1. The following is a list of hooks I suggest adding in the next update. I am already using them in my Assembly but I'd love others to also have them and also save the process of updating my assembly with these hooks every time a new update comes out:

    void OnPlayerCaptureAncientThrone(AncientThroneCaptureEvent e)
    As the name suggests, this hook will be called when a player attempts to capture / completes the capture process or vacated the throne. (Can be easily identified by using the following format:
    Code:
    if (e.State == AncientThroneCaptureEvent.States.Capturing || e.State == AncientThroneCaptureEvent.States.Completed || e.State == AncientThroneCaptureEvent.States.Cancelled)
    Reference: CodeHatch.Thrones.AncientThrone.AncientThroneListener / OnAncientThroneCapture

    void OnPlayerNameChange(NameChangeEvent e)
    This hooks will be called when the player changes his name, now please note - This hook will only get most of the information and not set it, since it is originally called to update the player's name in the guild.
    Reference: CodeHatch.Thrones.SocialSystem.ServerSupplier / OnMemberNameChange

    object OnCubeSalvageDamage(CubeDamageEvent e) AND OnEntitySalvageDamage(EntityDamageEvent e)
    These 2 hooks are pretty straight forward, they will be called when a cube or an entity takes damage but these hooks will control the salvage damage. The tricky part is that they have ExitWhenValidType return behavior so in order to cancel the salvage resources players get you'll need to return false; (Just an example. Return anything that is not null in order for the salvage resources to be cancelled).
    (After testing, these hooks will be called pretty much on the same time, sometimes even before and more likely after the original OnEntityHealthChange and OnCubeTakeDamage)

    The snipper below will cancel the salvage process and the damage. You may remove e.Cancel(); to cancel the salvage and the damage event will be a normal damage event (i.e 5 damage with driftwood club)
    Code:
    private object OnCubeSalvageDamage(CubeDamageEvent e)
    {
          e.Cancel();
           return false;
    }
    Reference: CodeHatch.Thrones.Weapons.Salvage.SalvageSupplier / OnCubeDamage and OnEntityDamage

    You may also suggest hooks here and I will check weather they exist in a variation and add information about them.
     
  2. can we add
    OnGadgetBeginConsume()
    CodeHatch.Networking.Events.Entities.Objects.Gadgets
    GadgetBeginConsumeEvent

    Assuming you can catch if someone eats, drinks, takes a potion?

    I tried to make this myself to test but i cannot figure out how to use the patcher
     
  3. Would be even more awesome if we could force players consume stuff.
     
  4. keep your prisoners alive :D