I was being uncooperative with unionization efforts manually before, but I've been able to make some small edits to this source to use it as an API, so now I just skip union contract signings automatically.
The code is VERY clean, too, so even if you don't want to make any edits, it is very easy to read through to understand how to make sure is_staff_paid is ture.
Incredible to see this at play. Feels like something that Zachtronics would be happy to see. I haven't spent nearly enough time digging into this, but I still wanted to recommend that belt-carried items should respect the "Item Entity TTL" config, or at least their own setting that does something similar. Feels like having belt-carried items carry on into perpetuity is potentially abusable? Apologies if I am missing some existing function that does this.
I'm glad someone else appreciates squished visuals. One issue, though. It seems like the collision height is wrong - if you set it to 0, the player can crouch to phase through any wall.
collisionbox = { -0.3, 0, -0.3, 0.3, 0, 0.3 } -- Colisión más baja al agacharse
Try instead:
collisionbox = { -0.3, 0, -0.3, 0.3, 0.95, 0.3 } -- Colisión más baja al agacharse
simplifies modding a bit
I was being uncooperative with unionization efforts manually before, but I've been able to make some small edits to this source to use it as an API, so now I just skip union contract signings automatically.
The code is VERY clean, too, so even if you don't want to make any edits, it is very easy to read through to understand how to make sure is_staff_paid is ture.
Wow!
Incredible to see this at play. Feels like something that Zachtronics would be happy to see. I haven't spent nearly enough time digging into this, but I still wanted to recommend that belt-carried items should respect the "Item Entity TTL" config, or at least their own setting that does something similar. Feels like having belt-carried items carry on into perpetuity is potentially abusable? Apologies if I am missing some existing function that does this.
Hope this mod sees further development!
nice
I'm glad someone else appreciates squished visuals. One issue, though. It seems like the collision height is wrong - if you set it to 0, the player can crouch to phase through any wall.
Try instead: