Tear It Up!

This allows a player to tear up a blueprint and get fragments back.

Total Downloads: 2,194 - First Release: Aug 18, 2015 - Last Update: Nov 3, 2015

5/5, 12 likes
  1. DaBludger submitted a new resource:

    Tear It Up! - This allows a player to tear up a blueprint and get fragments back.

    Read more about this resource...
     
  2. I love it!

    BUT, too hard to teach to newb players on sever. 60% of my server was having a hard time understanding how to lookup then tearup, ended up removing it.

    Would be cool if you could just add a tear up slot next above the "Study Blueprint"
     
  3. how do you use it?? lol
    [DOUBLEPOST=1439883621][/DOUBLEPOST]I see how it works... its an awesome idea but way to complicated for my players as well.. I agree with sams2. please add a option to click a button. Im going to remove for now but will be watching this.
     
  4. I second this!
     
  5. Since there is no documentation on how to use this plugin.

    You can use the command /tearup in-game, to get blueprint fragments back. There is no config file that will be generated. You are expected to change the values inside the plugin itself.
     
  6. so I can go into the .json and change the names of the items to a custom name?
     
  7. to complicated for players. removed. also may want to put instructions on the plugin page.....
     
  8. Thank you all for the feed back. I will be releasing a new version that has a configuration file and in the file you will be able to set the min and max multipliers, along with custom names for BPs. I'm looking into adding a new UI button when a player selects a BP, but that will be in a later update.
     
  9. Thanks DaBludger! Great job on this plugin!!!! Would also be cool if you could tear up pages/books/libraries into a 75% loss of frags
     
  10. Just a fair warning here... http://oxidemod.org/plugins/moegicbox.1296/ had this feature as a beta test on my server for a couple hours...... I removed it because it was extremely prone to abuse. Players would make bullets, convert them to blueprints (they are so cheap!) and then just recycle the blueprints for quasi-infinite fragments.

    I guess one could address this (like, have stackable items give back amount / stackable.... but still, there are a lot of extremely cheap items out there that don't stack which could be abused in the same way (lantern just to name one, lots of clothing items, etc).
     
  11. I could make another list of items in the configuration that would allow you to set the number of frags the player would get back like for pistol ammo could return 1 fragment.
     
  12. Yeah, just wanted to warn you about that loophole.. It can throw the balance off on a server pretty quick. Best would be to go on a case by case basis and manually set a value for each then perhaps have a multiplier in the config so admins could boost/reduce the returns. One thing is sure, without fixing this, it's bar open on fragments and this is amplified on high gather server.
     
  13. Thanks for this plugin, but it's not working on my server, I get this error everytime someone try to use the command :

    Code:
    [Oxide] 6:18 PM [Debug]   at Oxide.Plugins.TearUpBP.getItemId (System.String name) [0x00000] in <filename unknown>:0  at Oxide.Plugins.TearUpBP.TearupCommand (.BasePlayer player, System.String command, System.String[] args) [0x00000] in <filename unknown>:0  at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 65)
    
     
  14. I will look into this error tonight. Thank you for posting it.
     
  15. Thanks, good look with it :)
     
  16. Does everyone on the server get this or just one time thing.
     
  17. Everyone, for multiples BP (bullets, pistols, ...)
     
  18. DaBludger updated Tear It Up! with a new update entry:

    1.5.0

     
  19. Upon reload :
    Code:
    > oxide.reload "TearUpBP"
    [Oxide] 6:57 AM [Error] Plugin failed to compile: TearUpBP (leaving previous version loaded)
    [Oxide] 6:57 AM [Error] TearUpBP plugin failed to compile!
    [Oxide] 6:57 AM [Error] TearUpBP.cs(6,49): error CS1525: Unexpected symbol `0'
    Thanks for the work ! :)

    EDIT : "Fixed" by editing the Version by turning it into a String.
    Code:
        [Info("Tear Up BluePrints", "DaBludger", 1.5.0, ResourceId = 84123)]
    to
    Code:
        [Info("Tear Up BluePrints", "DaBludger", "1.5.0", ResourceId = 84123)]
     
  20. DaBludger updated Tear It Up! with a new update entry:

    1.5