All Engrams

All Engrams 1.6

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Michidu

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Michidu submitted a new resource:

All Engrams - The easy way to learn all engrams

Plugin adds new chat command "/GiveEngrams" that will automatically give players all engrams listed in "Engrams.txt" file.

It already contains all vanilla engrams (including TEK). However, if you want to add engrams from mods, you will need to do it manually.

Note: This command can be used with any amount of engram points.

Configuration:
JSON:
{
  "RequiredLevel":10, // Minimum player level to use this command
  "AmountOfPoints":100 // Amount of points that player will have...
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it is a great plugin too.
but sir,i think if you could improve it,like so:
it could Unlock all Engrams,Include mods engrams,but it could set to do not Unlock all Tek Engrams,it wil be Popular and perfect,thanks.
 
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it is a great plugin too.
but sir,i think if you could improve it,like so:
it could Unlock all Engrams,Include mods engrams,but it could set to do not Unlock all Tek Engrams,it wil be Popular and perfect,thanks.
the plugin is configurable. All engrams can be removed and added to the list
 

JesterSuave

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Couple issues.
We're still getting the negative engram points bug.
Not everything put in the text file is getting picked up to unlock. Most of these items include the craftable resources like sparkpowder, cementing paste, gunpowder etc. I have checked, double checked and triple checked the entries but they still don't unlock.
I'm also having this issue with modded content. Is there a limit to how many engrams this will read?
 

Michidu

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Couple issues.
We're still getting the negative engram points bug.
Not everything put in the text file is getting picked up to unlock. Most of these items include the craftable resources like sparkpowder, cementing paste, gunpowder etc. I have checked, double checked and triple checked the entries but they still don't unlock.
I'm also having this issue with modded content. Is there a limit to how many engrams this will read?
This is weird, as plugin should change engram points amount to the positive (custom) value after unlocking all engrams.
There is no limit. But i guess you are still using wrong blueprint paths because it unlocks everything on unmodded server.
 

xsilversagex

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craftable resources is most likely because you are running a stack mod, stock mods change the engrams to child items of the original for all stack-able items (changes BP path), its the reason most mod based engram unlockers ignore stack-able engrams also
 

JesterSuave

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Ah that would explain it, we DO run a stack mod.
Some of the other items not being learned but are in the config include stuff like campfire and spear. I've changed everything's blueprint path to what is on the wiki. I'll see what I can do about finding out new BP paths for those craftables.
But yes, the negative engram points still happen. I currently have it set to give 600 points AFTER using the command (to cover the items not being picked up, it's a lot of Castles, Keeps and Forts items). It will start out correctly, but after a time and unknown circumstances it will shoot the player down to -5k (ish) engram points.
 

Michidu

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But yes, the negative engram points still happen. I currently have it set to give 600 points AFTER using the command (to cover the items not being picked up, it's a lot of Castles, Keeps and Forts items). It will start out correctly, but after a time and unknown circumstances it will shoot the player down to -5k (ish) engram points.
It seems like the game is recalculating engram points on every player join. But you can just adjust engram points in the config (so players would have enough to unlock all engrams). The other option would be to only add engrams to players inventories (the engram will still be displayed as 'not learned' though).
 

JesterSuave

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That's what I was thinking, set level 10 (the level I still have the command gated behind) to give them enough engram points to buy everything. Although, once I get all of the engrams picked up I guess the negative issue won't be a problem. I will let people know that they need to buy everything prior to signing off.

Also, the crafted item engrams being missed (paste, sparkpowder, ammo) was INDEED connected to the stack mod. Once I went through and adjusted the BP paths to Ultra Stacks they were learned correctly via command. Just something you may want to mention as a note in the description.

Thanks man
 

Michidu

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I will add an option to automatically detect and unlock all engrams (the same way as GiveEngrams console command does it). Will the function to temporarily change engram points still be useful?
 
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