Today's update includes changes to drug growing inside bases, as well as several small fixes, its main change being the movement to a newer version of PLPD Online.
Thanks all the developers who contributed to this update: @Fredy, @Carrot, @Maia, @GP.
I want to also extend a extremely heartfelt thanks to @Fredy and @Carrot for there amazing work on PLPD 2!
PLPD 2
Earlier today VanillaBear was retired it worked decently for many years, and myself and the community thank everyone who put work into it. Over the past few months we have been developing a replacement site, one that is made in languages that many members of the server's core development team know, so its support and development can continue beyond any one person. While we have performed extensive testing there will almost certainly still be bugs, please submit bug reports using the Helpdesk feature. Applications may be on a small hold as department heads work to create the applications within the new system.
Server Police Changes
You can now be both in Traffic and Patrol at the same time
New Traffic Training Situation
'Traffic Gear' is now based on wearing the high vis vest, rather then membership in Traffic
Traffic training death timer changed to 10 minutes
You can suspend people from the PD Computers without needing to go into PLPD Online
Suspended players cannot bypass suspensions by just not relogging and waiting 30m
Brute rank set correctly to SO
Several backend changes to improve further development
Property Drug Limits
To curtail excessively large groups of players basing in the same properties, per-property limits on the number of players who can be growing drugs have been added. If these limits are exceeded then all drugs being grown in the property will suffer from increasingly harsh yield penalties depending on how many additional players over the limit are growing.
This is determined by the number of players who have planters or chemical tables being used to produce illegal drugs that had drugs placed in them while they were on the property. Planters which have been brought onto the property after planting (such as those brought back from a raid) will not count towards the limits of the property they have been transferred to and will retain any yield penalties applied to them from the property they originated from.
Attempting to circumvent these penalties by intentionally planting drugs in a planter outside a property and then moving it into a property to grow and not count towards the property's limits is considered exploiting and is forbidden.
Office: 8 Players
Farm: 8 Players
Industrial Buildings (Parker, Glass Co., and Morons): 6 Players
Hungriges Schwein: 6 Players
Puffermart: 6 Players
Large Subs Houses (Subs 1-3): 6 Players
Church: 5 Players
Small Subs Houses (Subs 11, 8, 7, and 4): 4 Players
Apartments (Projex, Regals, and Slums): 4 Players
Wood Cabins: 4 Players
Trailers (Hicktown and Scrappy Joe's): 2 Players
Bazaar & Business Shops: 0 Players
Weapon Switching QoL
You can now very easily change your weapons, there are some options, you can use some of the below console commands, or do a basic version of this and use the new bind option within the F1 menu under inventory.
ph_use_primary
ph_use_secondary
ph_use_equipment
ph_use_grenade
ph_use_any
Other changes
Removed Dundreary Limousine from spawning for hard chop shop
Added slider to F1>Options to adjust sensitivity for zoomed optics
Added confirmation dialog for aborting missions that can't be immediately restarted
Made government vehicles not show in the Road Crew vehicle repair dialog for civilians
Blocked warranted players from selling properties so that ownership can't be transferred to dodge warrants
Removed force upright constraints from planters, they will now only grow when they are not significantly rotated
Controversial opinion: reset materials and firearms economy, overhaul the pricing (maybe introduce new expensive materials for the strong as fuck guns?), overhaul performance of some of the weapons (use the better viewmodels first of all and maybe overhaul how recoil generally works?). A reset sounds crazy and hell I know monolith have only just done a reset so it's pretty coincidental to even bring this up but if everyone started on a fresh path, it would be really refreshing.. snipers such as the as50, m82 etc genuinely aren't a big loss for what it does and its worth considering you can just shit out 50k these days.
the only way I'd see this actually being feasible is if V6 brings us more variety in crime as criminals to even hop back on and go hardcore. Obviously a reset ain't affecting the newer players nearly as much. The older players need new shit to main and actively or passively do to reignite their passion; else it's just the same shit starting from scratch;Raiding, Mugging, Car chopping, crafting explosives and powergrowing. I wish I wasn't able to name the main 5 crimes people do in one hand with each finger.