Recycle

Recycle crafted items to base resources

Total Downloads: 3,965 - First Release: Aug 11, 2015 - Last Update: Apr 1, 2018

5/5, 12 likes
  1. Yeah don't worry about the warning.. I'll fix it next version
    [DOUBLEPOST=1439881627][/DOUBLEPOST]
    You can do it, but the box auto-chooses what you get. If you have an item at 100, 200, 300, 400, 500 hqm and put 345 hqm in, you won't be able to choose between the 3 items, it will just pick the first in the list and give you that (in this case, 3x of the first item and a 45 hqm refund).

    You could just have different boxes for different things to get around that.
     
  2. Question, if an item cost lets say 100 wood and I give it 200 wood, do I get the extra 100 back?
    I need to check but I think the box is stealing from me.

    also do you have a list of what the recycler takes as items? users keep asking.
     
  3. On the cost question it will find the first item in the list that has at least that amount and give as many as the price allows (in your exanple you would get 2x the item).

    The recycle list is simple, it recycles all that is craftable.
     
  4. Deicide666ra updated MoegicBox with a new update entry:

    1.0.1

     
  5. ok im a lil slow on this.. how do I make it to where lets say 10k high quality metal gives you one sup signal?? please with instructions! I love this plug so far
     
  6. Like this:

    Code:
      "TradeLists": {
        "signalList": {
          "Offers": [
            {
              "Price": {
                "DisplayName": "High Quality Metal",
                "Amount": 10000
              },
              "Reward": [
                {
                  "DisplayName": "Supply Signal",
                  "Amount": 1
                }
              ]
            }
          ],
          "Listname": "signalList"
        }
      }
    For this to work though you need your stacks to be at least 10K, otherwise they'll never be able to pay the amount.
     
  7. this would be your config file
    Code:
    {
      "TradeLists": {
        "list1": {
          "Offers": [
            {
              "Price": {
                "DisplayName": "High Quality Metal",
                "Amount": 10000
              },
              "Reward": [
                {
                  "DisplayName": "Supply Signal",
                  "Amount": 1
                }
              ]
            },
          ],
          "Listname": "list1"
        },  },
      "BoxLinks": {
      },
      "RefundRatio": 0.75,
      "RecyclerPrice": {}
    }
     
  8. ty im going to try it!
     
  9. is it not possible for this to be made compatible with clanforge?
     
  10. What have they done to mess it up this time? Seriously that host needs to find a new business venture they are terrible at hosting.
     
  11. The overview page says its not compatible due to it using a different method to create config files, I requested it to be added but got a negative response. :(
     
  12. I can try converting the load/save to use the new functions that have been recently added to config, but I got reports Cornucopia is also causing issues on clanfail because they use a non-standard folder for configs.
     
  13. I had to open a ticket and explain a couple of times what they needed to do, but Cornucopia should work for everyone now, if they remove and re-add it.

    If you get a good support agent, they can help with most stuff.
     
  14. Hey, I'm having an issue with the plugin. The message comes up on the box Trading Bota Bagx1 etc. but nothing happens when I put one in the box.

    Code:
    {
      "TradeLists": {
        "list1": {
          "Offers": [
            {
              "Price": {
                "DisplayName": "Bota Bag",
                "Amount": 1
              },
              "Reward": [
                {
                  "DisplayName": "Wolf Headress",
                  "Amount": 1
                }
              ]
            }
          ],
          "Listname": "list1"
        },
        "list2": {
          "Offers": [
            {
              "Price": {
                "DisplayName": "Cloth",
                "Amount": 500
              },
              "Reward": [
                {
                  "DisplayName": "Animal Fat",
                  "Amount": 250
                }
              ]
            },
            {
              "Price": {
                "DisplayName": "Animal Fat",
                "Amount": 250
              },
              "Reward": [
                {
                  "DisplayName": "Cloth",
                  "Amount": 500
                }
              ]
            }
          ],
          "Listname": "list2"
        },
        "list3": {
          "Offers": [
            {
              "Price": {
                "DisplayName": "Metal Fragments",
                "Amount": 2500
              },
              "Reward": [
                {
                  "DisplayName": "Assault Rifle",
                  "Amount": 1
                },
                {
                  "DisplayName": "5.56 Rifle Ammo",
                  "Amount": 100
                }
              ]
            }
          ],
          "Listname": "list3"
        }
      },
      "BoxLinks": {
        "(864.4856;22.84717;-831.9566)": "list1"
      },
      "RefundRatio": 0.5,
      "RecyclerPrice": {}
    }
     
  15. Headdress not Headress :)
     
  16. HA! Thanks. I swore I double checked that. Any chance of adding an option to hide the notification when you find a box? I'm using it for quests and I'd like to not completely spell everything out for the players.
     
  17. I'll take it in consideration for the next version. In the meantime you could just comment out that line in the code :)
     
  18. looks like this mod is broken with current update: Oxide version: 2.0.1425, Rust Protocol: 1323

    [Oxide] 8:18 PM [Warning] Waiting for another application to stop using script: MoegicBox
    [Oxide] 8:18 PM [Error] Exception while resolving plugin references (NullReferenceException: Object reference not set to an instance of an object)
    [Oxide] 8:18 PM [Debug] at Oxide.Plugins.Compilation+<Prepare>c__AnonStorey1.<>m__0 (System.Object _) [0x00000] in <filename unknown>:0
    [Oxide] 8:19 PM [Debug] Load requested for plugin which is already loading: MoegicBox
     
  19. Working fine on mine, that looks more like a compilator issue than a plugin issue...
     
  20. So I keep getting these compiler issues with every other mod I load. only way to fix is to restart my server
    [DOUBLEPOST=1443924434][/DOUBLEPOST]is there a way to see if I have the write compiler files? maybe a manual copy yesterday messed this up