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Repairable Flag issues

Pending 1.0.2

Somescrub
Somescrub

Posted

This may be more of an issue with customitemdefinitions, but I am surfacing it here first since it affects items created via this plugin. 

While testing custom wearable items created via CustomItemManager + CustomItemDefinitions, I found a consistent behavior difference based on the custom definition’s Repairable flag:

If a custom wearable is defined with Repairable=true, when condition reaches 0 it behaves like normal Rust clothing: it remains equipped and shows as broken (red exclamation), rather than disappearing.

If the same item is defined with Repairable=false, once condition reaches 0 it is removed from the wear container (appears to “poof” rather than remain broken). In our case, this removal could also coincide with other worn items being displaced/disappearing when stacking/combination plugins were present (likely due to wear/equip refresh events firing at the same moment).

For reference, this was occurring when I also had custom clothing combinations loaded - though the issue only surfaces when toggling the repairable flag in CIM.

In CustomItemDefinitions, definition.repairable is applied directly to the underlying ItemDefinition.condition.repairable, so this is not just “can’t repair at a bench” — it seems to change runtime condition behavior.

Workaround: For any custom item intended to be worn and allowed to reach 0 condition without vanishing, Repairable=true must be set (even if actual repair is undesired). I didn't really want these items repairable, but unless I have them set to true they end up vanishing (and taking other worn items with them) when reaching 0 durability. 

Somescrub

Posted (edited)

Here is a (bad) video example from one of my players, which shows when the custom item hits 0 durability (right) - then poofs and takes his jacket with it. These did not drop to the ground - they actually get deleted.

Edited by Somescrub
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