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Everything posted by LeroyJenkins420
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so sorry I missed this, but i'm not quite sure I understand what you're saying here @Flammable. Is this in regard to the blacklist? If so the blacklist is meant to prevent those components from being wired. EX you might want to disable siren lights from being wired but not placed. This is because siren lights serve a functional purpose however they can create lag when powered. Preventing them from being powered allows players to still place them but not activate them. Hope this helps!
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Adding this here for visibility. The issue the customer was experiencing was caused by the fact they'd added this mid wipe (which is fine) however they already reached max train pop which resulted in no additionally trains being able to spawn. This prevented my plugin from ever having the chance to spawn new ones as it hooks into the native OnEntitySpawned logic. If you are going to add this plugin during a wipe cycle use the /killtrains command to kill existing trains on the server allowing new ones to start spawning.
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sent you a message cars will not always spawn with floors unless you increase the chance percent in config to %100, by default its %50. to manually spawn a train type in f1 console "spawn [train name]" EX: spawn wagonc you may need to spawn it multiple times to get one with floors or your desired preset. Presets can be disabled or their weighted modifier modified to increase chance of that preset spawning (in the preset file). by default anytime a traincar spawns it will have a chance of being upgraded into a preset train. This again is all based on the chance modifier in the main config file. If this still doesnt help let me know and I can work with you further on discord. Cheers, Leroy
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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.
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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
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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 "
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1. There is no need to wipe the map, plugin is plug and play 2. on server restart there have been times where trains dont get initialized properly but reloading the plugin fixes it entirely 3. this is a known bug and i'm working on a fix 4. trains that are buildable have sheet metal skins, I made this change so people can't grief the trains by going around and destroying the twig floors before building. 5. If you find any conflicting plugins i'd love to know! Thank you for your feedback
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Hey @0g.Ghost.7373 the plugin has been updated to now do exactly this! Anytime an entity is connected whether it be in the middle of a wire network, beginning, or end the power is automatically calculated for the entire branch of the network. I'd greatly appreciate if you could leave a review if you like the update!
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Absolutely agree and this is ideally my end goal, unfortunately the IO system can be quite messy to work with. I've currently got an update where I've accomplished this however I'm working to also adjust power when the wire is disconnected too so not only will it increment when new consumers are added into the line but also decrement appropriately too. for any non customers reading this I'm considering increasing the price to $9.99 when this update releases, so get it now while you can for a discount!
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it figures out what is needed for that branch so for example if I connect an auto turret up it'll auto set the branch to 10 power because this is whats required to run the auto turret. If I connect any other entity it will set the branch to the required power for that entity. The default config value isn't used right now, im going to release an update tonight to fix this. I went out of town shortly after publishing this and then got super sick when I got home so I havent had a chance to update it. Feeling much better now so i'll work on this tonight in regards to the simple light using 2 power I have logic in place if the consumption Amount < 2 it'll set it to 2. I swear the branches used to use 1 power but now after reviewing it seems they have 0 power usage. I cannot remember exactly why I added this logic, but I know there had to of been a reason. I will remove this logic and test functionality, if all is fine then the next update will set simpleLights and any other source < 2 to the appropriate amount. apologies for any inconvenience and I appreciate you reaching out. Keep in mind the passthrough isnt calculated currently, so if you string multiple lights together you'd need to still calculate this number and set this amount. In this next update I'll work to add logic to calculate passthrough amounts too!
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You cant place a wall in that manner, the train HAS to have floors on it. Either find a train with floors or spawn one by doing spawn [train name] EX: spawn wagonc you might need to spawn the wagon a few times as its chance based, or you can of course adjust the chance in config. This is a common misconception about the plugin. Not all trains spawn with floors, though if you want them to you can easily change this in the config
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Version 1.3.3
63 downloads
Auto Branch intelligently sets branch power to match whatever the branch is connected to, including upstream/downstream IOEntities. With no permissions required and a simple setup, it's plug-and-play ready for any server. Config "Default Branch Amount": 10, "IOEntity BlackList (prevents from being powered)": [ "example1", "example2", "For ShortNames Go to:", "https://docs.carbonmod.gg/references/items/", "https://www.corrosionhour.com/rust-item-list/", "autoturret" ]$9.99 -
Hey @DangerKittie8083, I understand your concerns, and thankfully this plugin requires absolutely NO map editing. This means it should work without issue for you, if you do encounter any issues I'm happy to provide support . Keep in mind if you wipe the map the trains that players built will not stay. Trains will however persist through restart, and server crashes.
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Hello @Klyowa did you delete the config files from the previous update? If you are performing a fresh install of the plugin there should be no issues. If you continue to have issue though feel free to also reach out to me on discord @Schmenkins Also moving forward if you have issue, could you open a support request to make it easier to track and not clog up discussions?
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Plugin that stops parachute from detaching from player
LeroyJenkins420 replied to ChardaZAR's question in Support
This is a small snippet from the config "Parachute Settings": { "Dismount on Collision (Default true)": false, "Can Equip Mid Air (Default false)": false, "Max Velocity (Default 13.5f)": 13.5, "Bypass Repack (Default false)": false, "Disable Landing Animations (Default false)": false, "Condition Loss Per Use (Default .2f)": 0.2 } -
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