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Perilous_Outlaw

Posted

can you add the storage monitor system to the configs?

  • Moderator
Mals

Posted

I will look into that this weekend.  Sorry I just saw this.

I am have added Neon Signs.  I found some bug with other entities and I am trying to add the mixing table.  If you can deal with some bugs and want to help test let me know.  I hope to have this all working by the end of the weekend.

Also I set the signs as always on as they are not terribly visible off during the day (especially the animated signs).

  • Moderator
Mals

Posted

Let me know if the changes work okay for you.  Storage Monitor was added.  My apologies on my slow reply.

Perilous_Outlaw

Posted

LightsOn v1.6.18' is using deprecated hook 'OnConsumeFuel', which will stop working on Monday, 01 March 2021. Please ask the author to update to 'OnFuelConsume(BaseOven oven, Item fuel, ItemModBurnable burnable)'

 

  • Moderator
Mals

Posted

Fabulous... I will fix it before then, lets hope other plugins find it.  Thank you for letting me know.

  • Love 1
eracet

Posted

Everytime the night schedule cycles. Off during daytime, it shuts off everything even those that are under protect true tags. No matter if there is items in it or not.

  • Moderator
Mals

Posted (edited)

Hi eracet.  Shoot me your config and I will debug that.

Please note running NoFuel or any other plugin that can alter fuel levels or device behaviours may result in inconsistent results if they both take action on the same device.  When configuring make sure the device is only being acted on by one plugin to avoid conflicts.

Edited by Mals
DutchPrelude

Posted (edited)

i get this now in rcon

[Lights On] PrefabSetting unknown prefab: xmas.lightstring

Edited by DutchPrelude
  • Moderator
Mals

Posted (edited)

Thanks I will address that.  it matches part of the name for the deluxe string.  I will filter that out.  Thank you for letting me know.

Edited by Mals
  • Like 1
DutchPrelude

Posted

found this little bugger hiding in the rcon 😄

[Lights On] PrefabSetting unknown prefab: table

it beats me why its trying anything with a table but it is humping the table 😄 😄

  • Moderator
Mals

Posted (edited)

That is super odd on the table... I will try to reproduce that one and fix it.... doh, fixed.

Edited by Mals
  • Like 1
Fusion 3.64

Posted

Would you be willing to put a line for hobobarrel_static and hobobarrel.deployed? That way I can run the world barrels and leave the players alone.

  • Like 1
  • Moderator
Mals

Posted (edited)

makes sense now there are two types.  Pushed out.  Sorry it is slow, very busy weekend for wife's streaming.

Edited by Mals
  • Like 1
iLakSkiL

Posted

Electric Heaters have been given a passthrough now. If you allow them to not need power, then they output unlimited power out of the passthrough.

  • Moderator
Mals

Posted

Odd it is unlimited, I will look into this.

iLakSkiL

Posted

I'm not sure it's "unlimited" but I guess it's still free power, so you could potentially just have a thousand electric heaters giving out unlimited net power

  • Moderator
Mals

Posted (edited)

I've been working on a fix and adding the new boombox and microphone stand but was not able to complete testing yet.  I hope to push it out next weekend.  I have also greatly reduced the power going to devices so if they attach to the pass through it is a lot less.  Ultimately I want zero coming out of pass through as that is not intended behaviour.

Edited by Mals
  • Like 1
  • Moderator
Mals

Posted (edited)

Sorry for the delays, with the surge in COVID cases work has been very busy. 

I could not get the Microphone stand working but did add BoomBoxes. since they feed out to other devices I set them high in output, but make that configurable in the json.

I adjusted all power settings down to the bar minimum to make it so no power spilled out to be exploited.  For devices that are not at a minimum their power amount is in the config.

My apologies on slow fixes, I only have a half day off Saturday and Sunday now so not a lot of time to work on plugins.

Edited by Mals
  • Like 1
FuelStream

Posted

Any chance we could get protection for fuel driven light sources and devices such as Candles, Lanterns, Chinese lanterns, Jack-o-lanterns, Fog machines, Snow machines etc. ?

So if containing fuel and turned on by a player they won't turn off in the morning.
On servers and custom maps that are dark, and for players living in caves etc., it's annoying that their light sources turn off in the morning even though no light is present.
This should of course only apply to items that have fuel and has been turned on by the player.

  • Moderator
Mals

Posted

Honestly I leave them always on to be nice to cave dwellers.  I'll look to see if I ignore devices with fuel in them.  Would you want them to turn on at night and stay on in the day if fuel is present.  Or just simply ignore ones with fuel present?

FuelStream

Posted (edited)

On 8/10/2021 at 1:17 AM, Mals said:

Honestly I leave them always on to be nice to cave dwellers.  I'll look to see if I ignore devices with fuel in them.  Would you want them to turn on at night and stay on in the day if fuel is present.  Or just simply ignore ones with fuel present?

Sorry for the late response.
Ignore the light sources with fuel in them would be a solution.
Problem with that is that when players craft ex. a Lantern it comes with some fuel in it and they would then have to know that they should remove that fuel in order to get the "auto night turn on".
Best solution would be to ignore items turned on manually by a player and then when manually turned off go back to "auto night turn on",  but that's probably not technically possible.

Edited by FuelStream
  • Moderator
Mals

Posted

Sadly that would require tracking each light source with fuel which would balloon the memory usage which I am keen to avoid.

I could add a parameter so it ignore ones with more than one fuel (not change their state).  Some light sources require one fuel to work [silly quirk].  That would mean any fueled device would burn fuel through the night.  Depending on stack size and gather rates that could be an issue.  My fuel stacks are 50,000 and my gather rate is around 4X so it could work on mine, but I kept it simple.

Always on has the lowest server overhead as there is not two toggles per day, just the normal sweeper to fix states.  But I know a lot of people love seeing the lights come on at night, it is more "real".

FuelStream

Posted

2 hours ago, Mals said:

Sadly that would require tracking each light source with fuel which would balloon the memory usage which I am keen to avoid.

I could add a parameter so it ignore ones with more than one fuel (not change their state).  Some light sources require one fuel to work [silly quirk].  That would mean any fueled device would burn fuel through the night.  Depending on stack size and gather rates that could be an issue.  My fuel stacks are 50,000 and my gather rate is around 4X so it could work on mine, but I kept it simple.

Always on has the lowest server overhead as there is not two toggles per day, just the normal sweeper to fix states.  But I know a lot of people love seeing the lights come on at night, it is more "real".

Would that parameter mean that light sources would burn fuel down to 1 and then turn off when the plugin normally turns lights off and if the player needed more light for ex during daytime they would just have to put more fuel in than the 1 that's in there and it would then keep burning until down to 1 again ?

That would actually be an amazing solution and easy for players to understand, and the player that never need daytime light would never know that anything changed.

My players love the lights at night (we only have non-electric lights on night mode), and it does give that awesome atmosphere on the map.

 

  • Moderator
Mals

Posted

Just to be clear.  With this option it would burn fuel if there is more than one in it, even at night.  When it ran out of fuel it would naturally go out.  At night the sweeper would pick it up as off and without fuel and turn it on.  And it would go out at dawn due to no fuel.

FuelStream

Posted (edited)

49 minutes ago, Mals said:

Just to be clear.  With this option it would burn fuel if there is more than one in it, even at night.  When it ran out of fuel it would naturally go out.  At night the sweeper would pick it up as off and without fuel and turn it on.  And it would go out at dawn due to no fuel.

Exactly ! 🐵
That would be a perfect function in my opinion.
Players could then with enough fuel (and high stacks) have light sources burn around the clock for days.

Edited by FuelStream

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