Recent content by KimchiKowboy

  1. KimchiKowboy

    Thinking About Getting This Plugin, Any Thoughts?

    thank you for the reply. is it possible to turn off the limit to building on vine trees?
  2. KimchiKowboy

    Suggestion Auto-Generate Volcanoes on Each Wipe

    great. i'll check back later. that would seal the deal for me i think.
  3. KimchiKowboy

    Thinking About Getting This Plugin, Any Thoughts?

    looks like a neat plugin but is it worth the cost when you can achieve the same thing for free by turning off stability? not to mention build on any tree...
  4. KimchiKowboy

    Suggestion Auto-Generate Volcanoes on Each Wipe

    will there be an option for random placement in the future? i would love to buy this but if it's going to require me to jump through hoops and manually place every wipe it isn't worth the cost to me...
  5. KimchiKowboy

    Bunk Beds

    i would love to see a bunk bed plugin
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Chat commands start with a /, while console commands can be entered directly in the F1 console or server console. Use find <keyword> in console to search for available commands related to the plugin. Parameters in < > are required, while [ ] are optional.
This plugin uses Oxide's permission system. Grant or revoke permissions using oxide.grant and oxide.revoke. You can assign them to individual players or groups using their Steam id or group name.
Settings are stored in the config file found under the config/ directory. You can edit this file manually, then reload the plugin to apply your changes.
Persistent data is saved in the data/ directory. This includes things like saved settings, usage stats, or player progress depending on the plugin. Deleting a data file will reset stored progress or customizations.
Language files are located in the lang/ folder. To translate messages, copy the en.json file into your target language folder (e.g. fr, de) and edit the values. Reload the plugin after changes to apply new messages.
This section lists public methods exposed by the plugin for use in other plugins. You can call these via the CallHook method. Ensure the plugin is loaded before calling its API to avoid null reference errors.
These are custom hooks that other plugins can listen for. Simply define a method with the same name and expected parameters in your plugin to handle the event. Hooks are triggered at key moments and are useful for extending or reacting to plugin behavior.
These hooks are injected into the game's code using Harmony. They let the plugin run code at key points in the game's internal logic. You can return values to block or modify behavior. Use with caution — these are powerful and can affect core mechanics.
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