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Found 4 results

  1. Version 3.0.3

    2,362 downloads

    OVERVIEW: This plugin adds a crafting skill system and the ability to craft higher quality items that have special perks to enhance the item. IMPORTANT!!!: This plugin now requires the UiEngineFramework plugin. It has not been published yet, but is available temporarily right here: UiEngineFramework.cs HOW TO INSTALL: Download and install ImageLibrary Download and install UiEngineFramework (link posted above) If you have previously installed Quality Crafting, delete the config and lang files for the plugin before installing v3.0.0. If this is your first time installing this plugin you can skip this step! Download and install this plugin (Quality Crafting) Refer to the documentation for configuration options Enjoy the plugin DOCUMENTATION: Extensive documentation for this plugin can be found IN THIS GOOGLE DOC. I STRONGLY recommend reading it first before installing. LEGACY VERSION: If you don't want to use the latest version of quality crafting you can still download the old version (v2.1.4) here: Quality Crafting v2.1.4 The legacy version is available AS IS and will not receive additional updates.
    Free
  2. Version 0.1.6

    636 downloads

    A plugin that allows other plugins to interact with players and entities in monuments via API. The list of all monuments can be viewed in the: Default(Source of monument boundaries when changing the map or recreating boundaries) - *SERVER*\oxide\data\MonumentsWatcher\DefaultBounds.json Vanilla - *SERVER*\oxide\data\MonumentsWatcher\MonumentsBounds.json Custom - *SERVER*\oxide\data\MonumentsWatcher\CustomMonumentsBounds.json Note: MonumentsWatcher is utilized as an API for other plugins. You won't obtain any functionality beyond displaying monument boundaries without an additional plugin. The ability to automatically generate boundaries for vanilla and custom monuments; The ability to automatically regenerate boundaries for monuments on wipe; The ability to automatically adding languages for custom monuments; The ability to manually configure boundaries for monuments; The ability to track the entrance and exit of players, npcs and entities in a Monument and CargoShip; The ability to display boundaries. monumentswatcher.admin - Provides the capability to recreate or display monument boundaries. { "Chat command": "monument", "Is it worth enabling GameTips for messages?": true, "Is it worth recreating boundaries(excluding custom monuments) upon detecting a wipe?": true, "List of tracked categories of monuments. Leave blank to track all": [], "Wipe ID": null, "Version": { "Major": 0, "Minor": 1, "Patch": 7 } } Note: The list of available categories for monuments can be found in the Developer API section. ENG: https://pastebin.com/nsjBCqZe RUS: https://pastebin.com/ut2icv9T Note: After the plugin initialization, keys for custom monuments will be automatically added. show *monumentID*(optional) *floatValue*(optional) - Display the boundary of the monument you are in or specified. The display will last for the specified time or 30 seconds; list - List of available monuments; rotate *monumentID*(optional) *floatValue*(optional) - Rotate the monument you are in or specified, either in the direction you are looking or in the specified direction; recreate custom/all(optional) - Recreate the boundaries of vanilla/custom/all monuments. Note: Instead of a monumentID, you can leave it empty, but you must be inside a monument. You can also use the word 'closest' to select the nearest monument to you. Example: /monument show closest /monument show gas_station_1 /monument show gas_station_1_4 /monument rotation /monument rotation closest /monument rotation gas_station_1_0 256.5 /monument recreate void OnMonumentsWatcherLoaded() Called after the MonumentsWatcher plugin is fully loaded and ready. void OnCargoWatcherCreated(string monumentID, string type) Called when a watcher is created for a CargoShip. void OnCargoWatcherDeleted(string monumentID) Called when a watcher is removed for a CargoShip. void OnMonumentsWatcherLoaded() { Puts("MonumentsWatcher plugin is ready!"); } void OnCargoWatcherCreated(string monumentID, string type) { Puts($"Watcher for monument {monumentID}({type}) has been created!"); } void OnCargoWatcherDeleted(string monumentID) { Puts($"Watcher for monument {monumentID} has been deleted!"); } Entered hooks: void OnPlayerEnteredMonument(string monumentID, BasePlayer player, string type, string oldMonumentID) Called when a player enters any monument. void OnNpcEnteredMonument(string monumentID, BasePlayer npcPlayer, string type, string oldMonumentID) Called when an NPC player enters any monument. void OnEntityEnteredMonument(string monumentID, BaseEntity entity, string type, string oldMonumentID) Called when any other BaseEntity enters any monument. void OnPlayerEnteredMonument(string monumentID, BasePlayer player, string type, string oldMonumentID) { Puts($"{player.displayName} entered to {monumentID}({type}). His previous monument was {oldMonumentID}"); } void OnNpcEnteredMonument(string monumentID, BasePlayer npcPlayer, string type, string oldMonumentID) { Puts($"Npc({npcPlayer.displayName}) entered to {monumentID}({type}). Previous monument was {oldMonumentID}"); } void OnEntityEnteredMonument(string monumentID, BaseEntity entity, string type, string oldMonumentID) { Puts($"Entity({entity.net.ID}) entered to {monumentID}({type}). Previous monument was {oldMonumentID}"); } Exited hooks: void OnPlayerExitedMonument(string monumentID, BasePlayer player, string type, string reason, string newMonumentID) Called when a player exits any monument. void OnNpcExitedMonument(string monumentID, BasePlayer npcPlayer, string type, string reason, string newMonumentID) Called when an NPC player exits any monument. void OnEntityExitedMonument(string monumentID, BaseEntity entity, string type, string reason, string newMonumentID) Called when any other BaseEntity exits any monument. void OnPlayerExitedMonument(string monumentID, BasePlayer player, string type, string reason, string newMonumentID) { Puts($"{player.displayName} left from {monumentID}({type}). Reason: {reason}. They are now at '{newMonumentID}'."); } void OnNpcExitedMonument(string monumentID, BasePlayer npcPlayer, string type, string reason, string newMonumentID) { Puts($"Npc({npcPlayer.displayName}) left from {monumentID}({type}). Reason: {reason}. They are now in {newMonumentID}"); } void OnEntityExitedMonument(string monumentID, BaseEntity entity, string type, string reason, string newMonumentID) { Puts($"Entity({entity.net.ID}) left from {monumentID}({type}). Reason: {reason}. They are now in {newMonumentID}"); } [PluginReference] private Plugin MonumentsWatcher; There are 13 types of monuments: SafeZone(0): Bandit Camp, Outpost, Fishing Village, Ranch and Large Barn. RadTown(1): Airfield, Arctic Research Base, Abandoned Military Base, Giant Excavator Pit, Ferry Terminal, Harbor, Junkyard, Launch Site; Military Tunnel, Missile Silo, Power Plant, Sewer Branch, Satellite Dish, The Dome, Toxic Village(Legacy Radtown), Train Yard, Water Treatment Plant. RadTownWater(2): Oil Rigs, Underwater Labs and CargoShip. RadTownSmall(3): Lighthouse, Oxum's Gas Station, Abandoned Supermarket and Mining Outpost. TunnelStation(4) MiningQuarry(5): Sulfur Quarry, Stone Quarry and HQM Quarry. BunkerEntrance(6) Cave(7) Swamp(8) IceLake(9) PowerSubstation(10) WaterWell(11) Custom(12) There are 25 api methods: GetAllMonuments: Used to retrieve an array of IDs for all available monuments. (string[])(MonumentsWatcher?.Call("GetAllMonuments") ?? Array.Empty<string>()); GetAllMonumentsCategories: Used to retrieve a dictionary of IDs and categories for all available monuments. (Dictionary<string, string>)(MonumentsWatcher?.Call("GetAllMonumentsCategories") ?? new Dictionary<string, string>()); GetMonumentsByCategory: Used to retrieve all available monuments by category. To call the GetMonumentsByCategory method, you need to pass 1 parameter: monument category as a string. (string[])(MonumentsWatcher?.Call("GetMonumentsByCategory", "SafeZone") ?? Array.Empty<string>()); GetMonumentCategory: Used to retrieve the category of the specified monument. Returns an empty string on failure. To call the GetMonumentCategory method, you need to pass 1 parameter: monumentID as a string. (string)(MonumentsWatcher?.Call("GetMonumentCategory", monumentID) ?? string.Empty); GetMonumentDisplayName: Used to retrieve the nicename of a monument in the player's language. Returns an empty string on failure. To call the GetMonumentDisplayName method, you need to pass 3 parameters: monumentID as a string; Available options: userID as a ulong or a string; player as a BasePlayer or an IPlayer. displaySuffix as a bool. Should the suffix be displayed in the name if there are multiple such monuments? This parameter is optional. (string)(MonumentsWatcher?.Call("GetMonumentDisplayName", monumentID, player.userID, true) ?? string.Empty);//(ulong)userID (string)(MonumentsWatcher?.Call("GetMonumentDisplayName", monumentID, player, true) ?? string.Empty);//(BasePlayer/IPlayer)player (string)(MonumentsWatcher?.Call("GetMonumentDisplayName", monumentID, player.UserIDString, true) ?? string.Empty);//(string)userID ***recommended option*** GetMonumentDisplayNameByLang: Used to retrieve the nicename of a monument in the specified language. Returns an empty string on failure. To call the GetMonumentDisplayNameByLang method, you need to pass 3 parameters: monumentID as a string; two-char language as a string; displaySuffix as a bool. Should the suffix be displayed in the name if there are multiple such monuments? This parameter is optional. (string)(MonumentsWatcher?.Call("GetMonumentDisplayNameByLang", monumentID, "en", true) ?? string.Empty); GetMonumentPosition: Used to retrieve the Vector3 position of the specified monument. Returns Vector3.zero on failure. To call the GetMonumentPosition method, you need to pass 1 parameter: monumentID as a string. (Vector3)(MonumentsWatcher?.Call("GetMonumentPosition", monumentID) ?? Vector3.zero); GetMonumentByPos: Used to retrieve the monument at the specified position. Returns an empty string on failure. To call the GetMonumentByPos method, you need to pass 1 parameter: position as a Vector3. (string)(MonumentsWatcher?.Call("GetMonumentByPos", pos) ?? string.Empty); Note: This method returns the first encountered monument. Occasionally, there may be multiple monuments at a single point. Therefore, it is recommended to use the GetMonumentsByPos method. GetMonumentsByPos: Used to retrieve all monuments at the specified position. Returns null on failure. To call the GetMonumentsByPos method, you need to pass 1 parameter: position as a Vector3. (string[])(MonumentsWatcher?.Call("GetMonumentsByPos", pos) ?? Array.Empty<string>()); GetClosestMonument: Used to retrieve the nearest monument to the specified position. Returns an empty string on failure. To call the GetClosestMonument method, you need to pass 1 parameter: position as a Vector3. (string)(MonumentsWatcher?.Call("GetClosestMonument", pos) ?? string.Empty); IsPosInMonument: Used to check whether the specified position is within the specified monument. Returns a false on failure. To call the IsPosInMonument method, you need to pass 2 parameters: monumentID as a string; position as a Vector3. (bool)(MonumentsWatcher?.Call("IsPosInMonument", monumentID, pos) ?? false); ShowBounds: Used to display the boundaries of the specified monument to the specified player. To call the ShowBounds method, you need to pass 3 parameters: monumentID as a string; player as a BasePlayer; displayDuration as a float. Duration of displaying the monument boundaries in seconds. This parameter is optional. MonumentsWatcher?.Call("ShowBounds", monumentID, player, 20f); Note: Since an Admin flag is required for rendering, players without it will be temporarily granted an Admin flag and promptly revoked. PLAYERS API GetMonumentPlayers: Used to retrieve an array of all players located in the specified monument. Returns null on failure. To call the GetMonumentPlayers method, you need to pass 1 parameter: monumentID as a string. (BasePlayer[])(MonumentsWatcher?.Call("GetMonumentPlayers", monumentID) ?? Array.Empty<BasePlayer>()); GetPlayerMonument: Used to retrieve the monument in which the specified player is located. Returns an empty string on failure. To call the GetPlayerMonument method, you need to pass 1 parameter: Available options: player as a BasePlayer; userID as a ulong or a string. (string)(MonumentsWatcher?.Call("GetPlayerMonument", player.UserIDString) ?? string.Empty);//(string)userID (string)(MonumentsWatcher?.Call("GetPlayerMonument", player) ?? string.Empty);//(BasePlayer)player (string)(MonumentsWatcher?.Call("GetPlayerMonument", player.userID) ?? string.Empty);//(ulong)userID ***recommended option*** GetPlayerMonuments: Used to retrieve all monuments in which the specified player is located. Returns null on failure. To call the GetPlayerMonuments method, you need to pass 1 parameter: Available options: player as a BasePlayer; userID as a ulong or a string. (string[])(MonumentsWatcher?.Call("GetPlayerMonuments", player.UserIDString) ?? Array.Empty<string>());//(string)userID (string[])(MonumentsWatcher?.Call("GetPlayerMonuments", player) ?? Array.Empty<string>());//(BasePlayer)player (string[])(MonumentsWatcher?.Call("GetPlayerMonuments", player.userID) ?? Array.Empty<string>());//(ulong)userID ***recommended option*** GetPlayerClosestMonument: Used to retrieve the nearest monument to the specified player. Returns an empty string on failure. To call the GetPlayerClosestMonument method, you need to pass 1 parameter: Available options: player as a BasePlayer; userID as a ulong or a string. (string)(MonumentsWatcher?.Call("GetPlayerClosestMonument", player.UserIDString) ?? string.Empty);//(string)userID (string)(MonumentsWatcher?.Call("GetPlayerClosestMonument", player.userID) ?? string.Empty);//(ulong)userID (string)(MonumentsWatcher?.Call("GetPlayerClosestMonument", player) ?? string.Empty);//(BasePlayer)player ***recommended option*** IsPlayerInMonument: Used to check whether the specified player is in the specified monument. Returns a false on failure. To call the IsPlayerInMonument method, you need to pass 2 parameters: monumentID as a string; Available options: player as a BasePlayer; userID as a ulong or a string. (bool)(MonumentsWatcher?.Call("IsPlayerInMonument", monumentID, player.UserIDString) ?? false);//(string)userID (bool)(MonumentsWatcher?.Call("IsPlayerInMonument", monumentID, player) ?? false);//(BasePlayer)player (bool)(MonumentsWatcher?.Call("IsPlayerInMonument", monumentID, player.userID) ?? false);//(ulong)userID ***recommended option*** NPCS API GetMonumentNpcs: Used to retrieve an array of all npcs located in the specified monument. Returns null on failure. To call the GetMonumentNpcs method, you need to pass 1 parameter: monumentID as a string. (BasePlayer[])(MonumentsWatcher?.Call("GetMonumentNpcs", monumentID) ?? Array.Empty<BasePlayer>()); GetNpcMonument: Used to retrieve the monument in which the specified npc is located. Returns an empty string on failure. To call the GetNpcMonument method, you need to pass 1 parameter: Available options: npcPlayer as a BasePlayer; netID as a NetworkableId. (string)(MonumentsWatcher?.Call("GetNpcMonument", npcPlayer) ?? string.Empty);//(BasePlayer)npcPlayer (string)(MonumentsWatcher?.Call("GetNpcMonument", npcPlayer.net.ID) ?? string.Empty);//(NetworkableId)netID ***recommended option*** GetNpcMonuments: Used to retrieve all monuments in which the specified npc is located. Returns null on failure. To call the GetNpcMonuments method, you need to pass 1 parameter: Available options: npcPlayer as a BasePlayer; netID as a NetworkableId. (string[])(MonumentsWatcher?.Call("GetNpcMonuments", npcPlayer) ?? Array.Empty<string>());//(BasePlayer)npcPlayer (string[])(MonumentsWatcher?.Call("GetNpcMonuments", npcPlayer.net.ID) ?? Array.Empty<string>());//(NetworkableId)netID ***recommended option*** IsNpcInMonument: Used to check whether the specified npc is in the specified monument. Returns a false on failure. To call the IsNpcInMonument method, you need to pass 2 parameters: monumentID as a string; Available options: npcPlayer as a BasePlayer; netID as a NetworkableId. (bool)(MonumentsWatcher?.Call("IsNpcInMonument", monumentID, npcPlayer.net.ID) ?? false);//(NetworkableId)netID (bool)(MonumentsWatcher?.Call("IsNpcInMonument", monumentID, npcPlayer) ?? false);//(BasePlayer)npcPlayer ***recommended option*** ENTITIES API GetMonumentEntities: Used to retrieve an array of all entities located in the specified monument. Returns null on failure. To call the GetMonumentEntities method, you need to pass 1 parameter: monumentID as a string. (BaseEntity[])(MonumentsWatcher?.Call("GetMonumentEntities", monumentID) ?? Array.Empty<BaseEntity>()); GetEntityMonument: Used to retrieve the monument in which the specified entity is located. Returns an empty string on failure. To call the GetEntityMonument method, you need to pass 1 parameter: Available options: entity as a BaseEntity; netID as a NetworkableId. (string)(MonumentsWatcher?.Call("GetEntityMonument", entity) ?? string.Empty);//(BaseEntity)entity (string)(MonumentsWatcher?.Call("GetEntityMonument", entity.net.ID) ?? string.Empty);//(NetworkableId)netID ***recommended option*** GetEntityMonuments: Used to retrieve all monuments in which the specified entity is located. Returns null on failure. To call the GetEntityMonuments method, you need to pass 1 parameter: Available options: entity as a BaseEntity; netID as a NetworkableId. (string[])(MonumentsWatcher?.Call("GetEntityMonuments", entity) ?? Array.Empty<string>());//(BaseEntity)entity (string[])(MonumentsWatcher?.Call("GetEntityMonuments", entity.net.ID) ?? Array.Empty<string>());//(NetworkableId)netID ***recommended option*** IsEntityInMonument: Used to check whether the specified entity is in the specified monument. Returns a false on failure. To call the IsEntityInMonument method, you need to pass 2 parameters: monumentID as a string; Available options: entity as a BaseEntity; netID as a NetworkableId. (bool)(MonumentsWatcher?.Call("IsEntityInMonument", monumentID, entity.net.ID) ?? false);//(NetworkableId)netID (bool)(MonumentsWatcher?.Call("IsEntityInMonument", monumentID, entity) ?? false);//(BaseEntity)entity ***recommended option***
    Free
  3. CarlLee

    PlayerLevel

    Version 1.0.3

    18 downloads

    Players can earn experience points and level up by killing NPCs or animals. As their level increases, they receive a certain damage reduction bonus. ConfigFIle: { "EXP gained when killing an object (Key is entity.ShortPrefabName)": { "chicken": 10, "stag": 50, "boar": 100, "wolf": 250, "bear": 200, "polarbear": 250, "simpleshark": 600, "scientist_junkpile_pistol": 300, "npc_tunneldweller": 300, "npc_tunneldwellerspawned": 300, "npc_underwaterdweller": 300, "scientistnpc_heavy": 400, "scientistnpc_roam_nvg_variant": 400, "bradleyapc": 3000, "patrolhelicopter": 3000, "OTHER_SCIENTIST_NPC": 300 }, "EXP required to level up for each level": { "1": { "Exp": 100, "DamageReductionRate": 1.0 }, "2": { "Exp": 200, "DamageReductionRate": 2.0 }, "3": { "Exp": 300, "DamageReductionRate": 3.0 }, "4": { "Exp": 400, "DamageReductionRate": 4.0 }, "5": { "Exp": 600, "DamageReductionRate": 5.0 }, "6": { "Exp": 900, "DamageReductionRate": 6.0 }, "7": { "Exp": 1200, "DamageReductionRate": 7.0 }, "8": { "Exp": 1700, "DamageReductionRate": 8.0 }, "9": { "Exp": 2500, "DamageReductionRate": 9.0 }, "10": { "Exp": 6000, "DamageReductionRate": 10.0 }, "11": { "Exp": 8000, "DamageReductionRate": 11.0 }, "12": { "Exp": 10000, "DamageReductionRate": 12.0 }, "13": { "Exp": 15000, "DamageReductionRate": 13.0 }, "14": { "Exp": 30000, "DamageReductionRate": 14.0 }, "15": { "Exp": 40000, "DamageReductionRate": 15.0 }, "16": { "Exp": 50000, "DamageReductionRate": 16.0 }, "17": { "Exp": 70000, "DamageReductionRate": 17.0 }, "18": { "Exp": 100000, "DamageReductionRate": 18.0 }, "19": { "Exp": 120000, "DamageReductionRate": 19.0 }, "20": { "Exp": 140000, "DamageReductionRate": 20.0 }, "21": { "Exp": 250000, "DamageReductionRate": 21.0 }, "22": { "Exp": 300000, "DamageReductionRate": 22.0 }, "23": { "Exp": 350000, "DamageReductionRate": 23.0 }, "24": { "Exp": 400000, "DamageReductionRate": 24.0 }, "25": { "Exp": 500000, "DamageReductionRate": 25.0 }, "26": { "Exp": 700000, "DamageReductionRate": 26.0 }, "27": { "Exp": 1000000, "DamageReductionRate": 27.0 }, "28": { "Exp": 1400000, "DamageReductionRate": 28.0 }, "29": { "Exp": 1800000, "DamageReductionRate": 29.0 }, "30": { "Exp": 2000000, "DamageReductionRate": 30.0 }, "31": { "Exp": 2400000, "DamageReductionRate": 31.0 }, "32": { "Exp": 2800000, "DamageReductionRate": 32.0 }, "33": { "Exp": 3200000, "DamageReductionRate": 33.0 }, "34": { "Exp": 3600000, "DamageReductionRate": 34.0 }, "35": { "Exp": 4000000, "DamageReductionRate": 35.0 }, "36": { "Exp": 4800000, "DamageReductionRate": 36.0 }, "37": { "Exp": 5600000, "DamageReductionRate": 37.0 }, "38": { "Exp": 8200000, "DamageReductionRate": 38.0 }, "39": { "Exp": 9000000, "DamageReductionRate": 39.0 } }, "Online Exp": 300, "Online Exp Seconds": 600, "Chat Prefix": "[Level]:", "Chat Prefix color": "#00FFFF", "Chat steamID icon": 0 } LanguageFile: { "PlayerLevel": "Lv. {0}", "GetExpByRustAI": "You killed {0} and gained {1} experience points", "GetExpByOnline": "You gained {0} experience points (Server online reward every {1} minutes)", "DamageReduction": "Damage Reduction {0}%", "BroadcastUpLevel": "Congratulations <color=green>{0}</color> for leveling up to <color=red>{1}</color>", "LevelNotFound": "You need to specify the level to set", "CommandArgsError": "The command format you entered is incorrect, missing parameters or the parameter format is wrong.", "AdminOnlyCommand": "Only administrators can execute this command!" }
    $9.99
  4. Monster

    XRPG

    Version 1.1.3

    58 downloads

    XRPG - rpg system. Lumberjack, miner, hunter. - When changing the monitor resolution, the panel moves along with the heal bar. - Storing player data in - oxide/data/XRPG - There is a lang ru/en. - Setting the maximum category level. - Setting the panel size. - Setting rates for resource gathering. - Setting rates for resource pickuping. - Setting rates for killing animals. - Permission rate multiplier setting. [ Players with permissions will increase rates faster ] - Setting the maximum boosted rates for permissions. - The ability to block the boosting of RPGs with certain tools. - Ability to disable the panel or messages. - The ability to slow down boosting. [ The higher the rates, the slower the boosting ] -> Overview - YouTube <- Permissions xrpg.use - allow access to RPG boosting. xrpg.top - allow access to view TOP players. Commands /rank - view TOP players. Config { "General settings": { "Enable RPG boosting slowdown | The higher the rates, the slower the boosting": false, "Enable RPG panel": true, "Enable RPG messages": true, "Delete data automatically after wipe": false, "Starting multiplier for boosting rates": 1.0, "Text size": 13, "Notification text size": 10, "List of ignored tools": [ "jackhammer", "chainsaw" ] }, "Mini panel location": { "AnchorMin": "1 0", "AnchorMax": "1 0", "OffsetMin": "-402 16", "OffsetMax": "-210 98", "Progress display: TRUE - from minimum to maximum rates | FALSE - from 0 to maximum rates ": true }, "Permissions settings": { "xrpg.default": { "Lumberjack max rates": 12.5, "Miner max rates": 12.5, "Hunter max rates": 12.5, "Rate boosting multiplier": 1.25 } }, "Lumberjack settings": { "Lumberjack max rates": 10.0, "Lumberjack starting rates": 2.5, "Enable boosting lumberjack rates by gathering resources": true, "Enable boosting lumberjack rates by picking up resources": true, "Resources for the gathering/picking of which to accrue lumberjack rates | Resources that will be subject to lumberjack rates": { "wood": 0.05, "charcoal": 0.05 } }, "Miner settings": { "Miner max rates": 10.0, "Miner starting rates": 1.75, "Enable boosting miner rates by gathering resources": true, "Enable boosting miner rates by picking up resources": true, "Resources for the gathering/picking of which to accrue miner rates | Resources that will be subject to miner rates": { "stones": 0.05, "metal.ore": 0.05, "metal.fragments": 0.05, "sulfur.ore": 0.05, "sulfur": 0.05 } }, "Hunter settings": { "Hunter max rates": 10.0, "Hunter starting rates": 1.5, "Enable boosting hunter rates by gathering resources": true, "Enable boosting hunter rates by picking up resources": true, "Enable boosting hunter rates by killing animals": true, "Resources for the gathering/picking of which to accrue hunter rates | Resources that will be subject to hunter rates": { "cloth": 0.05, "leather": 0.05, "bone.fragments": 0.05, "fat.animal": 0.05 }, "Animals for killing which to accrue hunter rates": { "boar": 0.75, "bear": 0.75, "stag": 0.75, "wolf": 0.75, "testridablehorse": 0.75, "chicken": 0.75 } } }
    $10.99
1.6m

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Total number of downloads.

7.5k

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Total customers served.

112.7k

Files Sold

Total number of files sold.

2.3m

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