
ConstructionConfig
Set health, cost and protection of constructions
Total Downloads: 1,994 - First Release: Mar 27, 2015 - Last Update: Apr 4, 2016
- 4.91667/5, 12 likes
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gettin this error dude will wait for u to update [Error] ConstructionConfig.cs(179,70): error CS0176: Static member `ItemManager.itemList' cannot be accessed with an instance reference, qualify it with a type name instead
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Nogrod updated ConstructionConfig with a new update entry:
Rust Update
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Seems that this plugin works for a total of 10 min then players are no longer able to build anything.(breaks on placement). Any one having this issue as well?
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[Oxide] 4:47 PM [Error] ConstructionConfig.cs(179,70): error CS0176: Static member `ItemManager.itemList' cannot be accessed with an instance reference, qualify it with a type name instead
w/ 2.0.1228 Oxide and 7/30/2015 update -
Wulf Community Admin
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I'm having a strange issue mind you I am not sure this plugin is still being supported but I can't get the damage modifiers to work. I can get the hp increase to work but not the reduced damage. I would love to have it so twigs could be destroyed but nothing after that tier. Any help would be appreciated. I have tried reloading plugin and redoing the cfg file and still the same. thanks
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I can get the HP for the foundation blocks to adjust via the config just fine - but it displays weird. It shows 10,000/1000 health, and the bar extends off the right side of the screen. Like this -- Any way I can fix this?
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I only want to modify foundations. I don't want to adjust values for all building blocks. If there was a resistance value for each building block, that would be awesome. I'm just trying to prevent people from blowing out the foundation layer to loot houses.
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Anyway to make individual buildings or building parts 10000hp. not global parts. Like a single wall 10000hp and all other walls on the server regular. Looking to create a town where the towns wall is pretty much indestructible but the buildings inside destructible.
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No matter what I do the cost of an external wall is always the same.
Code:"wall.external.high.stone": { "costMultiplier": 2.0, "grades": { "Stone": { "baseCost": [ { "amount": 700.0, "shortname": "stones" } ], "baseHealth": 500.0 } }, "healthMultiplier": 4.0 },
What am I doing wrong? -
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The Client UI will not change from default values, since server can't update them, so verify if the consumed items reflect your settings
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Does this plugin actually work. My doors simply aren't being affected. Code as follows (values are purely for testing purposes)
"Wood": {
"baseCost": [
{
"amount": 200.0,
"shortname": "wood"
}
],
"baseHealth": 500.00
}
},
"healthMultiplier": 2 -
It does not change the client values, only server values. The cost will be spent and the server health will prevail but visually its wrong.
On my server I modified tiers and did it by hooking OnEntityTakeDamage reducing and increasing the damage depending on what I wanted to acheive. This way the costs and healthbars still work client side but the c4 damage done to parts varies. -
Any chance you could show me the example code to my inbox please? I'm not very "hook" savvy at the mo.
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