Implemented instanced raids!
- For a guide on how to set them up - check discord!
Fixes:
- Mob spawner prefabs now appear in raid instances
- Fixed GUI Crash
- Fixed MapMarker related crash
- Fixed mysql failed to initialize storage backend
Economy Plugin Integration
ECOTALE
VAULTUNLOCKED
ECONOMYSYSTEM
________________________________________________________________________
You can now use your preferred economy plugin instead of the built-in economy system. Configure it with a single line in config.json:
"economyProvider": "builtin"
Supported providers:
How it works:
- "builtin" ->Default. Uses the internal NexusHyRaiders economy (no changes needed)
- "ecotale" -> Integrates with the Ecotale economy plugin
- "vaultunlocked" -> Integrates with VaultUnlocked-Hytale (works with any VaultUnlocked-compatible economy)
- "economysystem" -> Integrates with the EconomySystem plugin
- All raid rewards, market purchases, stash upgrades, VIP purchases, transfers, and admin commands automatically use the configured economy plugin
- If the configured economy plugin isn't installed, the system falls back to built-in with a warning in console
- No gameplay changes when using "builtin" - everything works exactly as before
Chest-Looting time of 5 sec is now configurable
In config.json file check:
"lootChestCooldownMs": 5000,
it's in milliseconds
500 = 0,5sec
1000 = 1 sec
5000 = 5sec
10000 = 10sec
60000 = 60sec
v1.0.4 Mapmarkers and Fixes
Features
Custom display names for extraction points
- Extractions can now have markers on the map and markers can now have custom names (e.g. "North Gate") via displayName in map JSON config or /mapedit setextract <index> <radius> <name>.
- VIP extractions show a [VIP] prefix.
Configurable toggle for player count in raid HUD
- New raidHudShowPlayerCountsetting in config (default: true). Hides the "X/Y Alive" text while keeping the rest of the HUD visible.
Fixes:
- Fixed the Searching GUI not hiding when leaving queue
Configurable Market & Crafting!
Market Page Pagination
- Market items, prices, and crafting recipes are now loaded from external JSON files (market.json and recipes.json) instead of being hardcoded
- On first launch, default files are auto-generated with all existing items and recipes - ready to edit
- Admins can now add, remove, or rebalance items and recipes
- Set buyPrice: -1 to make an item sell-only, or sellPrice: -1 to make it buy-only
UI: Queue HUD Position Fix
- The market Buy and Sell tabs now display 8 items per page with "< Prev" / "Next >" navigation buttons
- Page counter shows current page and total pages (e.g. "Page 1 / 10")
- Switching between Buy and Sell tabs resets to page 1
- Buying or selling an item keeps you on the current page
Fix: SLF4J ClassLoader Conflict
- The "Raid found!" / queue status overlay no longer overlaps with the in-game compass bar
- Moved the HUD panel down so it sits comfortably below the compass
- Fixed a LinkageError that could occur when running alongside other plugins that also bundle SLF4J
- SLF4J is now relocated to a private package namespace, preventing classloader conflicts
- This fix (should lol) work universally - no issues whether running the plugin alone or with other plugins
- Kill rewards are now split when multiple players contribute to a kill
- All players who dealt damage to a victim within the last 60 seconds receive a kill reward and a kill stat on death
- Solo kills:
full reward (50 coins, unchanged)
- Gang kills (2+ attackers): each attacker receives a reduced reward (default 50%, so 25 coins each)
- Transaction logs show "(split N-way)" for gang kills
- Combat data is cleared on death, extraction, and disconnect
New config options:
combatTrackerWindowSeconds
- how far back to track attackers (default: 60s)
gangKillMultiplier
- reward multiplier per attacker in gang kills (default: 0.5)
Extraction Teleport Fix
- Fixed a bug where players were not teleported back to the hub after a successful extraction
