More fire and radiation settingsSuggestion

First of all I'd like to thank you for adding this to the plug-in, it works perfectly!! :)

"Drop : Spawn only 1 entity on trigger": true,    //Made possible by krunghcrow

I was thinking it would be neat to add a new Fire settings that would allow you to select the oil barrels only.
maybe even have its own drop count.

oil_barrel.prefab
assets/bundled/prefabs/radtown/oil_barrel.prefab

  "Fire Settings": {
    "Use oil barrel only": true/false,         // Barrelless potential spicy's features
    "Drop : Count random per x barrels": 1,    // Barrelless potential spicy's features
    "Fire (Large) : Chance on spawn (1-00)": 1,
    "Fire (Medium): Chance on spawn (1-00)": 2,
    "Fire (Small): Chance on spawn (1-00)": 3
  }
}

and if you're able to do that then maybe even doing something for radiation on radiation barrels.
It would have an option to select radiation barrels only as well and its own chance to spark an event.
partial example from Nuke Weapons by k1lly0u

loot-barrel-2
assets/bundled/prefabs/autospawn/resource/loot/loot-barrel-2.prefab
loot_barrel_1
assets/bundled/prefabs/radtown/loot_barrel_1.prefab

    "Radiation Settings": {
      "Radiation : Chance on spawn (1-00)": 0,    // Barrelless potential spicy's features
      "Use radiation barrel only": true/false,    // Barrelless potential spicy's features
      "Drop : Count random per x barrels": 1,     // Barrelless potential spicy's features
      "Intensity": 70.0,  //BY k1lly0u
      "Duration": 25.0,   //BY k1lly0u
      "Radius": 20.0      //BY k1lly0u
    }

Anyways this plug-in is in my top 5 favorites and thank you for taking the project over.

great suggestions i was thinking the same for the `Fire Barrels`

HMMMM radiation as in a temp radiationzone around it ?tough one ill have a look :)

yes. no thoughts on the other features. Barrel type selection.

Merged post

I got the fire settings to work this is how. the pleb addition.

first I copy the plug-in and renamed it to BarrellessOil.cs as well as changing the name in the code.

    [Info("BarrellessOil", "LizardMods", "1.0.0")]
    [Description("Entities spawn after player destroys a barrel")]
    class BarrellessOil : RustPlugin
    {
        #region Variables
        /*Random object*/
        System.Random rnd = new System.Random();
        /*prefab strings*/
        const string bearString = "assets/rust.ai/agents/bear/bear.prefab";
        const string boarstring = "assets/rust.ai/agents/boar/boar.prefab";
        const string chickenString = "assets/rust.ai/agents/chicken/chicken.prefab";
        const string wolfString = "assets/rust.ai/agents/wolf/wolf.prefab";
        const string scientistString = "assets/prefabs/npc/scientist/scientist.prefab";
        const string peacekeeperString = "assets/prefabs/npc/scientist/scientistpeacekeeper.prefab";
        const string zombieString = "assets/prefabs/npc/murderer/murderer.prefab";
        const string scarecrowString = "assets/prefabs/npc/scarecrow/scarecrow.prefab";
        const string airdropString = "assets/prefabs/misc/supply drop/supply_drop.prefab";
        const string beancanString = "assets/prefabs/weapons/beancan grenade/grenade.beancan.deployed.prefab";
        const string fireString = "assets/prefabs/npc/m2bradley/oilfireball2.prefab";
        const string fire2String = "assets/bundled/prefabs/oilfireballsmall.prefab";
        const string fire3String = "assets/bundled/prefabs/fireball.prefab";
        //files
        const string file_main = "BarrellessOil_players/";

next I changed //check if entity is a barrel.  so that it would only count oil barrels.

            //Checks if entity is a barrel.          
            //if (!entity.ShortPrefabName.StartsWith("oil-barrel") && !entity.ShortPrefabName.StartsWith("oil_barrel") && entity.ShortPrefabName != "oil_barrel")
            //    return;
            if (!entity.ShortPrefabName.StartsWith("oil-barrel") && !entity.ShortPrefabName.StartsWith("oil_barrel") && entity.ShortPrefabName != "oil_barrel" && entity.ShortPrefabName != "diesel_barrel_world")//diesel_barrel_world test

initially it didn't seem to work. but after I changed this cofig to false it worked.
"Drop : Spawn only 1 entity on trigger": false,
so now I have two plug-ins running at the same time, Berrelless and BerrellesOil doing kind of the same thing but with independent Barrel counts.
also let me be clear this is my covid boredom. I'm sure whatever you cook up will be a million times better. lol

fire settings have been added ...radiation....no eta
5ef119a35c4fb.png krunghcrow
fire settings have been added ...radiation....no eta

This is going to be cool