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Voidyboo

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  1. Voidyboo

    In regards of the refund

    IDK where live chat is, but I'd like a refund. I'm void in discord, I asked in support about it too since I couldn't find a live chat on my phone browser. Not at a oc until tomorrow. Just refund to the payment method I used, thanks
  2. Thats beyond the scope of this plugin. This plugin doesn't spawn bradleys. When the rust server runs the function to spawn a bradley, this plugin makes modifications to that spawned bradley. Thats all that it does. Make sure your map size is 4250 or larger. Because facepunch. That is your answer to your question. Because facepunch.
  3. Suggestion: Config option to show or hide a map marker that will show the Tier of the bradley so they dont have to go to that location, shoot it and find out what tier it is. Image attached: example from Boss Zombies that does this. Super useful.
  4. Voidyboo

    Cooking

    Change void SendCookingMenu(BasePlayer player) { if (IsLootingIngredientBag(player)) player.EndLooting(); SendBackPanel(player); SendCoreMenu(player, CoreElmentSelected.None); } to this void SendCookingMenu(BasePlayer player) { if (IsLootingIngredientBag(player)) player.EndLooting(); SendBackPanel(player); SendCoreMenu(player, CoreElmentSelected.None); SendRecipesMenu(player,0); }
  5. Voidyboo

    Cooking

    Canelloni when used with blastmine from itemperks doesn't smelt everything. a portion of the resources are not smelted.
  6. Voidyboo

    ItemPerks

    I think lone design is having issues. sadly i purchased this on there and its prompting me to purchase it again. FIXED
  7. Voidyboo

    ItemPerks

    The one abusive thing I've found is if you also use RustRewards and have a reward set for tree cutting and node gathering. Because of the respawning perks for nodes and trees I set the cap to just 25% because when it was left unchecked and people maxed either of them out, they could sit as one tree or node and farm it to their hearts content for infinite RP. Thats about it. Initially I had set supply drops to have a chance to drop enhanced items and in rust rewards they'd get a reward for looting a supply drop. Issue is that I have a high drop rate for supply drops on my server so people got infinite RP and enhanced items that way. So in rust rewards I set the reward for supply drops to 5 RP and Supply drop enhancement drop chance to about 5% is all.
  8. Voidyboo

    ItemPerks

    May want to add all the held items in the game to the blacklist by default for Regeneration then. Or if you can think of a way to code it so Regen isn't rolled on equipable items may be better.
  9. Voidyboo

    ItemPerks

    Anyone having issues with Regeneration since the update? Regeneration isn't giving health now for me. No errors when loading plugin. Specifically on held items. Works for clothing, but not m249, jackhammer, chainsaw for example Yeah its definitely not working on equippable/holdable items. Just regeneration.
  10. Yes, that exactly. haha
  11. Yeah I'm just weird I guess. Doesn't make sense to do this change for just me man. I can adapt to the norm. For me though, it makes more sense that a modifier should be a once off from the base value determined by whatever event is happening in Reward Values. Then you just add the multipliers together and do one final equations rather than multiple. The way you have it, the player is getting rewarded more than what they should IMO. In the system im suggesting: If they kill a boar worth 100RP, are vip with a 0.5 (which would be a 50% increase rather than 1.5) and they kill it in satellite which is a 2x multiplier valued in code at 1 (i.e. 100% increase - saying this just to get you in the mindset haha) The reward given would be the events reward + (events reward*multiplier) 100+(50+100) EventRP+((EventRP*modifier1)+(EventRP*modifier2)...etc etc) If you want a reason for this madness, I'm getting the reasoning and math for it from RPGs. Say your base critical strike chance is 10% Helmet give you 3% crit chance Chest gives 4% crit chance boots give 2% The total should be 19% crit chance Not (((10% * 3%) * 4%) * 2%) It shouldn't stack lol. Doesn't make sense to me. Again, its just a suggestion. I'm obviously the only one concerned about it. If nothing else I could likely make it myself with some work. Just wanted to point it out to you.
  12. Oh it kicked this message to the second page and didn't notify me. I know it would likely require a huge re-write. "Also, in your example people would constantly have mad multipliers because everything set to 1 would be increasing it so, again, I'd have to hardcode a rule to deal with that." For this, thats where values between 0 and 1 would come in. If someone wants no reward or have something trigger a no reward scenario, just have them put -1 or something and do a clamp for <0 = no reward idk. Maybe code a Second version of rust rewards and upload it as a second, paid plugin haha I'd be happy to pay for a second version of the plugin separately that has this modification that i mentioned in the previous post. Idk if you'd be up for further support for my version solely. I could do $150 if I had my own version and if you'd support it.
  13. Appreciated. The rewards can get stupid high for no reason and I cannot reliably plan around an expected amount to be received right now if that makes sense.
  14. Feature Suggestion: A global modifier for ALL options The issue is currently the way your plugin works is this Say I have an NPC kill value set to 300 RP Vip modifier set to 1.5 Happy hour modifier is 5.0 Zone: Satellite is at 1.5 The amount of RP given for a VIP, during happy hour, in Satellite is 3375 Your plugin calculates it like this: 1. 300*1.5 (VIP) 2. 450*1.5(Zone) 3. 675*5(Happy Hour) Totaling 3375. It SHOULD be doing it as a total 300*(1.5+1.5+5) 300*8 Totaling 2400. This would be much more manageable in terms of what you expect a player to be receiving and stops the rewards from being too astronomical.
  15. Feature request: 1. Probability control for spawns. I'd like the ability to control the rate that easy spawns vs nightmare for example. Right now its random. 2. Make it easier to add more tiers lol. I've got T1 easy, T1 medium, T1 hard, T2, T3, T4, T5. I had to add 2 sets of new options in the CS and JSON. Lots of things you gotta add/modify in the .cs to get additional tiers. 3. If possible add a config option for amount of cannon shots it fires per sequence and delay before the next set of shots. I'd be happy to spot you $100 for those 3 features to add them publicly for all.
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