Cupboard NoDecay

Prevents decay on items under a cupboard radius.

Total Downloads: 3,128 - First Release: Feb 20, 2017 - Last Update: Jul 26, 2017

5/5, 17 likes
  1. Can you add permission system please?
     
  2. Nice plugin!
    thanks for that :))))
    Can you make an addition. Two options:
    1) enable / disable the decay in the radius of a tool cupboard (everything is the same as it is now)
    2) set the variable time = 30. Timeout before it starts the DEFAULT* decay on any entity that is within a tool cupboard radius
    (*DEFAULT or from the plugin "NoDecay for Rust")

    Like a simple command: +Construct.frameminutes [Value = 30 default - in minutes]
    But only in the radius of authorized tool cupboard

    example:
    If you set the value of 4320 min, this equals three days
    Then three days after construction, a building that in the radius of the authorized cabinet will begin to decay

    The game will be simplified and cut off from unnecessary buildings and I can use this plugin together with the plugin "NoDecay for Rust"
    I can use the command +Construct-frameminutes . But if you make such a plugin, it will be very cool, just a first-class) beer is provided :-D
    P.S. Sorry for my bad english, my friend :)
     
  3. Hi. Great plugin. Can it be turned off for twigs?
     
  4. Need permission + fix the twig update: decay from the twig update structure
     
  5. Dubz updated Cupboard NoDecay with a new update entry:

    1.0.2

     
  6. Dubz updated Cupboard NoDecay with a new update entry:

    1.0.3

     
  7. pdr

    pdr

    Absolutely awesome, very good job, tnx man.
     
  8. this fix brokes everything:
    Every shit wooden foundation will decay, whetever if it's owner or twig...
    The twig ladder will not decay.
    So it's not fixed and it's worse (decay for ower wtf?)
    Please ONLY twig structure must decay, ladder and foundation, not owner shit wooden foundation, please.
    (tip, play with ent who + cupboard owner)
     
  9. There is nothing in the code that makes wooden foundation decay.
    Code:
    // check if damage is decay
    if (!hitInfo.damageTypes.Has(Rust.DamageType.Decay)) return;// set the decay multiplier to 1 (normal)
                var multiplier = 1.0f;            if (configData.CheckAuth)  // check if check Auth is on
               {
                    if (CupboardPrivlidge(entity.transform.position)) // check if the entity owner has build priv
                    {
                        multiplier = 0.0f; //turn off decay
                        var block = entity as BuildingBlock;
                        if (block != null){
                            switch (block.grade)
                            {
                                case BuildingGrade.Enum.Twigs: //if the building part is twig then turn on decay
                                    multiplier = 1.0f;
                                    break;
                            };
                        }
                    }
                }
              
                hitInfo.damageTypes.Scale(Rust.DamageType.Decay, multiplier); //set decay multiplier 
     
  10. Did you tested the fix? Because since the fix, every shit wooden foundation have decay, and the twig ladder doesn't decay...
     
  11. So you saying that twig foundations decay? or wooden foundations?
    I've changed nothing for twig ladders...
     
    Last edited by a moderator: Jul 13, 2017
  12. only every shit wooden foundations decay, whatever if it's twig or not.
    I will post screens later to be more explicit.
     
  13. what is a "shit wooden foundation" there is only twig, wood, stone, metal, and HQ

    either the person that built the foundation isnt authed on the tool cupoard, or the foundation is not covered by the TC...
     
  14. Oh twig is the name of shitty wooden.

    So I can be more explicit.
    Every twig foundation have decay, whatever if it's the owner of the cupboard or a raider.
    It's annoying if the twig have decay inside the cupboard for the owner, you should activate the decay only for foundation unauthorised.
    The unautorised ladder from the twig update don't have decay, it's annoying too.

    The fix shoud be: no decay for owner twig/ladder and decay for unauthorised twig/ladder raider (if you read devblog 158, they must have decay 6x faster than normal foundation).

    I hope I was more explicit now. I'm sorry I was confused with the words.
     
  15. how do you make decay go faster?
     
  16. pdr

    pdr

    Code:
    void OnEntityTakeDamage(BaseCombatEntity entity, HitInfo hitInfo)
            {
                if (!hitInfo.damageTypes.Has(Rust.DamageType.Decay)) return;
                var multiplier = 1.0f;            if (CupboardPrivlidge(entity.transform.position))
                {
                    multiplier = 0.0f;
                    var block = entity as BuildingBlock;
                    if (block != null){
                        switch (block.grade)
                        {
                            case BuildingGrade.Enum.Twigs:
                                multiplier = 1.0f; //<--- this one
                                break;
                        };
                    }
                }
              
                hitInfo.damageTypes.Scale(Rust.DamageType.Decay, multiplier);
              
            }
    In the switch loop u just have to replace float multiplier to whatever u want...
     
    Last edited by a moderator: Jul 13, 2017
  17. Do you make it lower or higher to make it decay faster?
     
  18. pdr

    pdr

    Man, do u really understand, what does the "multiplier" means? Higher.
     
  19. So a real fix is coming for this?

    EDIT: this update broke everything, nothing is protected from decay with this..
    I'm come back to 1.0.1
    and I'm using Building Blocker for Rust | Oxide to prevent twig update.
     
    Last edited by a moderator: Jul 14, 2017
  20. the same problem