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BlackLightning

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Everything posted by BlackLightning

  1. This error means the plugin failed to display the player's Economics balance on the bag upgrade screen because it was too large for a 32-bit integer to hold. I can fix this, but it wouldn't be the cause of their balance being so high. When a number jumps really high, one possibility is that it under flowed and wrapped around to the max value. I suggest you check any config that subtracts Economics balance to see if you might be withdrawing a negative amount somewhere.
  2. BlackLightning

    gather mode bug?

    Changed Status from Pending to Can't Reproduce
  3. BlackLightning

    gather mode bug?

    I'm glad to hear it's working now. I'm not sure what could have caused this issue in the first place, but I'll leave the ticket open for a few days in case you encounter it again.
  4. BlackLightning

    gather mode bug?

    I'm not aware of any reason that the default profiles would behave differently than custom ones in regard to gather mode. Can you share your config? I can try to reproduce the issue on my side using your custom bag profiles. Would be great if you could test the default profiles on your end as well to see if those work.
  5. BlackLightning

    gather mode bug?

    It sounds like a bug. At least, the expected behavior is for the fish to go into the bag. I just tested and wasn't able to reproduce this issue. I tested using the preset Food & Medical bags (shouldn't matter what type of bag it is, as long as it accepts the item), spawned in some fish, dropped them and then simply picked them up. The fish went into the empty Food & Medical bag that I was wearing in the backpack slot. I also tried wearing the bag in a non-backpack slot, having the bag in the belt, and having it in the main inventory. I also tested by actually fishing. I also tried disabling "Player wearable bag limits" feature in case that was related. Same result in all cases, the fish always went into the bag. In your case, since having a fish in the bag seemed to resolve the problem, it sounds like maybe the plugin thought the bag was in Gather Existing mode rather than Gather All mode, but I've never heard of that issue happening before.
  6. BlackLightning

    RPC Error

    Changed Status from Pending to Closed Changed Fixed In to 1.8.2
  7. BlackLightning

    RPC Error

    Which version are you using? People were experiencing similar issues which should hopefully have been addressed in v1.8.2 and newer. According to the download history on CF, you haven't downloaded the plugin since I released v1.8.2 so I presume you are still running an older version.
  8. That issue is resolved in v1.3.1, and I cannot reproduce it using latest Oxide (2.0.6119, Rust 2519.246.1). You may have other buoyancy-related plugins that cause the same issue. I heard one server owner had 3 plugins causing this issue, so the errors went away only after unloading all of them.
  9. BlackLightning

    Bag of holdings

    Changed Status from Pending to Closed Changed Fixed In to 1.8.1
  10. BlackLightning

    Bag of holdings

    This is resolved in the latest version of the plugin, which was released shortly before the Rust update a few hours ago.
  11. Hi, unlike the Backpacks plugin, which has a dedicated storage container for each player, and which saves backpack contents in a data file to remember them between plugin reloads, Bag of Holding bags are simply items with containers inside them, using the same vanilla capability as weapons that have attachments, water jugs that contain water, etc. As a result, there is no need for the plugin to store the contents in a data file since Rust knows how to save it. If you want to view the contents of the bags currently in a player's inventory, you can just use the Inventory Viewer plugin to remotely open their inventory, then click on the bags and open them. If that is not possible because the bag cannot be found, then there isn't much the plugin can do to help, as that would be the same as losing any item. For what it's worth, I haven't heard this brought up as an issue before.
  12. Yes, I plan on maintaining it at least through end of 2025. As for integration with vanilla backpacks, so far it doesn't seem like much will be possible. To open a backpack, the player must click on the backpack while equipped, which shows a container on the left of the inventory. It doesn't appear to be possible for the server to detect that event as it is client sided, so I won't be able to draw any UI over there. At best, we can probably change the visual backpack feature currently in the plugin to show the new backpacks instead of the parachute.
  13. I'm not planning anything in particular at this time, given that it's still a few weeks out and subject to change of course. I'll have to do some experimentation to determine what's actually possible to modify, but I'm open to feedback about what people would like to see.
  14. Changed Status from Pending to Closed
  15. I don't think it's possible for this plugin to cause NRE errors. At the end of the day, this plugin just changes the value of a numeric property on each industrial conveyor. NREs happen when an object is unexpectedly null, which this plugin shouldn't be able to cause.
  16. I've never seen a plugin do that. The simplest way to do it would be to make a plugin which sets the IO spot's type to Generic. Since there is no wire tool or entities which use that, instead of seeing the white blocks for those connection slots, you will see nothing.
  17. 1. Not exactly. Players can carry as many empty bags as they want, but they can only place items in as many bags as you allow through the configuration. 2. Yes, following the instructions for "realistic backpacks" will achieve this.
  18. That is possible, but is out of scope for this plugin.
  19. Changed Status from Pending to Can't Reproduce
  20. That issue hasn't been reported yet, but now that you mention it, I think that could be an issue when you have configured the wearable bag limits separately (latest feature released hours ago) since it splits container supervisors which gather mode uses to know which containers to monitor. I'll take a look and figure out a solution in the next few days.
  21. Have you made any progress troubleshooting this issue on your end?
  22. I just tested and did not find any issues with the attack helicopter. I had no other plugins loaded, only Buoyant Helicopters, then I spawned a new attack helicopter, I landed it on the water's surface, dismounted to allow the engine to shut off, mounted again, started the engine and flew away. Are you using any other plugins that affect the attack helicopter?
  23. I am currently away on holiday. I will be back tomorrow and can investigate then to see if I can reproduce the issue. It's possible that I overlooked this issue before (if it's a shortcoming with this plugin) because I may have been testing with another plugin installed at the time that covered up the issue such as Underwater Vehicles.
  24. Thanks for the report! I've released the v1.6.2 update to resolve this.
  25. Yes, those things are all possible with this plugin. Here's an example of the highlighted parts of the config that you would need to change. ... "Player bag limits": { "Default limits": { "Max total bags": 0, "Max bags by category name": {} } }, ... "Backpack bag limits": { "Default limits": { "Max total bags": 0, "Max bags by category name": {} } }, ... "Default container bag limits": { "Default limits": { "Max total bags": 3, "Max bags by category name": { "generic": 1, "armor_clothing": 1, "food_medical": 1, "items_construction": 1, "resources_components": 1, "weapons_tools": 1 } }, "Bag limits by permission": [ { "Permission suffix": "vip", "Max total bags": 6, "Max bags by category name": { "generic": 1, "armor_clothing": 1, "food_medical": 1, "items_construction": 1, "resources_components": 1, "weapons_tools": 1 } } ] }, This example will allow all storage containers to store up to 3 total bags, but at most one bag of each category (regardless of size). Containers placed by players with the bagofholding.limit.container.vip permission will be able to hold up to 6 bags, but still at most one of each category. Note there are currently some limitations which might be applicable to your use case. You cannot limit bags by bag type, only by bag category. For example, the Small Generic Bag and Medium Generic Bag are different bag types but in the same category called "generic", so if the "generic" bag limit is set to 1 in a given container, it can't store both those bags at once, even if the total bag limit for the container is higher. If you want a precise limit of 1 Small Generic Bag and 1 Medium Generic bag, there is no way to define that precise combination. I could potentially extend the plugin in the future to allow limiting specific bag types, if there is sufficient justification. Bag limits inside other bags is not subject to permission. You can control how many bags can be stored in a container, with different limits according to permission, but you cannot control what happens inside those bags according to permission (you can control it, but it's a global setting for that bag type).
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