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Everything posted by Mr01sam
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- 276 comments
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- 1
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- #protection
- #base
- (and 5 more)
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Changed Status from Pending to Closed Changed Fixed In to 3.4.8
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Should be fixed in v3.4.8, thanks for the heads up guys.
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Ah, did economics plugin get an update?
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Just setup a fresh server with the latest version of oxide and tried this out - I'm not getting this error. Can you provide your config so I can try that?
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Does this happen everytime?
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Version 1.0.0
273 downloads
Displays sleeping bags and beds that are on cooldown to the player as a status. This plugin requires simple status to work. PERMISSIONS: bagtimerstatus.show - Required to see the bag statuses. COMMANDS: /bags - Temporarily toggles the visibility of the bag statuses for the user. CONFIGURATION: MaxBagStatuses - Max number of bag statuses that will be shown to a user. StatusBackgroundColor - Color of the background for bag statuses. StatusTitleColor - Color of the title for bag statuses. StatusTextColor - Color of the text for bag statuses (the duration). ToggleBagStatusCommand - Command for toggling the bag statuses for a user. By default this is "bags". Leave blank if you do not want players to be able to toggle this.Free -
Do you have any plugins that add NPCs that can attack players?
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Changed Status from Not a Bug to Closed Changed Fixed In from 3.0.1 to 3.02
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Turns out there was an issue afterall - its fixed now in 3.0.2!
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Changed Status from Not a Bug to Closed Changed Fixed In from 3.0.1 to 3.02
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Hey it turns out there was a problem with this calculation - this should be fixed now in 3.0.2!
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So unfortunately you cannot currently have "free" protection and also have a protection time limit. The protection time limit actually just limits the amount of balance that can be loaded in the toolcupboard, which is why if you set all the costs to 0, the 48 hours won't work. I think the best thing you can do is set the cost to be something really cheap. You could also try asking the question in my plugin discord, there might be other server owners who wanted to do something similar, and maybe they have a solution. Let me know if you have any other questions!
- 276 comments
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- #protection
- #base
- (and 5 more)
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Changed Status from Pending to Gremlins
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I can add that for you
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Changed Status from Pending to Not a Bug
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I think there's a misunderstanding of what the "Cost when protected" metric means. That value is tied directly to the "Cost per damage protected" setting in your config, which you do have set to 0. This setting means that when damage is inflicted on your structure, it will cost X amount of scrap per point of damage to keep it protected. So if you set this value to 10, and someone attempts to do 100 damage to the building. It will deduct 1000 scrap in order to keep the building protected. Hope that clears things up.
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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!