Im trying to use /mawire tool so the toggle on a boombox is always powered, so when the server comes online it turns on automatically. When I stop and start the server, the wire disappears completely. Is it possible to use the tool like that in this scenario?
Mawire tool disappears on server restart
The boombox was placed with /maspawn
As long as the wire is connected to another entity also spawned via maspawn (otherwise, mawire won't actually create the connection), then the plugin should create the connection and it should be present on next restart. The only thing I can think of going wrong here is that you connected it to a non-maspawn entity, and vanilla Rust let you connect it, but the plugin didn't create the connection.
The boomox & test generator that I spawned with /maspawn are there, but the wire disappears every time. Its a custom monument I set up in Monument finder and made sure it covered the full zone. Im using Zone manager overlayed on top of it. I cant seem to get the wire to persist
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May or may not be related, but I also did /skinbox on some fridges I placed with /maspawn to give them a skin. They also reset when I restart the server and not persisting for me.
Can you check the data file to see if the connection is there? Also check for the skins. This will help determine whether it's an issue with saving the data file or an issue with updating the entity on spawn/restart.
Also, just for your information, Monument Finder only matters for placing an addon. Once it's been placed, MA properly keeps track of them regardless of the monument bounds.
It doesn't look like either of them are making it into the data file. I just spawned skinned them and /mawire again and the data file looks like this still
https://pastebin.com/0UcZrqjk
Agree, I don't see any custom skins or IO connections in the data file.
Can you try making a connection or setting a skin again, and immediately check if the data file is modified after that? Wondering if something else is overwriting the file at another time, or if it's just not getting written at all.
Anything with /mawire and /sd (/skinboxdeployed) doesn't make it into the data file
I did a /maspawn sign.medium and /sil url, and that made it into the data file with the sign artist url
any new entities I place with /maspawn write to data file instantly
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Just for clarity, when I say doesn't make it into file, I mean the data file was never modified and still had the old last modified timestamp.
Looking at the code, the same function is invoked for saving the data file when using maspawn vs maskin, so it's strange that only the former is saving the data file. The only thing I could think of is that an error is occurring and interrupting the function before saving occurs. However, the data file is saved before the entity is updated, so if you are seeing the entity get updated in front of you (e.g., the skin changed), then that hypothesis doesn't work either.
What if you skin an entity and then spawn another entity? If this works (the skin gets written to the file only after spawning the new entity), then it's just an issue with writing the file. If this doesn't work, then there's some issue with updating the in-memory data file.
I went to my vanilla-ish test server, with more a minimal setup, and it is working fine there. Let me eliminate some plugins on this test minigames server and I'll report back if I discover the conflict causing it
Oh, regarding skinning, I just realized you mentioned some non-MA commands for skinning. MA won't detect those being run, so that particular mystery is probably solved.
You would have to run masave to save the current skin after updating it. Doesn't work.
I was hoping that the masave command would capture and save the current skin, but seems I didn't implement it to do that, it only saves the position and building grade. For now, you would have to run maskin. You could run it once without providing a skin ID to print the current skin, then run it again with the skin ID that was printed. You will have to figure out the skin ID to do this.
Ok thank you I will try that
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It looks like my mistake is assuming I could use /mawire for the toggle switch on boombox. It seems like it only works on the power button and not the Toggle Play?
In theory it should work with any input slot. I'll test later and report back.
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I was able to us mawire to connect the output of a static test generator into the boombox Toggle Play input. It saved correctly and also reapplied on reload. However, it did not start the boom box.
I recommend a different approach. Instead of using wires, you can just use maflag On on the boombox. This should make it spawn turned on. If you also want to prevent players from turning it off, you can add the Busy flag with maflag Busy.
Ok that is an even better solution, thank you for that!
I'm still not satisfied why its not working correctly. I removed all plugins except monument addons & finder, wiped server & .sav file, tried again and still would not work. On my vanilla server at Outpost I set it up with no problem and it worked as expected. Only difference I can find so far is using custom monument vs outpost safe zone. I'll test more and see if I can pinpoint it to anything.
One thing I notice is my /mawire looks different on vanilla server vs my new minigames server im trying to set up. At outpost on vanilla server, I dont actually see the wire, and it just lights up green orbs on both connections. On the minigames server with the issue, I can see the wire still after typing /mawire, I see a ton of green lines ghosting, and when I make the connection it has a red orb on it.
It sounds like the enhanced wire tool isn't a really activating. Do you see the text in chat saying it activated?
Does your monument have a prevent building volume, and/or do you have creative build enabled? If it let's you just create connections without the enhanced tool, that may interfere with it. The IO cubes (green, red) should actually not light up at all (just stay white) when in a zone which prevents building, so suspecting this is the issue.
I noticed the ghosting as well. I must have caused a regression in a recent update. It's just a display issue. I just pushed an update to the GitHub repo to resolve it, so it will be in the next release, or you can download the update early.
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