ARK: Survival Evolved

ARK: Survival Evolved

Capitalism Currency [OPEN SOURCE] (Discontinued)
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Update: Dec 9, 2018 @ 11:59am

  • fixed issue with NPCTrader bank account usage, it now subtracts given amount and does not empty the balance
  • refactored Bank2 interface functions to make it more reliable and less error prone in the future

Update: Dec 8, 2018 @ 2:05pm

  • Fixed TradeActor crafting requirements for GloryCoins, so that exact class match is required
  • DinoGarage, fixed issue where rafts still did get a DinoUniqueID item assigned
  • Bank2, added a new option to disable subcoin deposit and withdraw
  • Bank2 refactoring concerning currency balance precision issues with bigger numbers and decimal places
  • Bank2 implemented new interface function to unify currency calculations
  • Bank2, corrected Admin total currency sum calculation
  • Bank2, added a warning for users. As soon as 10 mil+ is in input field it will say that currency might get lost due to limited inventory space/slots
  • Bank2, added functionality for admin to zero out an account balance if 1.0 in percent was typed in and take button pressed

Update: Dec 1, 2018 @ 5:18pm

  • Created new sub coin type, Silver = HonorCoin (1,000 = 1 GC)
  • Created new sub coin type, Copper = BloodCoin (1,000,000 = 1 GC)
  • Added new gus.ini option to rename HonorCoin
  • Added new gus.ini option to rename BloodCoin
  • Fixed NPCStructure decay timer to use metal one
  • MarketIronTorch, fixed range input widget number localisation issue
  • Bank2 updated deposit and withdraw for own account, to incorporate HonorCoins and BloodCoins
  • Bank2 added new internal blacklist to ignore settings for specific item types, like Honor- and BloodCoins, since they are a sub type of GloryCoins
  • Bank2 added new subroutine to auto iterate through player inventory and automatically depositing Honor-, Blood-, and GloryCoins to the GloryCoin balance
  • NPCStructure does now keep its custom name
  • NPCStructure, fixed issue with wrong SnowOwl and Velonasaur egg template entries (CCMI)
  • AITweakerImplant, fixed issue where an implant from a dead dino did apply the old stats to the next living dino
  • Added a new option for the NPCStructures to convert Honor- and BloodCoins back to GloryCoins (Exchange Coin Change - MUE)

Update: Nov 13, 2018 @ 12:21pm

  • Deco Actors pickup delay fix
  • NPC Trader, bug to exploit Sell Trade Actors was fixed (Thx @Poseido for reporting)
  • Decorative Actors can no longer be placed on other team structures, except the Decorative Dino Table
  • Fixed issue, that Decorative Actors can now be cheated in as expected

Update: Nov 10, 2018 @ 8:29am

  • NPCStructures, fixed head masking issue so that HomoDeus helmet skin is working properly
  • DinoGarage, added hide mouse on player buff deactivation and increased delay for widget removed mouse hiding
  • ItemIconViewer, added filter on icon and item name in top left corner of widget as well as additional options (it's only intended to be used as icon export feature)
  • CapitalismBuff, does now check if player is logged out and resets is admin flag
  • DinoGarage, Kairuku does now get displayed as laying eggs correctly
  • DinoGarage, fixed issue with imprinting quality displaying as 10000 percent
  • DinoGarage, fixed issue that starved dinos did not die as expected
  • NPCStructures, added distance to size curve for TradeActorType icon for CCMI system preparations
  • NPCStrucutres, added option to show TradeActorType icon as CCMI system prep
  • NPCStructures, do now indicate TradeActorType as HUD text as well as delivery cycle, as CCMI system prep

Update: Nov 2, 2018 @ 1:18pm

  • LootSystem removed game.ini option for using old scan logic
  • LootSystem sphere overlap dino scan logic was removed, since it did cause issues
  • LootSystem fixed issue where dinos were falling out of the sky if ran out of stamina, failing bolas and not throwable fishing rod
  • Created new Item Icon Viewer widget to export *higher* resolution icons more easily
  • NPCStructures, adjusted eye color presets to exceed color values of 1.0, giving it more contrast
  • NPCStructures also adjusted color sliders for better eye color distribution
  • NPCStructures, corrected floating HUD, so that MUE is now accessible while looking at the face of the NPCStructure
  • Bank 2, made style change choosable for owner instead of admin only
  • Bank 2, added new customization option to scale actor size
  • MaleNPCTerminal structure got removed and replaced by Capitalism Terminal Structure to reduce inheritance chain on NPCStructures, this included a complete reprogramming and refactoring
  • Capitalism Terminal fixed issue with item verifier, that all items were displayed as not transferable
  • NPCStructure, implemented struct *CCMI_TradeActorTemplateList* and populated it with known TradeActor information
  • NPCStructure and AdminTable, deleted no longer existing FlamekeeperAtrifact entry
  • Created new decorative AdminTable actor
  • Created new decorative AdminTerminal actor
  • Created new decorative ResearchTable actor
  • Created new decorative ResearchTerminal actor
  • Created new decorative PropsTable actor
  • Created new decorative PropsTerminal actor
  • Created new decorative AdvancedPlayerTable actor
  • Created new decorative AdvancedPlayerTerminal actor
  • Created new decorative CooledPlayerTable actor
  • Created new decorative CooledPlayerTerminal actor
  • Created new decorative PlayerTable actor
  • Created new decorative PlayerTerminal actor
  • Corrected Hologram text and placement of Terminal actors
  • Created new decorative CropBuyTable actor
  • Created new decorative CropBuyTerminal actor
  • Created new decorative CropSellTable actor
  • Created new decorative CropSellTerminal actor
  • Created new decorative EggBuyTable actor
  • Created new decorative EggBuyTerminal actor
  • Created new decorative EggSellTable actor
  • Created new decorative EggSellTerminal actor
  • Created new decorative MeatBuyTable actor
  • Created new decorative MeatBuyTerminal actor
  • Created new decorative MeatSellTable actor
  • Created new decorative MeatSellTerminal actor
  • Created new decorative ResourceBuyTable actor
  • Created new decorative ResourceBuyTerminal actor
  • Created new decorative ResourceSellTable actor
  • Created new decorative ResourceSellTerminal actor
  • Created new decorative CustomBuyTable actor
  • Created new decorative CustomBuyTerminal actor
  • Created new decorative CustomSellTable actor
  • Created new decorative CustomSellTerminal actor
  • Created new decorative DinoTable actor
  • Refactored NPCStructures interface for idle animation
  • NPCStructures do now reapply haricut and color upon server restart
  • NPCStructures prepared making TradeActorType choosable
  • NPCStructures prepared that with active TradeActorType, delivery timer gets displayed
  • DinoGarage can now recognize S+ feeding troughs
  • NPCStructures prepared option that admin can exclude it from AutoPriceCalc
  • NPCStructures can no longer be destroyed or picked up via MUE as soon as TradeActorType was chosen
  • NPCStructures do now get initialized with unique trade actor ID
  • NPCStructures prepared automatich delivery queuing to CCMI_Processor
  • NPCStrucutres prepared autoremoval of orders through CCMI_Processor removal queue upon destorying or TradeActorType change
  • DinoGarage excluded rafts from DinoID scan so that the one inventory slot doesn't get occupied (normally for one gasoline stack intended)
  • DinoGarage added logic to bypass reconnect restrictions as admin for problem solving purposes - with 5 min warning message

Update: Oct 19, 2018 @ 1:39pm

  • Added the old LootSystem scan logic back
  • Added game.ini option for LootSystem to use old scan logic instead of player buff sphere overlap (old one is slower); game.ini option -> UseDinoDirectScan=false
  • LootSystem refactored old scan logic
  • LootSystem completely deactivated buff ticking of dino and player buffs

Update: Oct 13, 2018 @ 2:57pm

  • Refactored LootSystem to add sphere overlap events on players
  • Refactored LootSystem dino buff to implement interface, reducing hard referencing between classes
  • Created a new interface for LootSystem player buff to reduce hard referencing between classes, increasing overall stability
  • LootSystem got a massive performance and dino scan speed increase due to major scan logic refactoring -> now version 4.0 of LootSystem scan logic

Update: Sep 30, 2018 @ 3:17am

  • DinoGarage does now correctly collect one egg stack of a kind
  • Bank 2 does now catch empty or not resolvable currency entries and does not attach them to active currency settings
  • Bank 2 Admin Tab, issue that currency cannot be deleted is solved

Update: Sep 22, 2018 @ 3:25am

  • DinoGarage now enforces dinos to can take damage on beeing downloaded
  • MarketAreaEnabler does now remove its own decay timer too, if structures in area should get protected
  • NPCTrader, refactored CustomBuyTable/Terminal ItemRating parser to take different number formats into account
  • DinoGarage fixed issue where one fertilizer convertion tick did completely fill the inventory
  • DinoGarage refactored fertilizer convertion logic to further preserve server performance
  • DinoGarage fixed issue where poop for fertilizer classes couldn't be found
  • DinoGarage fixed issue where one egg stack was exceeded
  • DinoGarage does now prevent egg stack splitting
  • DinoGarage added capability to support modded dung beetles, for future mod supports
  • DinoGarage further performance refactoring for background worker
  • DinoGarage fixed case where garage was removing poop but didn't convert it into fertilizer