You cant do rates for groups
GatherManager
Moved
Total Downloads: 59,075 - First Release: Oct 23, 2014 - Last Update: Aug 27, 2017
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Hello,
I would like to increase x2 rocks like sulfur or metal
I do not know how to do
Thank you for your help -
Quarry.tickrate has been broken for months, and still is. -
Any reason the pump jack is generating 2 billion crude oil per tick?
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Hello folks,
I'm fairly new to running a rust server and oxide at that.
Now i've got most of my plugins to work but the most important one just wont work, Gather Manager...
I've set the rates in the config file as instructed and have restarted the server to see if it works.
I noticed that it wasn't unfortunately.. So when I checked the server console for the logs I noticed an error message.
I'm not sure what to make of it, but i'm sure allot of you veterans in here will.
Next to the error i've also made sure to view my gather rate config settings. Check out the attachment on this thread for the screenshot.
If anyone can guide me into the right direction i'd be very grateful!
Cheers,
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Hey can anyone help me? When i restart server or somethime it changes thw rate to 100000 my friend is getting 54m wood from 1 hit...
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Hello, I am new to Rust server hosting and I rented a server from a place named Survival Servers. I don't have access to the start-example.bat, how do I use permissions and how will i change the multiplier on my server? Thanks!
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after today update gather rate not working on HQ metal :\
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It needs an update I guess. I can get just 1 HQM. :/
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Yes only getting 1 HQM per node
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It's only in 2 HQ
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Can also confirm, HQ is low!
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Code:
if(item.info.displayName.english.Contains("Metal")) { var rands = rand.Next(1, 10); int HQ = item.amount; HQ *= rands; HQ /= 100; player.inventory.GiveItem(ItemManager.CreateByItemID(374890416, HQ), player.inventory.containerMain); }
Giving 1-10% of metal amount gathered to HQ and put in player inventory -
Thanks! =] -
they changed nodes period. metal ore nodes nolonger give high amounts of hqm they have said start using quarries if you want hqm now.
so unless there's way to bypass the vanilla change you cant till the plugin dev responds/updates. i would hope maybe he'd set up a default config with gather rates for all nodes/types/resources so if maybe we wanna revert to old nodes..but yeah... kinda sad now about the change
[DOUBLEPOST=1498780479][/DOUBLEPOST]heres what devs changed.
Code:Lastly, in what is sure to be a controversial decision, I have removed HQM from ore nodes with the exception of the metal one. You will instead receive 2 HQM in the finishing bonus of a metal ore node. This means if you want to pump out guns you're going to need to build a quarry. I plan to revisit how quarries work next week, and make them not only more viable but necessary and fun to use. If you're a lone wolf you should be able to get by via recycling or trading. You shouldn't need to pump out 5 AK47s a day, so getting 2 HQM for hitting a static object in the world for 10 seconds should not be a huge issue.
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Code:private void OnDispenserGather(ResourceDispenser dispenser, BaseEntity entity, Item item) { if (!entity.ToPlayer()) return; var gatherType = dispenser.gatherType.ToString("G"); var amount = item.amount; if (GatherResourceModifiers.ContainsKey(item.info.displayName.english)) item.amount = (int)(item.amount * GatherResourceModifiers[item.info.displayName.english]); else if (GatherResourceModifiers.ContainsKey("*")) item.amount = (int)(item.amount * GatherResourceModifiers["*"]); if(dispenser.name.Contains("metal-ore")) { entity.ToPlayer().inventory.GiveItem(ItemManager.CreateByItemID(2133577942, 3), entity.ToPlayer().inventory.containerMain); } if (!GatherDispenserModifiers.ContainsKey(gatherType)) return; var dispenserModifier = GatherDispenserModifiers[gatherType]; dispenser.containedItems.Single(x => x.itemid == item.info.itemid).amount += amount - item.amount / dispenserModifier; if (dispenser.containedItems.Single(x => x.itemid == item.info.itemid).amount < 0) item.amount += (int)dispenser.containedItems.Single(x => x.itemid == item.info.itemid).amount; }