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Releases: wheatleymf/Core.IO.Continued

v1.0.11

02 Dec 12:19
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December 2nd, 2023

  • Set all custom IO entities to high priority. This means that all electrical entities that are used on custom monuments will be prioritized in IO queue. This change is made for recent Rust client update that split queue to electrical (monument/deployable), liquid and industrial queues, so any custom monument puzzles won't work in the same queue type as entities deployed by players.

v1.0.10

01 Dec 18:24
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December 1st, 2023

  • Add support for all PressButton entities. This fixes an issue with some button entities that would power up target doors/other electrical component for 0.5 seconds instead of expected time period.

v1.0.9

01 Dec 18:22
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November 29th, 2023

  • Allow ent.killing IO entities.

v1.0.8

25 Nov 14:25
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November 25th, 2023

  • Fixed deployable IO entity variants decaying

v1.0.7

06 Nov 19:52
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November 6th, 2023
Another quick update that fixes an issue from vanilla game where some spawners are not working as intended.

• Plugin now handles all types of crate spawners, so if any of them have infinite respawn rate (which resulted in crates respawning way too often on some custom monuments 😦) server will automatically set proper timing

v1.0.6

06 Nov 15:51
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November 6th, 2023
This update fixes an issue with inaccessible static modular car lifts.

  • Fixed an issue with inaccessible static car lifts, players should be able to access it's menu now
  • Fixed potential NREs when processing in-game commands, plugin will always check for existence of BasePlayer. In-game commands are now allowed only in global chat
  • DDraw wires are now rendering for 20 seconds instead of just 10
  • Improved plugin stability when it's been hotloaded. Please don't update the plugin while server is up anyway, this change only ensures that server stays stable and doesn't lose recent player progress

v1.0.5

26 Oct 10:48
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October 26th, 2023
Hopefully this mod should be stable enough with no more shenanigans showing up now. I highly recommend upgrading to this version.

  • Fixed custom monument elevators disappearing after server restart
  • Plugin no longer forces server to reboot if it detects invalid elevators, if any of them are detected then server will simply destroy them and regenerate on next server restart.
  • Hopefully fixed some IO entities deployed by players ignoring building stability and other entity components, like decay system. This was the reason for floating electrical entities.

v1.0.4

23 Oct 12:50
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October 23rd 2023

This is a small update that fixes an issue with forest/crates missing after performing a map wipe. All spawnable entities should be appearing on server properly now.

v1.0.3

06 Oct 09:45
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October 5th 2023

This update provides proper support for HBHF sensor entities and makes autoturrets immune to interference limitations, implemented in recent Rust "Solid Foundations" update. More details:

  • HBHF sensors placed through editor now will properly output energy to all IO entities in chain. Output power is no longer tied to current amount of detected players, and instead provides static 10 energy points which should be enough to power up most entities. HBHF sensors deployed by players will keep working as usual, this does not affect normal gameplay.
  • Autoturrets placed through the editor are now immune to interference limitations. Regardless of your current server configuration, turrets will always ignore server-side interference checks and stay online, so you can keep placing as many turrets as you want.

v1.0.2

06 Oct 09:38
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September 27th 2023
This is a first unofficial update for this mod that fixes a number of issues with the previous public release. Compatible with the Rust server as of October 2023.

Changelog:

  • Fixed broken WireTool.CanModifyEntity patch referring to BaseEntity instead of IOEntity
  • Fixed SaveRestore.Save patch not working due to a typo in harmony patch method declaration, elevators now should be properly re-validated on every server start and shutdown
  • Insignificant changes to debug log to make some errors a bit more clear if something goes wrong (it shouldn't... I hope!)