Recent content by VisEntities

  1. VisEntities

    Suggestion Simplify Console Output During Backup

    Sure thing, I can add an option that shows a summary of the backup instead of all the details
  2. VisEntities

    Solved Barges plugin throws Cannot convert type 'BaseEntity' to 'Oxide.Plugins.ChickenCoop'

    Yeah that's not a very ideal solution, I'll send you the renamed version of the plugin on Discord for now until I get a chance to update it properly here
  3. VisEntities

    Suggestion Add Support for Static Refineries at Monuments

    Sure thing, coming in the next update
  4. VisEntities

    Planned Assistant NPC That Farms Wood, Stone, etc. for You

    It's definitely high on my todo list, I might start working on it in May, the idea I have in mind goes a bit deeper than just sending orders to an NPC, so stay tuned ;)
  5. VisEntities

    Bunk Beds

    I have had this idea in mind for a while, and I think I saw Facepunch experimenting with something similar during one of their hackweeks, ut it wasn't clear if they'll actually add it to the game. So I would say let's wait and see what they end up doing
  6. VisEntities

    Suggestion Send Clones to Backpack

    Sure, I'll take a look at it
  7. VisEntities

    Suggestion Add Support for XPerience Plugin

    Sure thing, coming in the next update
  8. VisEntities

    Not an Issue No Helicopter Tiers Generated After Install

    You need to create the tiers using the command: cht.tier create <tierName> All the info you need is in the documentation, so be sure to give it a read
  9. VisEntities

    Solved Barges plugin throws Cannot convert type 'BaseEntity' to 'Oxide.Plugins.ChickenCoop'

    Looks like I'm stuck having to rename the plugin anyway
  10. VisEntities

    Solved Barges plugin throws Cannot convert type 'BaseEntity' to 'Oxide.Plugins.ChickenCoop'

    It's happening because the plugin name is the same as Facepunch's internal class name for their chicken coop. He just needs to apply the edit I showed you to address it And if he says I need to rename my plugin, nope, not happening, mine was around before Facepunch even added their chicken coop 😆
  11. VisEntities

    Solved Compatibility with Better Loot and Selling Helicopters Through Shops

    Absolutely, you just drop the call command into your shop plugin, works no problem. CHT also has its own built-in shop UI if you'd rather use that, both options are available. Check out Calling Helicopters via Plugins for more details ;)
  12. VisEntities

    Suggestion Cooldown for Opening Armory

    Sure, will be added in the next update
  13. VisEntities

    Suggestion Add Option to Disable Smoke Effect but Keep Building Sound

    It's not possible since the sound and smoke are part of the same effect, they can't be separated
  14. VisEntities

    Gamemode Aim Train - 1.4.0

    Added new button for opening armory box, shown only if the Armory plugin is loaded. Fixed an issue where bots would look too far up or down while moving toward their destination. Bots now detect if the trainee is standing in their path and sidestep instead of passing straight through. Bots now...
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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.
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.
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. Make sure 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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