R-Remover-Tool

Building and entity removal tool

Total Downloads: 63,204 - First Release: Apr 3, 2015 - Last Update: Feb 7, 2018

5/5, 105 likes
  1. Players will be able to use /remove only on their own blocks. If there is no Building Owners then players will not be able to use /remove.
     
  2. you mean if we make "ToolCupboard": {"activated": false

    even the players access other player's toolcupboard, they will not able to remove anything is it correct?
     
  3. Right. And if you have Building Owners on your server then players can remove only own blocks.
     
  4. thanks a lot
     
  5. Any news on the /remove all on locks and code locks problem ?
     
  6. This is a wonderful plugin is there a way that you can add the ability to remove say for example the Fire, Lantern, boxes... and allow for a refund... say for example you miss placed and want to move it...
     
  7. It's the way how remove all currently works, I'll try and have a look at it when I can but can't promise that will be any time soon.
    This would require an additional plugin (like building owners) that logs data of ever deployable item placed in the world. This means that every time someone places something like a lantern, crate, campfire,... that the id + the player's id need to be saved in a file which will eventually result in a massive data file. To be able to pull that off successfully some changes would need to be made to the datafilesystem that is being used right now.
     
  8. You can already remove items mughisi ^^
    You just dont get the refund for it as it's close to impossible to easily get the item that is was before (always but it would requière saving some data that might change between updates --' or with new items)
     
  9. Anyway to turn off bullets from removing? I'd like melee hits only so owners can't shoot there walls out when raiders are using them for cover.
     
  10. Can you please add phases like "remover tool (normal) Activated for 30 sec" and when deactivated available to translate in config? i just don't wan't always edit phases inside plugin when new version out.

    thank you.
     
  11. i found this Error :
    Code:
    8:39 AM [Error] Assembly referenced by RemoverTool plugin does not exist: Oxide.Ext.RustLegacy.dll
    8:39 AM [Error] Assembly referenced by RemoverTool plugin does not exist: Facepunch.ID.dll
    8:39 AM [Error] Assembly referenced by RemoverTool plugin does not exist: Facepunch.MeshBatch.dll
    8:39 AM [Error] Assembly referenced by RemoverTool plugin does not exist: Facepunch.Utility.dll
    8:39 AM [Error] Assembly referenced by RemoverTool plugin does not exist: Google.ProtocolBuffers.dll
     
  12. Make sure you have the version for experimental installed as it has the same name for the oxide 2.0 legacy plugin and the reference errors you are getting are legacy files.
     
  13. the problem is legacy using oxide2.0 as well therefore, plugin name need to be changed for legacy or experimental otherwise, most of the ppl will fall this mistake because nobody is looking in which section(legacy or experimental) they are reading messages
     
  14. There are a few other things that could be done as well, but yes, I see this becoming a bigger issue in the future when more and more plugins become available, at some point more and more plugins will become available for more and more games.
     
  15. Or people can open there eyes ^^
     
  16. Plugin devs should stop supporting Legacy.
     
  17. Legacy for oxide 1.18 yes
    but i actually think that legacy is still fun to play ...
     
  18. Remove is not working for spikes and barricades, i mean the normal remove(not the admin or all)
     
  19. Hello!

    I'm loving this Plugin, however it would be nice if it was a little more vanilla friendly and not as easy to wreck peoples base with it once you access their cabinet. Could you possibly make a way so you configure the amount of damage the tools used to ./remove a object with take? So like if you type /remove and hit a wall with a pickax, it takes substantial durability damage so they still have to go through tools and bring resources? As it stands right now, you could dismantle an entire base with ease and it takes no effort, strategy or materials. I understand it only takes 1 hit to remove something with the command and that's fine. But if each wall did 20-30 damage to your tool, it would suck and sort of compensate for the convenience.
     
  20. Disable Tool Cup Board use in the config file, this way players will be only able to remove what they build themselves.