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LeroyJenkins420

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Everything posted by LeroyJenkins420

  1. Changed Status from Pending to Fixed Changed Fixed In to 1.3.3
  2. sorry for my delay here @venda_vole, I was working on a large project which required most of my time. Pushing an update now to fix this
  3. Hey @sanguss pushing an update now, please let me know if you continue to experience this error. I'm assuming the Player is null when you get this message hence it throws a NRE Thank you in advance
  4. The plugin description is accurate "Build anything" the items can still be placed but with limited functionality. Electrical entities are powered via the train as stated in the description. Though I could make the limitations more clear they are very minor. I'm comparing the train to the tugboat because they're basically the same concept except you can actually place building blocks on my trains. on Tugboats you don't actually have access to electricity, industrial, water hoses, or building blocks. There are reasons why Facepunch don't allow these items on tugs, and those are the same reasons why I dont support them on Trains with the exception of Building Blocks.
  5. i'll look into this and have a fix soon, wasnt aware this was happening
  6. industrial is not supported, electrical is partially supported. Trains have the same limitations Tugboats do when it comes to these items.
  7. Changed Status from Pending to Not a Bug Changed Fixed In to 1.1.7
  8. I dont think so, my system uses completely custom build checks. I do have plans to allow customers to choose which angles are acceptable for turrets in the future though. At this time you'll have to wait for that update.
  9. Hello, apologies for my delay, i've been working a huge project. I've just re-pushed the update today which should be the right version.
  10. ah I see, if its hooked to a pump it looks like the power amount is adjusted. I will push an update soon to prevent sprinklers from being affected by this
  11. there is absolutely no way this could happen though, the only time a branch power can be changed is if its directly connected and in this case these are 2 separate systems. I'll try to mess with it some more and see if I can come up with anything. also btw the blacklist is for preventing entities from being powered/connected. I would remove sprinklers from that list
  12. Rust_2025.08.20-12.54.mp4
  13. Update: by branch array this is what I mean additionally in regards to the power not re-calculating on connection clear, you have to single click to clear the connection. This is not intended behavior and will be fixed soon. The intended behavior is to have this work when both single clicking or holding down click to clear.
  14. this is impossible. I tested on my oxide server and had no issues when connecting/disconnecting sprinklers. Sprinklers do not require power which makes me even more confused. Can you provide a screenshot of the setup or a video of the issue? also happy to hop in a call on discord if you'd prefer @schmenkins
  15. LeroyJenkins420

    Error

    Changed Status from Pending to Fixed Changed Fixed In to 1.2.2
  16. going to reply to all your comments in one comment, also in the future please use the support tab instead of discussions 1. Splitter not calculating power - this is a sub-optimal way to wire your electronics, most players will use a branch array I.E Branch > Branch > Branch > Branch where each branch out is going to the electrical entity, this is the most optimal way to wire. The plugin was not designed to work with splitters. However I will work to add compatibility for splitters in later updates 2. on disconnect it should be re-calculating your power consumption. I will have to do some testing on my end with the setup you demonstrated to see whats happening. Normally you should see something like this
  17. Oop looks like a logging statement snuck in, no worries this wont hurt anything but i'll update this shortly along with a couple other updates
  18. LeroyJenkins420

    Not working

    I was not aware this was broken, can you provide some screenshots of whats broken?
  19. LeroyJenkins420

    Bugs

    I made the trains spawn metal by default. I'll post an update soon to allow the customer to choose
  20. Did the magnet crane itself disappear or the entire car that it was sitting on? Is it possible one of your players took it?
  21. I haven't experienced the magnet crane disappearing from the trains, i'll give it a test later today to verify. as far as the MLRs truck its non functional. The trains collider prevents it from being accessed. You're welcome to disable the preset if you wish. This was added in 1.0.2 " Added 4 new wagonc presets (oreHauler, fueltanker, mlrs, and gambling wagon) mlrs is non-functional at the moment "
  22. Changed Status from Pending to Not a Bug Changed Fixed In to 1.1.6
  23. i'm not sure what you mean. Trains spawn with FLOORS on them, you then build off these floors. You DO NOT place foundation/floors on them then build, the floors are placed by default then you build off of these. If you wish to up the chance of a train spawning "built" you would up the chance in the TrainBases.json config file
  24. This is normal Facepunch behavior unfortunately. When I have some free time I will look into preventing animal AI from considering players parented to vehicles
  25. LeroyJenkins420

    Error

    @0g.Ghost.7373 try version 1.2.1 and let me know if this fixes your issue I believe the issue may have been in my recursive checks it would get stuck in an infinite loop causing the stack overflow when branches were connected in a loop.
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