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tacman1981

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Everything posted by tacman1981

  1. hey, i saw you put out an update and still never fixed the stacking issue. you should really consider this as i have tested it for almost 2 whole months and never had a single conflict. i fear installing this update will make it start happening again. i even fixed the problem for you and you just ignore it....
  2. i suggest you fix the stacking issue that loottable users experience. with the fix i gave you in the support request about the very same issue, you have to reverse the dictionary check compared to how its being done now or it will just keep spamming new stacks of items inside of the furnace, which wont stack on the same items, consuming slots and turning them off prematurely.
  3. is it possible to get an option for players to toggle the status bar off if they dont want to see it?
  4. The latest version does not compile, it is the same error as it was on staging Error while compiling JetPack: 'JetPack.MovableBaseMountable.GetDismountPosition(BasePlayer, out Vector3, bool)': no suitable method found to override | Line: 1111, Pos: 34
  5. ive seen it happening after exploring my live server logs. is there any complaints about it not working after this error? this particular output is the output in the "catch" but it should have been followed by an error type as in {ex.Message} which is blank in my findings too.
  6. ok, this patch requires adding as an update, so there is no more conflicts with loottable and random items being unstackable inside upgraded furnaces. it stopped happening once i added the above patch, should also be universal to fix all stacking issues across the board.
  7. i guess this is when the christmas drops happen maybe?
  8. tacman1981

    IQAlcoholFarm

    Is it possible that we can get a fix for stacks when plugins are limited to a specific amount, with no wiggle room? When buying from Ivan and choosing more than 1 jug, for example, it will still only give a single jug due to limitations of the stacks. What i propose is, checking the max stack size and giving them either in singles or just refuse the UI to increase for items with stack size 1.
  9. it doesnt let players connect, since the mod never finishes loading, due to the lack of said config file i do not want loading screen messages, but im forced to make a config file just to get the basic functionality that i bought it for
  10. so now because of changes you added, i am no longer able to use it, since you no longer support the basic version that i want
  11. it does not create the config that it looks for, resulting in the DirectoryNotFoundException.
  12. its hard to know for sure. I had to modify it to stop conflict with loot table plugin stacking. I have given the developer the modification I used so maybe it will be fixed to work with all of them at some point.
  13. ok, its been almost 2 weeks and i have no more reports or visual observations where the stacks are splitting at random. this is definitely the fix for the stacking issue
  14. tacman1981

    Unity Error

    Changed Status from No Response to Fixed Changed Fixed In from 2.1.0 to 2.1.2
  15. Changed Status from Work in Progress to Fixed Changed Fixed In from 2.1.1 to 2.1.2
  16. Changed Status from Fixed to Work in Progress Changed Fixed In from 2.1.0 to 2.1.1
  17. hopefully 2.1.1 fixes this issue.
  18. tacman1981

    Unity Error

    Changed Status from Can't Reproduce to No Response
  19. tacman1981

    Unity Error

    Changed Fixed In from Next Version to 2.1.0
  20. tacman1981

    Unity Error

    Changed Status from Pending to Can't Reproduce Changed Fixed In to Next Version
  21. Changed Status from Can't Reproduce to Fixed Changed Fixed In from 1.6.0 to 2.1.0
  22. this should have been fixed in the latest version
  23. tacman1981

    Unity Error

    does this happen regularly? ive done some testing and cant replicate it. do you use any custom crate types in config?
  24. private object CanStackItem(Item source, Item target) { if (source == null || target == null) return null; if (!_furnacesData.ContainsKey(source.uid.Value) || !_furnacesData.ContainsKey(target.uid.Value)) { return null; } else { return false; } return null; } I basically flipped your check to prevent the conflict, so far so good.
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