Anti Structure Mesh [Ends with meshing!]

Anti Structure Mesh [Ends with meshing!] 1.7

Pelayori

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Pelayori submitted a new resource:

Anti Structure Mesh - End with people meshing foundations and any kind of structures once and forever!

End with people meshing foundations and any kind of structures once and forever!

This plugin will prevent structures from being meshed!

FEATURES:

-Asynchronous mesh detection: server won't lag at all when multiple checks are running at the same time due to the use of multi threading.

-Detection algorithm: Plugin uses my custom-built algorithm with almost 95% accuracy when it comes to mesh...
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Pelayori

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highbass

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why this plugin is so expensive? make this free for community or at least lower the price. 39.90€ is too much!
 

Pelayori

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why this plugin is so expensive? make this free for community or at least lower the price. 39.90€ is too much!
This plugins are made to offer the best quality possible, and I offer an outstanding support in my discord server which also is included in the price.

I also offer 8 day trials for all of my paid plugins in which you can decide if it's worth or no.

If you don't want to pay the price, you are always welcome to make your own plugins :)
 

NL.gamer.pro

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When you buy a plugin you get (Mostly) Premium support and the best quality plugins, I can imagine if Pelayori puts a lot of effort in some plugins he wants something in return, so he can maintain the plugin.

I use this plugin for a decent time and have had 1 issue and got fixed next update.

Pelayori, Keep up the good work!
 

Pelayori

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When you buy a plugin you get (Mostly) Premium support and the best quality plugins, I can imagine if Pelayori puts a lot of effort in some plugins he wants something in return, so he can maintain the plugin.

I use this plugin for a decent time and have had 1 issue and got fixed next update.

Pelayori, Keep up the good work!
Appreciate it!
 

jayhamilton96

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Hey!

Quesiton about the plugin - How is this different from the server setting Collision Building = true.

Is it just being able to toggle collision on/off for certain structure blueprints? Or is it more.

Thanks
 

Pelayori

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Hey!

Quesiton about the plugin - How is this different from the server setting Collision Building = true.

Is it just being able to toggle collision on/off for certain structure blueprints? Or is it more.

Thanks
Plugin does not enable vanilla collision, it uses a custom algorithm that checks if structures has been placed under the mesh, even with collision off if structure is visible (for example, c4 able, damageable, etc.). If it's not visible or under the mesh it will be destroyed, and given back to player inventory

Mainly this is designed to being able to have Vanilla Collision system disabled on the server and no undermesh structures can be placed in 95% of instances. It also has a webhook to log all antimesh triggers and ignore list for some problematic structures that do not have collision and therefore can't be identified by the plugin.
 

Pelayori

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Pelayori updated Anti Structure Mesh with a new update entry:

Improvements, fixes and new additions.

- Improved mesh detection algorithm, now it's faster and more reliable. Also, a big rework of it is being worked on.
- Fixed a crash that occured while checking for mesh.
- Added several options to allow deciding easier which structures should be checked
- Added option to enable Vanilla Collision system on Teleporters, turrets and any other desired structure
- Added a config_help.json file with explanations of all config values
- Added compatibility mode for Vanilla Collision system...
Read the rest of this update entry...
 

Pelayori

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Pelayori

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308
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Website
store.pelayori.com
Pelayori updated Anti Structure Mesh with a new update entry:

Vanilla Collision ignore for places

- Added new command "/collisionreport", will send a webhook to server admins, with player character name, steamid64, map and coords of the zone that triggers collision in a wrong way.

- New config values:

JSON:
"AntiStructureMesh": {
"Collision_Report_WebhookURL": "", // URL of the webhook to send the collision error reports (/collisionreport) to.
    "Collision_Report_WebhookMessage": "Player {0} ({1}) is reporting collision error in {2} at coords: {3} @everyone", //...
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Pelayori

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Pelayori updated Anti Structure Mesh with a new update entry:

1.4.1

It is recommended to install this new version

- Changed authorization method to be way more reliable, it won't crash if auth server can't be reached. Update to this as soon as possible because auth server address will be moved soon, and previous versions may have problems with newer auth server.
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Pelayori

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Pelayori updated Anti Structure Mesh with a new update entry:

BETA 1.5

- Fixed webhook formatting.

- Optimized overall plugin performance by improving several areas of it.

- Redesigned detection algorithm, this should be more accurate and more performance friendly.

This new algorithm is under beta test, so it might have some wrong detections. Please get back to me with said false detections.

- Optimized how config lists (Ignore, CheckOnly, etc.) check for suitable structures. This lists also...
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Pelayori

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Pelayori updated Anti Structure Mesh [Ends with meshing!] with a new update entry:

1.5.4

1.5.4:
- Fixed some algorithm bugs

- Fixed lag when placing a lot of structures

1.5.3:
- Fixed issues with placing structures on platform dinos

- Fixed issues with webhook formatting (non compact mode)

- Fixed webhook coords not being correct

1.5.2:
- Fixed several bugs with detection algorithm. It should now be as accurate as it was before the beta.
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Pelayori

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Pelayori updated Anti Structure Mesh [Ends with meshing!] with a new update entry:

1.7

  • Improved performance of the mesh detection algorithm, also cleaned up the code and made it more efficient.
  • Added new config for linked structures: "CalculateLimitOfSameClassStructures": false, // If true it will only check for linked structures of the same type
  • Fixed only core structures config values, they should be taken in account correctly now.
  • Potential fix for auth code, some users would get hang at load.
Read the rest of this update entry...
 
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