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Everything posted by Chill Roleplay
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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.
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Yes Its palyer deaths, Just had heli come wipe out three players and it triggered on each death
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Cui Tp to is the same for both options right?
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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.
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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
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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.
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- 29 comments
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- #event
- #glass bridge
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- 10 comments
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- #tech tree
- #disable
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(and 1 more)
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> 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?
- 10 comments
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- #tech tree
- #disable
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(and 1 more)
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- 10 comments
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- #tech tree
- #disable
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(and 1 more)
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- 4 comments
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- #techtree
- #workbench
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(and 1 more)
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- 10 comments
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- #tech tree
- #disable
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(and 1 more)
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UltimateLocker - Lock Everything, Auto Lock & Auto Closing
Chill Roleplay commented on Scalbox's file in Plugins
- 110 comments
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- #carbon
- #oxide
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(and 48 more)
Tagged with:
- #carbon
- #oxide
- #security
- #automation
- #locking
- #vehicles
- #deployables
- #furnaces
- #mining
- #quarries
- #construction
- #doors
- #protection
- #weapons
- #turrets
- #storage
- #customization
- #admin
- #utilities
- #access
- #teams
- #door closer
- #auto closing
- #auto lock
- #code lock
- #key lock
- #lock everything
- #windows
- #windows lock
- #wood shutters lock
- #medieval
- #medieval entities
- #mounted ballista
- #battering ram
- #catapult
- #siege tower
- #ballista
- #medieval large wood box
- #farm
- #farming
- #farm lock
- #farming lock
- #triangle planter box
- #triangle rail road planter
- #single plant pot
- #beehive
- #chicken coop
- #cooking workbench
- #engineering workbench
- #hopper
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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