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LeroyJenkins420

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Everything posted by LeroyJenkins420

  1. 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
  2. Rust_2025.08.20-12.54.mp4
  3. 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.
  4. 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
  5. LeroyJenkins420

    Error

    Changed Status from Pending to Fixed Changed Fixed In to 1.2.2
  6. 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
  7. 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
  8. LeroyJenkins420

    Not working

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

    Bugs

    I made the trains spawn metal by default. I'll post an update soon to allow the customer to choose
  10. Did the magnet crane itself disappear or the entire car that it was sitting on? Is it possible one of your players took it?
  11. 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 "
  12. Changed Status from Pending to Not a Bug Changed Fixed In to 1.1.6
  13. 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
  14. 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
  15. 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.
  16. LeroyJenkins420

    Error

    Could you screenshot some of their electrical systems and paste them here?
  17. LeroyJenkins420

    Bugs

    @DrayTemplar @Zelious, @ninco90 has asked for a video of this behavior. If one of you can provide this to him/us i'd be happy to work to make the two compatible
  18. LeroyJenkins420

    Bugs

    Hey @DrayTemplar, after looking at your plugin list again it looks like another customer had the same issue as you and found BetterTC to be the cause of their issue
  19. LeroyJenkins420

    Bugs

    of course, it shouldnt be acting like that, I feel like enhanced hammer might be interfering. When I tested the plugin earlier on Oxide and Carbon I had no issues. Granted I had 0 other plugins installed. try disabling enhanced hammer or other plugins that use the building system and see if the issue is resolved
  20. LeroyJenkins420

    Error

    Hey @0g.Ghost.7373, I just tested this on Oxide and I dont get the same error/s can you tell me a bit more about how to re-create this? plugin compiles successfully, and attaching wires works properly too
  21. LeroyJenkins420

    Bugs

    Changed Status from Pending to Fixed Changed Fixed In to 1.1.6
  22. LeroyJenkins420

    Bugs

    tested in 1.1.6 and all seems stable. Closing this support request
  23. LeroyJenkins420

    Bugs

    Hello @DrayTemplar, try version 1.1.6 and let me know if you have the same issue please. V1.1.6 was just released this morning. the plugins you're running do not seem to be the issue. Let me know if you still have this issue with the latest version
  24. Changed Status from Pending to Fixed Changed Fixed In to 1.1.6
  25. Fixed this in 1.1.6 Please let me know if you experience otherwise
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