-
Posts
2,108 -
Joined
-
Last visited
-
Days Won
17
Content Type
Profiles
Warranty Claims
Downloads
Forums
Store
Services
Downloads Plus Support
DOWNLOADS EXTRA
Everything posted by ZEODE
-
I don’t think you are, that error was fixed in 1.2.19. Have you checked the plugin which is loaded on your server to see what the version number it reports is? Also, you haven’t given any details or info of when and how often you see this message, or what was occurring when you saw it.
-
What version of the plugin are you guys using, please check
-
I’ve been away, I will be home tonight and will look into it. Any other info on when and how this error happens would be helpful.
-
Previous placed electronics not upgrading tiers
ZEODE replied to KingSizeKevin's Support Report in Support
It’s working as intended, the only bug I found was that when the permission was removed, it did not remove the buffs on the electrical entities. In all my tests everything else works as intended, and not the permission system works properly too. do you use the Xperience plugin? There seems to be some conflict there as reported by another user. -
Not with any kind of control, the vending machine would treat each type the same as a normal supply signal I believe. Tbh I haven’t looked into it. There may be vending machine plugins out there to control custom item.
-
Changed Status from Pending to No Response
-
- 307 comments
-
- #bradley
- #bradleyapc
- (and 14 more)
-
Did you try with solar panels and wind turbines. I found it was those two entities that were having issues?
-
Please upload your config file for me to check out
-
Changed Status from Pending to No Response
-
Changed Status from Pending to Not a Bug
-
Have you tested without XPerience loaded, does the plugin work as it should in that case? I will be looking into this later tonight after work.
-
Changed Status from Pending to Work in Progress
-
I found the relevant changelog for XPerience which fixed the issue when server owners aren't using the Electrician skill: https://codefling.com/plugins/xperience?changelog=11097 The bit in particular is this: "Fixed entities being effected when Electrician max level set to 0" This is my support thread I posted to them about this issue, since they know their plugin maybe they could see easily if they accidentally made changes that reversed the fix from before or if there is another issue? I would recommend raising this with the dev of XPerience and mention that it seems to be happening again and affecting IO entities even with the Electrician skill disabled. https://codefling.com/files/support/7489-electrician-skill-maxlvl-0-but-still-affecting-ioentities/ Maybe the dev can check your config for XP plugin to make sure it looks good too. I had a quick look at the XP plugin code and nothing obvious is jumping out at me, so I will also check out my plugin again when I am home in a couple of days to make sure there is no issue my end. Let me know if you get any news too.
-
- 429 comments
-
- 1
-
-
- #helicopter
- #helicopters
- (and 17 more)
-
- 429 comments
-
- 2
-
-
-
- #helicopter
- #helicopters
- (and 17 more)
-
Oh, there used to be a conflict with XPerience a while ago but thought it was fixed, maybe they changed something again. I will look into it, but yeah, that used to be an issue if you had electriction skills enabled. Even disabled it used to still alter, but I thought the guy patched
-
- 429 comments
-
- #helicopter
- #helicopters
- (and 17 more)
-
- 429 comments
-
- #helicopter
- #helicopters
- (and 17 more)
-
- 429 comments
-
- 1
-
-
- #helicopter
- #helicopters
- (and 17 more)
-
Thanks for the report, I am working on an update to address another bug with power remaining after perm removed for solar panel and wind turbine, so I will look at this too.
-
I've answered you several times. I have started working on it, I don't have an ETA as it's going to be a huge update IF I can work out how to make the AI better. The plugin is sold as is, yes it's maintained and there will be updates. But I am not setting a timescale. I work a full time job, have young kids and a family life which is priority, always. I also have other plugins which break with Rust changes/updates which also require my time. Now, I'm not going to keep repeating myself. That is my position on things, an update will happen, but there is no ETA and it wont come any faster just because you keep asking. That's just the way it is my guy, life is busy.
- 307 comments
-
- 2
-
-
- #bradley
- #bradleyapc
- (and 14 more)
-
- 429 comments
-
- #helicopter
- #helicopters
- (and 17 more)
-
You are incorrect, which is causing hook conflicts with all the other plugins out there which use that hook correctly, so it does matter. The maintainer of your abandoned free version has already corrected this. Yes, returning false will override default behaviour, but with the conflict issues. we see. Ultimately I don't care if you correct it or not, your customers are the ones who will have to deal with the conflicts you cause. I am just raising it to let people know it's not an issue with my plugin, so they can take it up with you. I'm out.
- 202 comments
-
- 2
-
-
- #stacks
- #rust stacks
- (and 22 more)
-
Well, since then I decided not to and you didn't reply to me so I am doing my way. Because there is no reason to change since my config option is already there to handle it. I will update my documentation to reflect that and highlight it for people who don't see it. I will instead add a check to only act on HeliSignal items (supply signals) but this will still conflict until you fix your return value from that hook. On another note, you STILL have not addressed your incorrect usage of the concerned hooks, which is after all the reason for the conflict in the first place. Yet you continually do not respond to this issue. Will you fix the error in your return code for CanCombineDroppedItem ??
- 202 comments
-
- 1
-
-
- #stacks
- #rust stacks
- (and 22 more)