

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Everything posted by Chill Roleplay

  1. No, Im worried this plugin would modify or mess with my custom stack setting, I use Stack Modifier as suggested for several of the plugins. I am worried the stack logic of this plugin will interfere with many other things. There has been a lot of discussion lately about plugin creators handling stack sizes and not everyone agrees it should be done the same way.
  2. 1 More for the list, npc and animal targeting on the npc should be blcoked
  3. is there a way to completely opt out of this plugin doing anything related to stack sizes?
  4. Chill Roleplay

    OnPlayerDeath

    Yes Its palyer deaths, Just had heli come wipe out three players and it triggered on each death
  5. Chill Roleplay

    OnPlayerDeath

    Cui Tp to is the same for both options right?
  6. Chill Roleplay

    OnPlayerDeath

    Like all the CUI labels and the to separate Tp to options and TPhere its confusing a little bit
  7. Chill Roleplay

    OnPlayerDeath

    i will investigate, Also im am a bit confused about the teleport options haha i tried to see where a item was picked up and it teleported the player to me the cuiteleport names are a bit confusing.
  8. Chill Roleplay

    OnPlayerDeath

    Failed to call hook 'OnPlayerDeath' on plugin 'ZLogs v1.0.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.ZLogs.OnPlayerDeath (BasePlayer player, HitInfo info) [0x00392] in <59777665031740ac900df3709a38b8ba>:0 at Oxide.Plugins.ZLogs.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01bfe] in <59777665031740ac900df3709a38b8ba>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <795304323ac74a298b8ed190a1dfa739>:0 60kb/s in, 682kb/s out at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 Marauder[9092783] was killed by autoturret_deployed (entity) at (32.63, 124.09, 654.76) Failed to call hook 'OnPlayerDeath' on plugin 'ZLogs v1.0.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.ZLogs.OnPlayerDeath (BasePlayer player, HitInfo info) [0x00392] in <59777665031740ac900df3709a38b8ba>:0 at Oxide.Plugins.ZLogs.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01bfe] in <59777665031740ac900df3709a38b8ba>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <795304323ac74a298b8ed190a1dfa739>:0 53kb/s in, 687kb/s out at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 Krieg[888535] was killed by autoturret_deployed (entity) at (9.37, 137.00, 675.03) Failed to call hook 'OnPlayerDeath' on plugin 'ZLogs v1.0.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.ZLogs.OnPlayerDeath (BasePlayer player, HitInfo info) [0x00392] in <59777665031740ac900df3709a38b8ba>:0 at Oxide.Plugins.ZLogs.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01bfe] in <59777665031740ac900df3709a38b8ba>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <795304323ac74a298b8ed190a1dfa739>:0 57kb/s in, 697kb/s out at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0
  9. This plugin offers an incredible amount of scrap if not managed correctly. Personally, I would never want it to enable autofarming or any bonuses. In fact, I had to remove all the foods from my server associated with Cooking 2.0 because they provided farming buffs, resulting in extra crops and disrupting the economy. The magic lies in the moment you pick the plant. Perhaps autofarm can be adjusted to integrate seamlessly? Unfortunately, I doubt we will see any new features or updates for this plugin. It was removed from the marketplace and only recently re-added with a small patch to keep it functional. Suggestions: 1. Allow for custom currency (skin ID/short name) 2. Configurable images 3. Configurable drug types (images, names, short names, etc.) 4. Add more drug types (currently limited to two) 5. Enable autofarming compatibility as it's a popular request 6. Add drug effects like smoke, blur, particles, stars, purple screens, etc. There's a lot of potential for enhancements, but it's unlikely we'll see them. Nod J could have dominated the market for RP plugins if they were regularly maintained. I've been considering developing my own Blackmarket Drugs plugin with cool features like black market dealings, custom effects, random dealer locations, and police intervention. I'm currently finalizing a raidable land claim plugin for my server, but once that's done, I'll explore creating something more substantial if this plugin remains stagnant. Overall, this plugin is in its best state since release, but it still lacks that final touch to make it exceptional.
    Love this event we play it each month, super fun, just like squid games
  10. Is it possible to edit images and add new items to the buy menu?
  11. Chill Roleplay

    Ganja

    would it be possible to add different effects maybe? Also possibly addiction for further customization?
  12. tyty also im having a bit of trouble changing the image for skills, when I do it has like a gray background even though its a png I tried other formats to
  13. please consider adding the ability for tracking to start turned off and have players turn it on if they want to
  14. Tried restarting with the dll in my harmony folder but nothing happened
  15. > harmony.load NoTechTree [HarmonyLoader] Couldn't unload mod 'NoTechTree': not loaded [HarmonyLoader com.facepunch.rust_dedicated.NoTechTree] Loading from C:/Users/btan1/Desktop/ChillRp/RustServer/RustDedicated_Data\..\HarmonyMods\NoTechTree.dll [HarmonyLoader com.facepunch.rust_dedicated.NoTechTree] Loaded harmony mod 'com.facepunch.rust_dedicated.NoTechTree' Thsi is the message i got but but when i got to the work bench it automatically opens the tech tree as of this update and it happens still with this this is my only harmony mod so maybye i didnt do it right. Prob needs a restart Do i need other DLLs?
  16. do you need to do a server restart after addding this? Do you know if this will work with the new update? None of the workbench blocks do
  17. Testing to see if nay work bech blocks will work on this new update, this one does not
  18. do you need to do a server restart after addding this?
  19. I just saw the update, I just bought it and will try it out sometime this week or maybe ween tonight
  20. Tested and it works with Vehicle Licence unless you use the Kill command on horse. Recall - Saves horses name Kill - Kills horse and removes name
  21. Hello @MaLai Thats a good question. If its recalled I believe it will stay, if you use the kill option I'm almost certain it will remove the name as it will count as the horse dying. I will try to test this when I get home tonight and document my findings.
  22. Version 1.3.1

    43 downloads

    Allows your players to personalize their horses by naming them and displaying these names by sitting on the horse or using a command. This plugin fosters a deeper connection between players and their horses. Players often already get quite attached and like to call there horses names so this adds a nice little touch. Tired of players not knowing whos horse is who's? Do you want to know if that's really the stolen horse your looking for? This is the solution. Installation and Setup: 1. Permissions - nameyourhorse.use: Allows players to name their horses. - nameyourhorse.rename: Allows players to rename horses already named. 2. Commands /namehorse <name> - Names the horse the player is looking at with the specified name. /checkname - The /checkname command allows players to check the name of the horse they are currently looking at. This is useful for identifying horses, especially if multiple horses are present or if a player wants to confirm the name of their horse (Great for police). How It Works: Players use the `/namehorse` command to name horses they are looking at. If a horse is already named, players will need the `nameyourhorse.rename` permission to rename it. Example Usage: - A player with the `nameyourhorse.use` permission looks at their horse and types `/namehorse Shadowfrax`. The horse is now named Shadowfrax, and the name will be visible in the UI panel. Release Video
    $6.99
  23. yeah what we would like is more of a reducer like 1 meat per hit, then I can use skill tree to have like skinned get more meat than other players.. Its how we do it now but this would give me way more control and easier balancing
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