ARK: Survival Evolved

ARK: Survival Evolved

Capitalism Player Trader [OPEN SOURCE] (Discontinued)
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Update: 27 Feb, 2017 @ 12:19pm

New features
  • reduced source code by ~ 65% - got rid of all copy waste, due to centralizing code into father class and function libs
  • added pickup delay of 1 sec
  • programmed completely new logic to auto contract all items of a kind (including quality check) - affected hereof are AdvancedPlayerTable and CooledPlayerTable
  • added new logic to enable users to cancel all contracts at once - affected hereof are AdvancedPlayerTable, CooledPlayerTable and DinoTable
  • created new input widget to enable users to choose stack size which should be contracted, that means, you can now sell e. g. 5 stone for 1 coin in The AdvancedPlayerTable - also affected of this change is the CooledPlayerTable
  • added information if dino is fertile or not to dino contracts (with color code green if so and red if not)
  • due to the reason that the DinoTable now inherites from my centralized father class, the feeding trough logic was rewritten by myself... so now you will see a DinoTable symbol above your dinos if the get food and a coins symbol if they are contracted
  • added gus.ini option that admins can choose wether DinoTables should feed dinos with real food or just with coins (default is that 1 coin equals 10 food)
  • added new gus.ini options to adjust contracting and feeding range of DinoTable (default range is 5000 - should not be set > ~15k cause this will most likely be out of rendering range)
  • CooledPlayerTable now has a new option to choose in the MultiUseEntry (radial menu if you keep E pressed) if it should be battery powered or by power grid
  • got rid of Linux part of this mod since even my Test-Linux-Server does only use the Windows branch... this reduced the size by half
  • added new AntiFraud system, to prevent fraud against the license of this mod
  • finalized phase 2 of implementing TradeLog statistics

Bug fixes and other changes
  • removed ForceUpdate button of PlayerTable, added auto update every 2 sec, only if not in stasis mode
  • Changed logic of identifying contracts completely to resolve the issue of vanishing items on server restart, caused by overriding the custom item id
  • sanitized clean up logic for orphaned contracts and items without contracts but existing contract ids to resolve issue of items getting deleted mistakenly
  • completely reworked dino scaning logic to solve issue of not detecting some dinos in range (restrictions are still that the dino should not have a saddle or costume equiped, is not contracted by another table and you are allowed to unclaim dinos)
  • the new contract id logic also solves custom receipt, fishing rod and veggie cake server crashes
  • changed logic for force unlock table if wildcards offline raid protection is active (experimental)