Magic Craft

Alternative crafting system

Total Downloads: 6,455 - First Release: Sep 18, 2015 - Last Update: Oct 13, 2017

5/5, 25 likes
  1. if I assign a default group for ista craft it does not work as I work out?
     
  2. Since last update, in some cases magiccraft is wasting the resources but not crafting what you ask for, should i change any config? Thx
     
  3. Hello. I am having a problem. I have Crafting Controller on my server with everything set to 0 and Gunpower set to 100 % crafting speed. I am trying to make it so I can give someone magicCraft.Able and they can craft stuff in 999's but the permission is not working neither is MagiCraft. Is there a solution for this problem?
     
  4. I did some insight into this, and it seems to happen with new skins. For some reason, your plugin grabs the skin id from the store and not the workshop (Rust.Workshop.Approved.FindByInventoryId). Over time, this issue resolves itself somehow, but as of now all of the items with new skins will not craft with the skin itself. For example, when trying to craft the ice rock, the plugin pulls the skin id "20509" (found on the link in the Rust store on Steam), but the server only knows the id as "824904841" (found on the workshop link), thus not crafting the item with the proper skin. A way to fix this would be to change the way that skins are imported. For example, Mughisi's Item Skin Randomizer has an alternative way to gather skins.

    What I did to fix it myself was (the hard way) generate a dynamic data file that replaces the "broken" skin id with the "fixed" id before an item was crafted. Hope it helped.
     
  5. Code:
                if (Rust.Workshop.Approved.FindByInventoryId(skinid) != null) { i = ItemManager.CreateByItemID(itemid, amount, Rust.Workshop.Approved.FindByInventoryId(skinid).WorkshopdId); }
    
    Actually if a workshop id exists it'll grab it, if not it'll use base id. Not sure what you experienced.
     
  6. That's the problem, the if statement doesn't go through for the latest "approved" skins (either a problem with my servers that I've tested it on, or something related to "Rust.Workshop.Approved.FindByInventoryId(skinid).WorkshopdId)). I added some debug to that line, something like this:
    Code:
    bool test = false;if (Rust.Workshop.Approved.FindByInventoryId(skinid) != null) { i = ItemManager.CreateByItemID(itemid, amount, Rust.Workshop.Approved.FindByInventoryId(skinid).WorkshopdId); Puts(test.ToString()); }if (!(skinid == 0)) { Puts(player + " " +  skinid.ToString() +  " " + test.ToString()); }
    
    The new items always came back false, and with the invalid ID. The player also said something about a white square in place of the icon. I disabled this plugin, and the skins were able to be crafted with no other crafting plugin loaded.
     
    Last edited by a moderator: Jan 6, 2017
  7. Oh sorry you're right, misread.
     
  8. No problem.
     
  9. Hello, Im making a server and i have no idea how to make Insta craft for all user groups. Any way anyone can help me?
     
  10. Grant each group this permission
    Code:
    MagicCraft.able
    
    In your data file, you need to set "enabled" to true for each item you want to bulk craft.
    Code:
        "rifle.ak": {
          "MaxBulkCraft": 999,
          "MinBulkCraft": 1,
          "Enabled": true
    
     
  11. Where and how do i do this? sorry that im noob i wanted to try making a server :)
    [DOUBLEPOST=1484248227][/DOUBLEPOST]{
    "Cooldown": {
    "Enabled": true,
    "Timer": 6,
    "Trigger": 499
    },
    "Dependencies": {
    "PopupNotifications": false
    },
    "Internal": {
    "Protocol": 1949
    },
    "Messages": {
    "Enabled": true,
    "ItemCrafted": false,
    "ItemFailed": true
    },
    "Settings": {
    "BypassInvFull": true,
    "IgnoreProtocolChanges": false
    }
    }
    grant group players "MagicCraft.able"


    This is how my config file looks
     
  12. See Using Oxide's permission system | Oxide on how to make groups and grant permissions. Don't add "grant group players "MagicCraft.able"" to your config, it's the command used to grant permission.

    The data file is what you're looking for, my_server_identity/oxide/data/, should be named "MagicCraft.json"

    Also, use the code box for pasting configs or other data files. It saves room. ([/code])
     
  13. I found a minor work around for the new skin id issue. If you disable bulk craft for the items with skins (you don't really need bulk craft for those anyway) it'll pull from the workshop ID instead of giving a white square
     
  14. Word of warning, if you turn too many items to false under enable bulk craft, it turns all of them off regardless of being set to true.
     
  15. Is there a faster way to change all the false to true?
     
  16. Use the find and replace tool (control+f in most applications), replace "false" with "true"
     
  17. Well, now the work around for the new workshop skins don't work. I can get them to craft with an item reskinner but magic craft still doesn't like new skins.
     
  18. I've never experienced this? I used to run every item except clothing and it's fine, there's nothing that would cause this.

    I'll fix the skins eventually, been on vacation.
     
  19. Thanks Norn!
     
  20. Thanks chief. Appreciate you keepin on top of this.