After the update, the plugin started to work a little incorrectly. With the spawnmini.fuel parameter, if the copter stays in place for a while, it will not start. If you delete it and spawn again, it starts working correctly.
Error after update
Do you mean the spawnmini.unlimitedfuel permission? There is no spawnmini.fuel permission.
Theres a known incompatibility potential where plugins that alter fuel consumption can conflict. For example, there used to be an issue with Skill Tree with a specific perk, but that issue was resolved. Do you have any plugins that can affect fuel consumption?
WhiteThunder
Do you mean the spawnmini.unlimitedfuel permission? There is no spawnmini.fuel permission.
Theres a known incompatibility potential where plugins that alter fuel consumption can conflict. For example, there used to be an issue with Skill Tree with a specific perk, but that issue was resolved. Do you have any plugins that can affect fuel consumption?
Yes, pawnmini.unlimitedfuel. No, I don't have such plugins. There is only a Skill Tree, but I installed it just a couple of days ago. I haven't added any other plugins in the last three weeks. There was no problem before the update, it appeared immediately after the update.
My plugins:AbandonedBases.cs, ArmorNotForever.cs, AutoDecay.cs, AutomatedEvents.cs, Backpacks.cs, BackPumpJack.cs, BedsCooldowns.cs, BetterNpc.cs, BGrade.cs, BradleyControl.cs, BuildingBlocker.cs, BuildingGrades.cs, BuildingSkins.cs, BuildingWorkbench.cs, BuoyantHelicopterCrates.cs, ChestStacks.cs, ClearWeather.cs, CompoundOptions.cs, ConnectMessages.cs, Convoy.cs, CopyPaste.cs, CraftChassis.cs, CraterNote.cs, DiscordReport.cs, EnhancedBanSystem.cs, EntityLimit.cs, EntityReducer.cs, ExcavatorLock.cs, ExtendedRecycler.cs, GameMenu.cs, GameStoresRUST.cs, GatherControl.cs, GroupMessages.cs, ImageLibrary.cs, InstantCraft.cs, InstantHeliLoot.cs, InstantStartup.cs, IQPermissions.cs, Kits.cs, Logger.cs, LootCleaner.cs, LootDefender.cs, MagicLoot.cs, MonumentsRecycler.cs, NeverWear.cs, NightVision.cs, NoGiveNotices.cs, NpcSpawn.cs, NTeleportation.cs, ObjectRemover.cs, OilRigDoorsFix.cs, PermissionsManager.cs, PersonalHeli.cs, PlayerList.cs, PreventLooting.cs, QuickSmelt.cs, RadioStationManager.cs, RaidableBases.cs, RecyclerSpeed.cs, RemoverTool.cs, RestoreUponDeath.cs, ServerInfo.cs, ServerStats.cs, SignArtist.cs, SimpleKillFeed.cs, SkillTree.cs, Skinner.cs, SmoothRestarter.cs, SpawnMini.cs, StackSizeController.cs, Trade.cs, TruePVE.cs, UnburnableMeat.cs, Vanish.cs, VehicleDecayProtection.cs, VehicleDeployedLocks.cs, WaterCatcherBoost.cs, WipeInfo.cs, XDGoldenFish.cs, XDQuest.cs, XDStatistics.cs, ZLevelsRemastered.cs.
I haven't been able to reproduce this problem.
I looked at the plugin code and Rust code and don't see any reason why the approach currently used by the plugin would stop working.
The way vehicle fuel works in Rust is that when a vehicle checks for an actual fuel item, it will set a flag to true or false to indicate whether it has fuel, then it will do an actual fuel check approximately every second (instead of every frame), as a performance optimization. Each vehicle keeps track using two properties. The cachedHasFuel
flag represents whether the vehicle has fuel according to the most recent check, and the nextFuelCheckTime
is the time at which the game should next do an actual fuel item check. The unlimited fuel feature of the plugin works by setting cachedHasFuel
to true, and nextFuelCheckTime
to the max possible value (approximately 50k days after the server booted). I traced the code in the Rust assemblies to see if there are any functions which might affect those properties, in case there was a change in a recent Rust update, but there is only one function that can set either of those properties, and it only runs when nextFuelCheckTime
is set to a value equivalent to the past, which won't be the case.
As a next step, you could search the code of all your plugins for cachedHasFuel
and nextFuelCheckTime
to see if any can affect those properties. Additionally, you can try reloading the plugin when you see this issue, since the plugin will reset those properties of all eligible minicopters when reloaded. If reloading the plugin doesn't fix those minicopters, then we can rule out whether something else is modifying those properties; instead, there could be something else preventing the engine from starting.