Option for CanSpawnWhileBuildingBlockedSuggestion
add to check when spawning through rcon
From the little information provided, I'm not sure this should be implemented. The issue with preventing spawning a car when the givecar command is used, is that if the command was initiated by, for instance, a shop plugin that already charged the player, then there is no way for the shop plugin to know that the car was spawned or not, so it cannot refund the purchase. Ideally for the shop plugin example, the shop plugin would prevent buying the item in the first place while building blocked.

Can you provide more information about your use case? It would really help me out if you could take the time to write a few sentences describing each suggestion in detail. I am unlikely to implement a suggestion without explanation because the suggestion may not be the best way to solve the original problem.
currently it is possible to compare presets of cars in a foreign zone TC

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you need to add checks for spawn

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I think you can solve this problem if you issue the car as an object PortablesVehicles

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checks upon posting will be checked by subject
I understand that people given cars via the givecar command can bypass the building block check. However, that is essentially by design. Whatever or whoever is executing the givecar command should be doing the building block check on their end. Can you tell me more about what is executing the givecar command?

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Can you at least walk me through what the desired user experience would look like end-to-end?

For example:
1. User types /shop (managed by some other plugin)
2. User views a GUI
3. User selects a car item on the GUI for purchase
4. Player is charged X scrap and the selected car preset is spawned in front of the player

Once I understand how the entire user flow is supposed to work, I can try to determine the best way to make it happen and how my plugin fits into the bigger puzzle. Simply adding a building block check to the givecar command can create other problems so I'm not going to do that based on the provided information.

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I do like the portable vehicle concept, so I will probably implement that in the future, and add an option to give the car as an item which will apply the appropriate preset when spawned. However, that is going to take longer so there won't be a quick fix for your use case.
according to this scenario
"givecar" issues an item to the player, then when installing this item, the machine is already compared in place of the item being installed

as an item, for example, repairbench

You can see a convenient implementation of spawning machines in the plugin source code "Portable Vehicles" lord "Orange"

i apologize if i'm too promising, but i really want your plugin to be better
Yeah, I looked at the video for portable vehicles. Seems pretty cool. I also looked at the source code so I understand how it works. The challenge is associating data with the inventory item when it's added to the inventory so that replacing it will load the appropriate preset. There are a couple ways to do this, but I'm also thinking about compatibility with other plugins like Backpacks which currently uses virtual containers which would cause the vehicles to lose their data sometimes. Long-term I could fix that, but in the short term I will probably just use the backpack hooks to prevent adding preset vehicles to the backpacks.

Currently, this plugin is very large and does many things, so I just sketched out a plan to factor it out into several related plugins. Since it takes time to get new plugins approved on uMod, I am likely to add features like this into this plugin initially, and then make major version updates that remove those features in favor of server owners installing related plugins that will integrate seamlessly. Part of this work is figuring out which feature should be in which plugin and potentially working with other plugin authors to improve integration.
Thank you for your work!