Timber [Obsolete]

Makes trees and cacti fall before being destroyed.

Total Downloads: 2,223 - First Release: Jul 21, 2017 - Last Update: Aug 28, 2017

5/5, 29 likes
  1. best plugin with worst optimization
     
  2. Come back with evidence, complaints do nothing for me or anyone else, and maybe find a non-shared host if that is your problem. I have more important things to be doing over searching for some small quirk in the code, other then spawning stumps for large trees everything is configurable and when setup right can do a range of things and not mess with other plugins like Zlevels. There is little I can do about null populations in the console, but honestly its not a big deal. I might add 'hitsStanding' and 'hitsFallen' one day but honestly Helk will probably get to adding a effect for trees into Rust before I can add two features.
    Unless a update breaks the plugin or if you find out how to reduce 'lag' from Timber, your comments don't matter.
     
  3. For the first part of the statement, this is for the mass majority of the people and give my honest opinions about it. Did I tag you and let you know I was talking to you? I bet not. Don't assume things just because you feel offended. Second part about if my comments "mattered", by saying that you're telling me every single one of the comments in here had a informative solution and has contributed to be part of the development community; or at least, somewhat helped you out? Quit the jokes. Who told you if everyone who post their opinion about this was meant to matter? Who's to say what should matter and what shouldn't? You?

    Edit: and for the most obvious part, everyone has similar complaints to an issue that we can't solve, if we could you wouldn't exist, people would simply just create something better than this plugin and push you off the edge. By no means this is meant to be offensive. I'm just stating the very reason why people haven't "solved" the issue and are here to complain, if we solved you wouldn't be here. It would be another developer in the game.
     
  4. is there a way to only have the visual of the tree falling, but not changing any of the chopping? It's conflicting with another script.
     
  5. have u try to edit this:
    Code:
        "harvestStanding": 0.5,
        "harvestFallen": 2.805,
    in this: ?

    Code:
        "harvestStanding": 1,
        "harvestFallen": 1,
    1 = 100% so u have no changing in chopping
     

  6. awesome, thanks.
     
  7. Interesting bit of information. When Timber is used in combination with WoundedScreams. The trees sometimes scream when they fall.

    Edit. Okay. I should pay more attention.
     
    Last edited by a moderator: Oct 15, 2017
  8. Hmm. Interesting bit of information if you actually read the overview of plugins that you are installing on your server you would know what options are configurable. Maybe pay more attention to detail, and perhaps your life?
     
  9. every tree or just every X tree ? i dont use the WoundedScreams, but u have in the Timber config this:

    Code:
    "screamPercent": 0.03,
    have u set it maybe to 1.0
     
  10. Okay. I need to pay more attention. I just put it in and ran it. Didn't bother with the config. And some of you need to cut back on your sodium intake.
     
  11. Solid Plugin. Doesn't stray away from the game much but adds a cool feature. Running on my server maintaining 50 pop with 120k ents and no performance issues with this plugin. Solid donation to the developer. Thanks for your good work @Mattparks
     
  12. Love the plugin, but been seeing a weird script run in console:

    Code:
    assets/bundled/prefabs/autospawn/resource/v2_arid_forest/palm-6.prefab (Spawnable) Population is null, entity spawned from outside the spawn handler?
    Is this normal or am I missing a dependency on my server.
     
  13. Same for me, what we need to do ?
     
  14. hiya guys getting this error inconsole

    Code:
    (15:06:34) | Failed to call hook 'OnEntityKill' on plugin 'Timber v0.1.8' (NullReferenceException: )(15:06:34) | at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr)
      at UnityEngine.Component.GetComponent[FallControl] () [0x00000] in <filename unknown>:0
      at Oxide.Plugins.Timber.OnEntityKill (.BaseNetworkable entity) [0x00000] in <filename unknown>:0
      at Oxide.Plugins.Timber.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00000] in <filename unknown>:0
      at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00000] in <filename unknown>:0
      at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00000] in <filename unknown>:0
      at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00000] in <filename unknown>:0
     
  15. look like you are using older version of timber, current version of timber is 0.1.11
     
  16. oh bummer i never even noticed it haha
     
  17. Rust also added timber itself. Now we have like 2 effects what to do :)
     
  18. personally i like this mod better but how is this mod working for you with timber installed?
     
  19. hi, can u maybe use the rust falling effect now and then leave the tree on the ground ?
     
  20. Hi my friend, nice profile picture :) ROG as always! Currently all timber plugin users are having issue like double falling effect. It seems rust devs arent good enough to make new topple feature. I would go for Timber plugin instead of their new update.