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Everything posted by Mr01sam
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Changed Status from Pending to Not a Bug Changed Fixed In to 3.0.1
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Changed Status from Pending to Not a Bug Changed Fixed In to 3.0.1
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Hey so I tested this out on my private server, I modified the gather rate using Gather Manager. Everything seems to be working correctly with the Efficient perk - but there is something I need to explain. Efficient is not intended to provide more resources in total - instead it just extracts more resources per hit from the node. If a node has 2000 stone to give, an Efficient pickaxe will still only get (more or less) 2000 stone from it. The benefit however is that an efficiency pick might do it in 6 hits, while a vanilla pick might do it in 10. I hope that clears it up. A good way to check this is instead of comparing the yield of resources at the end, see how many resources you get per hit. A normal pick might give you 10 stone per hit, while an efficient III pick might give you 15 per hit (just random example numbers). But you will still only get 2000 stone out of it at the end, efficient is just faster. The discrepancy between getting 2000 stone and 19xx stone is just how the nodes work, sometimes it rounds weird and you may get a little more or a little less.
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So I just tested out efficiency on my private server with increased gather rates and everything seems to be working correctly. Something worth noting is that efficiency doesn't give you more resources from a node, it simply increases the amount of resources you extract per hit. So if a stone node by default has 1000 stone to dispense, you will still (more or less) get 1000 stone from it regardless of whether or not it has efficiency. The benefit from the perk is that it might only take 6 hits to extract all that stone rather than 10 hits. I hope that clears things up and explains what you were seeing. Let me know if that makes sense.
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I appreciate it! I do have a question - how are you modifying the gather rate for your server. Are you using a plugin to increase it? If so, which plugin?
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Yup, there seems to currently be a bug if you're using non-vanilla gather rates. I'll be fixing this soon!
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Thanks for the heads up, very real possibility that it's not setup to stack on top of other mods that increase resource gain. I'll look into this and fix it ASAP for you!
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Changed Status from Pending to Closed Changed Fixed In to 3.0.1
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I think I have identified what the issue might have been. I have implemented a potential fix in v3.0.1, though I was unable to reproduce this issue, so I can't say for certain, but the fix that I made makes sense.
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Changed Status from Pending to Closed
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Changed Fixed In to 3.0.1
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This should be fixed in v3.0.1. Remember to get the latest of UiEngineFramework as well!
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- 273 comments
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- #protection
- #base
- (and 5 more)
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- 273 comments
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- #protection
- #base
- (and 5 more)
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This is very helpful, I will try and resolve this in the next update.
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When the plugin loads, it should load that skills file into memory (if it exists), and then on save (which happens on unload) it will save the skills that are in memory back to that data file. At some point, it either must not have been able to save that file properly, or it was not able to load the file properly. In the config, you can try setting "SaveOnServerSave" to true, this will save the data file every time your server does its routine save. However, I only recommend doing that if your server is configured to save infrequently, like every hour or so. If its saves every minute you will get lag if that is set to true. I recommend trying this out. Please do keep me updated if you come across this issue again OR if you see any error that occurs when the plugin is loaded/unloaded. You can also use the "/qc playerdata backup" command to create a copy of current player data. The plugin only keeps one backup at a time though, so after you create it I recommend renaming the backup file or copying it to a different location so that you can restore it later. I hope this gives you some options to work with.
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Does the data folder get wiped after your restarts? Also can you post your config?
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Changed Status from Pending to Not a Bug Changed Fixed In to 3.0.0
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Yes, in the config, under the category section, you can set TrackedByDefault to false for each category. That will make it so NEW players won't have those categories tracked. Note, that only changes it for new players. Existing players will still have those tracked, and they will have to go into the skill menu and click the blue category buttons for each category to untrack them. If you don't want anyone to be able to track anything, under the Tracking part of the config you can set MaxTrackedItems to 0, this will make it so there won't be anything tracked there ever. Check out the tracking section in the documentation if you need more info.
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Changed Status from Pending to Not a Bug Changed Fixed In to 3.0.0
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Thats just how it works, unfortunately theres no hook to detect the inventory open. The stars will automatically show up in the inventory is updated (like if you move an item). You can also manually refresh them by clicking the Quality button (the one with the Info symbol).