Twig Cant Stay

Twig Cant Stay 1.1.1

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Limits the number of twig blocks a building can have
This plugin prevents excessive use of twig blocks by setting a limit on how many can be placed in a building. Once the limit is reached, existing twig blocks must be upgraded or removed before new ones can be placed.

Raiders are excluded from this restriction and can build twig roofs freely on the base they are raiding.

Permissions

  • twigcantstay.ignore - Players with this permission can place unlimited twig blocks.

Configuration

JSON:
{
  "Version": "1.1.0",
  "Maximum Number Of Twig Blocks Allowed Per Building": 16
}
  • Maximum Number Of Twig Blocks Allowed Per Building - Specifies the maximum number of twig blocks that can be placed in a single building.

Localization

JSON:
{
  "CannotBuildTwig": "You cannot build more twig blocks in this building. The limit of {0} has been reached. Upgrade or remove existing twig blocks to build more."
}
Author
VisEntities
Downloads
24
First release
Last update

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Also by VisEntities

Latest updates

  1. 1.1.1

    Fixed compatibility issues with Carbon.
  2. 1.1.0

    Added new permission twigcantstay.ignore allowing players to exceed the twig block limit.
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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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