#development

1 messages Β· Page 15 of 1

bold pivot
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Not with that negative prompt πŸ˜‚

rancid marten
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i think you basically have no understanding of what it is you are talking about

restive garnet
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Well, you seem to be an expert in the field, we'll wait for your PR to fix the problems πŸ˜„

bold pivot
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I think you have zero information to reach that conclusion

rancid marten
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you just told us to add some anti-prompt-injection lines into an agent skill

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lmao

bold pivot
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Is it a skill or an architectural file?

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Two different things

heady pond
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drop a Make no mistakes too

bold pivot
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I know you're new to this but it sounds like you don't much about it

sinful lava
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to clarify, the pr you linked provides an AGENTS.md file for use by a developer's AI agent when they develop a plugin. it would be used to provide context when a developer asks "make me a plugin that does X"

bold pivot
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Yeah that's attempting to be a skills file but the whole file is structured to be an adversarial review agent

rancid marten
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ok, write us a better one

upper valve
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what you're saying makes sense on a surface level and we even talked about that a little bit internally, but empirically a handful of us tested it and we got good results on plugins so idk

bold pivot
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I would gladly help out I'd appreciate if you were a bit nicer to me

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That makes sense, from a technical perspective you liked the output, is that fair to say or was there a different heuristic you judged it by?

heady pond
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problem with a skill approach is you're rolling the die whether the agent decides it's relevant to read the file

upper valve
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more or less, it was very informally tested (at least by me i am sure moses hammered it a lot more)

bold pivot
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That's handled at the harness level

rancid marten
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I think the file is always read into the context right

upper valve
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it depends on the tool

rancid marten
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well yea

heady pond
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with skills, just the description at the top is guaranteed to be in context

agents.md is handled separately

upper valve
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most of them should match on AGENTS.md but claude is stupid

rancid marten
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moses is probably the best person to ask about this

restive garnet
rancid marten
upper valve
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yeah

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if anyone actually uses that one lol

bold pivot
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Skills files aren't always fed into context but they can be programmatically read with a hook

heady pond
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i dont want to write hooks for every model provider

bold pivot
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In theory I think the file works great as a review. Before sending a pr, do an adversarial review of the code that's been generated against these standards refractor when directed etc.

upper valve
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it might be good if we went and found all the vibecoded submissions (so you know all of them) and found the ones that were doing stuff we don't really like (net http, thread sleeps etc) and left a comment that said "hey please pull this into your agent and make any changes it recommends"

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i think we already did that for one or two submissions

bold pivot
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Yeah I think that's a good approach.

I also wanted to say I think this is an awesome step to handle this problem, which all FOSS are currently struggling with. I don't mean to detract from the work that's been done

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Something that may be a valuable add is forcing this review before a submission even hits prs by setting a blank review.md file and have that agent write to review.md (intended to be called before submitting pr) if it passes. If the review.md is blank the pr is put in waiting for author state instructing the user to run the agentic review on their. Human submittions just enter "I am human" in the review.md file

rancid marten
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wouldnt that mean everyone submitting prs would have to have an agent review it first?

bold pivot
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There's room for improvement and not a foolproof method by any stretch

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No, humans just type I am human

rancid marten
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i dont want to do that

bold pivot
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Any reason?

rancid marten
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i dont want to force people to do that

bold pivot
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Maybe there's a simpler verification loop that I'm not aware of

rancid marten
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the purpose of this whole agents.md is not for our security or for our review of plugins directly, it is to reduce the amount of bad code submitted to us so that when we do our actual review there are less problems

rancid marten
# rancid marten i dont want to force people to do that

more specifically, what you are proposing here is degrading the human pr submission process in exchange for maybe getting less bad automatically generated AI submissions, which is just a tradeoff im super uninterested in doing really and seems like a bad idea

bold pivot
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I get that, and it makes sense to not raise that bar. I did jump the gun on the intent of this but it became clear later on. I think there is a clean solution with some more iteration. generally 100% the right line of thinking here though

wet tendon
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When items are in the inventory they get a little drop shadow, anyone know what widget setting controls that? I have bordertype = 1 for the nice black outline but wanted that drop shadow too

wet tendon
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rancid marten
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for real this time

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late hare
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didn't take long before someone managed to get the bot to merge something it shouldn't have lol

rancid marten
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i just forgot about that totally

late hare
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i didn't even know about it

upper valve
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i did not even know that was a thing you could set

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yeah lol

rancid marten
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its also only 6mb

upper valve
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i'm guessing their ai recommended they do it so they can embed more static translation data

late hare
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they added a 16mb json to the repo, but ofc that gets compressed when put into the jar

rancid marten
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oh, not sure if the thing we have limits the uncompressed or compressed size

late hare
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i'd assume it's just the jar itself

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but in that case, not sure why they added that property or even knew to look for it due to having a large file lol

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without even knowing the size of the jar

rancid marten
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its all just ai

late hare
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guess that'd make sense

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remote snow
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The positive prompts will be what you’re actually prompting it to do. Do build me a plugin that tracks data about flipping but totally different this time

untold isle
remote snow
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Does the AI reviewer do changes to existing plugins as well or just new ones?

worthy sparrow
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yes

grizzled aspen
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yours isnt checked automatically right now because the ai cant be trusted with it

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untold isle
rancid marten
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i think so, is there a reason it wouldnt be?

untold isle
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I was just worried there might have been another issue with the automated approval, since the previous PR was reverted right after merge. That's all. Thanks.

grave siren
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Is the PR backlog longer than normal these days

grave siren
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What the zuck

shy pine
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One sec, we're celebrating having dropped to only 168 open PRs

rancid marten
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we need an updated graph

sharp knot
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The current one almost warrants a pin

grave siren
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Are that many plugin developers really using it

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I ain't heard of Codex until just now

dusty anvil
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Yeah, I would have figured it would have spiked earlier with claude code etc. But I guess it really got bad when it wasnt a CLI

glass sandal
grave siren
grave siren
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hollow lintel
# glass sandal

Every dip in this graph is Rikten X waking up in the morning

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(jk i appreciate all reviewers equally)

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[runelite/plugin-hub] New branch created: revert-11074-add-quetzal-keybinds
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[runelite/plugin-hub] branch deleted: revert-11074-add-quetzal-keybinds
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Summary

  • reset the spec orb when passive special attack regeneration is actually observed from SA_ENERGY
  • seed the last seen special energy value on startup to avoid false resyncs after enabling the plugin mid-cycle
  • detect Lightbearer from the canonicalized ring item id so variations behave correctly
  • add a targeted regression test for spec resync and Lightbearer variation handling

Testing

  • `env JAVA_HOME=/tmp/jdk11/Contents/Home ./gradlew -g /tmp/gradle-home --no-daemon :clien...
odd oasis
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Did the place that the version number for plugins get drawn from change? Its just showing the commit hash for my plugins now instead of the version in the gradle file.
Looked at another plugin and found that it's in the plugin properties now.

amber rampart
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if you use build=standard it doesn't read your build.gradle at all, so it has to go in runelite-plugin.properties

dim wraith
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How does the automated review work?

odd oasis
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Ahhh okay that makes sense

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Is there any way to read the version number from the runelite-plugin.properties file at runtime?

amber rampart
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ExternalPluginManager.getDisplayData

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it won't work for dev since its not external in the dev environment

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grave siren
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What is the proper way to check if a trade window has opened/closed after WidgetID is deprecated

sinful lava
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You can use net.runelite.api.gameval.InterfaceID instead

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If you're in development mode and use the widget explorer, it will usually give you something inside InterfaceID you can use (e.g. Tradeconfirm.FRAME or something similar)

grave siren
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Ehhhh interesting thank you

odd oasis
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If I have two plugins to update at the same time, I should keep the PR's separate, correct?

amber rampart
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yes

odd oasis
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gotcha, thanks for the help abex

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grave siren
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Is there any solution to having accidentally turned off my code formatter at some point and now wanting to turn it back on which would cause a massive pointless PR diff

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or is this just my life now

sinful lava
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if you make a PR with only formatting changes, I can review it no problem. just ping me in here with the PR when you've made it

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low hatch
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You can build RuneLite locally using JDK 11. We recommend installing the JDK through IntelliJ and selecting vendor Eclipse Temurin (AdoptOpenJDK HotSpot) version 11. The codebase supports language features up to Java 11.
up to Java 11: Does this still hold to be true?

amber rampart
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yes

low hatch
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Thanks

rancid marten
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oh good.

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github you had one job

restive garnet
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πŸ”₯

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arctic surge
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In LlemonDuck's Tombs of Amascut plugin, there is a "Swarmer Overlay" config option under the Kephri section, which overlays the swarm spawn number on top of each swarm. This is very useful to know when you can stop blowpiping swarms.

The final swarm that heals on 1st down is normally 14th, and on 2nd down is normally 18th. However, rarely one extra swarm can heal the boss (being 15th on 1st down, or 19th on 2nd down). My current understanding is that this is due to NPC index rollover, where the dynamic instance npc index goes over the ~65k max and wraps back around. This affects sub-tick processing order, which causes them to heal kephri. I would want to confirm this with some clips having NPC ID plugin enabled to prove that theory, but this is the current understanding. Same kind of thing happens with Vorkath flinch timing & zombie spawn index, for reference

Would it be allowed to add a special highlight if this situation is detected (based on Kephri's NPC index vs. swarm NPC index), to indicate to the player that they need to kill #15/#19?

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One way of implementing it would be to highlight all swarms that need to be killed a special color (instead of the player just having to "know" and look at the numbers). That would be a separate enhancement. Then, the swarmer overlay could be made index-aware and detect the #15/#19 situation, and include those in the special color highlight should the situation arise

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Not sure if that is within plugin rules

quick path
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I'd think so, you should talk to llemon about it

arctic surge
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@tulip wagon What do you think about that? My explanation ended up being two ideas:

  • Highlight swarms that need to be killed a special color, instead of just numbers and having to understand what the numbers mean
  • Detect the rare #15/#19 swarm index rollover situation, and include in above highlight

If you think it would be acceptable/within rules, but you're not interested in investing time in this, I could work on a PR for it as well

tulip wagon
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That's all fine, yeah

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There's actually a similar thing already in I think tob qol which alerts when you are likely to get a NPC index rollover at maiden

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To warm about scuffed crab spawn

cinder fable
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@tulip wagon Ive accepted the changes you made in my PR 11535. Wanted to update you on that one

arctic surge
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ill work on a PR to enhance the plugin sometime this week perhaps

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arctic surge
# tulip wagon That's all fine, yeah

I created the changes for this Kephri swarm discussion from earlier in this PR here, with some video examples of it working. Let me know if any changes are necessary: https://github.com/LlemonDuck/tombs-of-amascut/pull/139

GitHub

This PR adds a toggleable option (default disabled) to only show the swarm number on swarms that will actually heal Kephri. This also takes into account NPC index rollover, which can rarely cause s...

upper valve
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@twin rover is there a way you could encode all this static data / mappings in json somehow, that way you wouldn't have to have the big diff

worthy sparrow
late hare
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not even using gamevals for the npcs 😭

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twin rover
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hmm never done that before, ill look into it though for sure

upper valve
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claude/codex/w/e would probably be able to just scan it and figure out how to turn it into json w/ a loader

twin rover
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oh that might be easier, ill test that out later. thanks πŸ™‚

twin rover
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Ill also work on using gamevals, was learning by examples - not my fault all my examples didnt use it πŸ˜‚

little sky
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you should first ask codex / claude to evaluate some plugins that have been approved and the entire repo of the runelite master and plugintemplate that way it can understand the gamevals more properly. - usually newer models have enough context to take this in.

rancid marten
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the new agents.md thing says to use gamevals, not sure if anyone is using it yet

little sky
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tbh adam, no, I had my model just copy the git locally and rip through it

rancid marten
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we only added it i think yesterday'

little sky
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this was prior to your implementation

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ye

twin rover
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Ehh ill prolly just do that part manually, just the json part with claude/codex

little sky
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instead of wasting context, have it write a py script to write it locally maybe, just food for thought - take one file in, then can do many, rather than the agent doing it.

valid wave
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when I was looking for this, everyone said it wasn't possible

glass sandal
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How long ago were you looking? It was added like 2 years ago

valid wave
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I was looking just this year, around april. I needed a setting-dependent toggle to hide/show relevant settings

rancid marten
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that is a custom panel built into the config plugin, its not something you can make in a plugin

quick path
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We don't support arbitrary setting panels, that is specific to notifications

valid wave
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yes, but this accomplishes what I'm looking to do

rancid marten
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?

valid wave
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wait, is this not the custom swing panel?

rancid marten
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not even a little. and even if it was, we are they

valid wave
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how do you create the sub config swing panel?

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valid wave
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then I guess I'm still confused. If this is baked into the config plugin, is it only the Notification class that has access to this type of sub menu?

rancid marten
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yes

valid wave
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ok, now it makes sense

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so where can we find what kind of config types there are?

rancid marten
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look at the config plugin

latent shoal
scenic cedar
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Hey, I'm interested in getting into contributing to some plugins or making my own, but I've always been curious about any involved 'risk' for my account? How does Jagex differentiate between me just developing, or if i'm running some unauthorized version of the client? If it somehow sees my account on a test client, how does it know i'm not abusing a test client to run unauthorized plugins in the name of 'development'? Or am i just worrying pointlessly? Apologies if this is already explained somewhere

twin rover
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just dont develop anything against the rules ^

twin rover
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is it normal to fail the plugin hub check using the json method? first time on it, passed the usual build.yml and it runs fine in IDE

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[runelite/static.runelite.net] New branch created: wiki-data-2026-05-01
latent shoal
worthy sparrow
latent shoal
twin rover
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Success πŸ™‚ at least that AI conversion advice saved me lots of manual editing lol

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upper valve
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so your submission is fine as-is and you'll just need to wait for someone to review it

latent shoal
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@upper valve thanks brother. I don’t need donations or anything. I’ll sponsor the dedicated server myself. I just want to see how far it’ll go. This will force me to start streaming OSRS again lol.

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Trying to land another pentesting contract so it’ll continue to fund this thing and I’ll donate more to RL.

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silver flame
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Y'hello, whats the process to adopt an unsupported plugin?
https://github.com/Nerdpuff/max-skill-trim

I was in brief contact with the dev 2 months ago and they expressed some interest in handing it over but then did not respond further

@lean nova Pinging you in-case you happen to be available directly

GitHub

Adds a trim around skills panel skills on max. . Contribute to Nerdpuff/max-skill-trim development by creating an account on GitHub.

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sinful lava
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That's the standard procedure

silver flame
sinful lava
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i think that's a fine step for 1.

glass sandal
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I can't remember if this ever worked but the highlight for MOKI_AGIL_SHORTCUT_OP does not work. Only one pillar has the Jump-To op. Highlighting MOKI_AGIL_SHORTCUT_NORTH and MOKI_AGIL_SHORTCUT_SOUTH does work but it highlights both of them when you only need to click the one on the opposite side from you.

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And MOKI_AGIL_SHORTCUT_MIDDLE highlights the actual pillar object

remote snow
sinful lava
stuck shale
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I thought we can’t allow id based hiding

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Or is it ok with blocking certain ids

remote snow
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it's not ID based through the UI, they have to right click hide each individual object like ground object hider

upper valve
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that is essentially a user-provided id list though

heavy bobcat
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I think the thing with IDs is that people could target null objects

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Like things you can't actually click or that don't have names

remote snow
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it's the same way previously plugins have implemented it, more or less

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ground object hider is storing a list of IDs in the config

solid shadow
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that plugin wouldnt be accepted if it was submitted today

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it predates the no id based plugin rule

remote snow
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i guess we should remove it then

heavy bobcat
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AI reviewer strikes again

grizzled aspen
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i'm sure its better for everyone that it gets a proper review instead of your plugin getting bonked every time a rule breaking part of it is found

low jacinth
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Are people who do config surgery disregarded in these cases? Because despite having to manually click the object to hide it, being ID/config based people could still hide null entities that way

arctic surge
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what's an example of a null entity that's a no-no to hide?

low jacinth
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iirc you werent allowed hiding something at bloat at some point

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idr if still the case

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a null npc that was bad to do something with(mark in this case) was vents at duke

arctic surge
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doesn't that only help to have those highlighted, not hidden?

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oh u edited

low jacinth
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i think it was the center chamber in bloat

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because hide chains is still in tob qol

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but yeah at any rate; im just saying even if you dont have a way to manually type IDs if it's saved in a way the user can config-edit it theres no real diff.
see : people highlighting all exhumes at xarpus without ever seeing all the variants

deft hatch
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null entries need to be excluded in code

arctic surge
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but wait a sec, if the center chamber is in the banned IDs list, how could they get around it in the config?

deft hatch
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does not matter what people mark through config or in-game

low jacinth
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im not saying they can, generalizing and was asking a question here regarding id based plugins. but yes you cant bypass those lists or null checks

arctic surge
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yea, so looking at that code, I believe if they were to put the banned id in their config directly, when that function reads the config file it would get excluded

arctic surge
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never rly made sense to me

glass sandal
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It's just a very literal interpretation of

Anything that automatically indicates where to stand, or not to stand. This applies to only automatic indicators, and not tiles which have been manually marked.

arctic surge
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yea i see, I think jagex could use to refine that rule a little more πŸ˜‚

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I think the intention behind that is like, showing the AoE radius of some AoE attack, which requires understanding

low jacinth
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Maybe miscomm here, it was just an example to show something requiring the user to manually mark it doesn't exactly prevent you from doing so via config-surgery which as seen people will do

arctic surge
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My understanding is that you can do config surgery for both Object Marker and Custom Object Hider, so in that aspect, they are the same. As for banned things to hide, those can be disabled in the banned list (and manual config editting can't circumvent it)

low jacinth
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The problem with ID plugins is new cases that were unnoticed, or only come up because of new content being released can result in doing something against Jagex rules. I assume thats why only old plugins that already had it were grandfathered in, so there's less plugins that can cause said issues to manage/keep track of.

Idk, assuming here but the specified reasoning on the rejected feature page is "moderation issues and outcomes that break Jagex's plugin rules"

Maybe I'm wrong, I'm not a contributor so more or less speculation on my part as to the reasoning.

cinder fable
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@tulip wagon Ive added the deleted file back the pr was 11535

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#

Type

Incorrect behavior

Operating System

Windows

OS Version

windows 10

Bug description

Kingdom of Miscellania overlay that tells you approval %
keeps disappearing after I hop worlds. reappears after a few more world hops

Screenshots or videos

No response

RuneLite version

runelite version: 1.12.24
launcher version: 2.6.8

Logs

client.log

[launcher.log](https://github.com/user-attachments...

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rancid marten
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@chrome crest@turbid turtle@novel stirrup fyi there is an api change next week where isTradeable() will mean tradeable between players and there is a new method isGeTradeable() for tradeable on the ge

turbid turtle
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Thanks for the notice! I'll make sure to update the plugin asap

upper valve
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oh the people that write loot filters will actually probably like that change

quiet raven
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i didnt even know there were items that are tradeable that arent on the ge

novel stirrup
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glass sandal
rancid marten
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is it a multiloc?

glass sandal
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Probably

native notch
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When having the 'Press Enter to Chat' function enabled, the spacebar still works which is good, however it would be nice for the shift key to be active as well to e.g. drop items and tag stuff. Any opinions on adding that small feature?

glass sandal
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It works just fine. You probably have another plugin that is stealing your shift key

topaz pierBOT
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If one of your keys isn't working in game, you've most likely bound it to a feature of a plugin. The Debug Helper hub plugin can show what keys are bound to what plugins.

reef badger
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(it's probably tasks tracker)

rose void
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im trying to figure out what happened to my plugin which hooked script 2701 to do stuff with the prayer tooltip before it rendered.

https://github.com/runelite/cs2-scripts/compare/d5dee3c6ebd097b6e59af94d349eefd40c323c0a..713e23b75638d4dc144b22ec7a6d85fde531b60a/#diff-f11ba0331926dc7f14a79b0afb546ec9fa9794f80aa133dabadf553ca57b949d

it looks like it got abstracted into script 9444, but neither 2701 or 9444 fire when i mouse over a prayer to spawn the tooltip

what does fire is 8213 https://github.com/runelite/cs2-scripts/blob/master/scripts/[clientscript%2Cdeltooltip_timer].cs2 but using this, the full tool tip flashes before my plugin removes any of the text in the tooltip.

Any ideas whats going on here?

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i just noticed 526 is also firing, using that seemed to work. i have no idea how that change happened or why it works though

pseudo rapids
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what are you doing to change the text? prescriptfired?

rose void
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onScriptPostFired

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maybe pre fire would work for 8213

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na same result for 8213 pre or post. ill just submit with 526 i guess

sonic quest
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Quick question about an issue that was raised on one of my plugins (https://github.com/mhollink/bankstanding-plugin/issues/25)

When a player uses the !command, is it possible to show some data regarding the sender rather than the receiver?

GitHub

Description When another user uses the !command in order to show off their acquired bankstanding level Expected Behavior It should display the user who typed the command's bankstanding experien...

rancid marten
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we have a !kc service you can send an int through, but if you use it too heavily i might ask you to stop

sonic quest
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Its for users to send and broadcast their bankstanding level... Not sure how often its used.

rancid marten
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as long as its not automated in some way its probably fine

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it looks like it has 393 installs so "almost never"

sonic quest
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It currently prints the same message as !lvl <skill>. And is basically just that

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Player types !bankstanding, thats the trigger

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Is there an example which I can have a look at 😳

rancid marten
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the !kc code

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barren aurora
glass sandal
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It is for spells but not prayers

barren aurora
little sky
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silver flame
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Y'hello, Im running into some issues trying to start my plugins

Looks like its not starting a graphical environment and then erroring out when theres no graphics

Any idea of where i should start looking?
My setup used to work a few months ago iirc

edit: tags for searchability [HeadlessException x11 wayland SplashScreen]

sinful lava
silver flame
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That is very possible

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Any way to check?

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xwayland's installed

sinful lava
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in a terminal:
echo "$WAYLAND_DISPLAY - $DISPLAY"

silver flame
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Dont know what to expect, but that looks about right?

sinful lava
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that looks correct

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you can try restarting intellij through your terminal and see if that works, that might make intellij inherit your environment variables for now

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if that doesn't work, in the intellij run configuration you can manually set the DISPLAY environment variable

silver flame
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gimme a secnond, turns out its been a while sine i ran apt upgrade xD

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And i gotta make sure i patch copyfail while im at it

quick path
silver flame
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Nope, and i regurarly run rando scripts i find on the internet as root

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But it still feels off to leave it unpatched

quick path
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Maybe just don't run random scripts you found on the internet and you'll be fine until your distro has a patched kernel build ready to go duckshrug

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(but also even without root, random internet scripts can cause a lot of trouble so maybe generally don't do that)

silver flame
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Fair fair

silver flame
silver flame
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That results in an immediate exit 1

sinful lava
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can you try running intellij without flatpak?

silver flame
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It's installed through flatpak, i dont actually know how to run it without it πŸ˜…

sinful lava
#

i mean install without flatpak and run that instead. i suspect you're having flatpak issues - IDEs in flatpak are generally rough unless you know what you're doing

silver flame
#

am i remembering correctly that idea community and the licenced one got merged into the same installation?

amber rampart
#

yes

silver flame
#

Yo, we got a splashscreen, Thanks for the help everyone :D

silver flame
#

I feel like im doing something wrong, trudging through the flatpak sandbox of the jagexlauncher is a liminal experience and a half.
How are you actually supposed to get the credentials.properties on linux

stuck shale
#

If it’s not in .runelite folder in ~/.runelite then it’s some where else

#

You may want to use bolt launcher, it makes a real file but also not in that folder location

silver flame
#

It's more, how do i --configure runelite from a jagexlauncher install

#

I've found the exe (cursed thing to say when running linux) but its failing to start in --configure mode with a similar issue as above (DISPLAY settings)

stuck shale
silver flame
#

That only works with legacy accounts, no?
How do i get the jagexlauncher to run this instance of runelite?

sharp knot
#

The configure window works for Jagex accounts

rugged pivot
#

How do i get the jagexlauncher to run this instance of runelite?
broadly speaking you don't
you get the credentials.properties file so a non-jagex launcher client can use a jagex account

silver flame
#

Yeah i get that, but how do i configure the instance of runelite that jagexlauncher actually starts

rugged pivot
#

find where the installed version of runelite lives, run its executable with --configure, then run the jagex launcher and launch runelite from there to write the credentials

silver flame
#

Wait a second, do i just have an incredibly cursed install of the jagex launcher πŸ€”

rugged pivot
#

its linux so probably

stuck shale
#

The β€œbest” is just bolt launcher

late sedge
#

bolt makes it a little less annoying

ember flareBOT
ember flareBOT
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ocean tangle
#

I've just noticed that my plugin "prestige-mode" is marked as broken and unavailable. (Commit reference: https://github.com/runelite/plugin-hub/commit/3664e60528036e743a9910dcadff05dd056d6742)

Running locally I don't see any issues, I'd like to try and understand why it's been disabled and what I can do to fix any issues that have been seen. Somebody has raised an issue in the github repo about RL crashing when checking a kebbit deadfall trap but I can't reproduce that locally. Any advice here would be very much appreciated!

rancid marten
opal jay
#

Hi I'm super new to this, but I'd like to merge my plugin #11417.. Can anyone tell me what I need to do?

sinful lava
opal jay
#

ahh okay thank you!

sinful lava
#

we'll poke you in the PR itself or in discord if we have any questions

ocean tangle
# rancid marten https://discord.com/channels/301497432909414422/419891709883973642/1489988985001...

Thanks for sending that. Is there anywhere documented what needs to be run using clientThread.invoke - I did a quick search on google but couldn't find anything useful. I have a bunch of calls to client which seem to be okay (client.getWidget, client.getSpriteOverrides) but the call to client.queueChangedSkill seems to be causing the issue. Moving this inside a callback via clientThread.invoke appears to solve the problem.

rancid marten
#

not really. mostly its anything which mutates the client

ember flareBOT
native notch
glass sandal
#

Certain APIs can't be reviewed by the bot and still need maintainer review

native notch
#

What can I do to fix that?

sinful lava
#

for now, nothing

glass sandal
#

Wait for a reviewer

native notch
#

With my previous PR it was eligible for the automated review, seems like a bug in Github then? I will test to make a new PR to see if that fixes it. It makes a big difference to have it automated or having to wait a long time for a review

grizzled aspen
#

no, as stated you are using apis that need manual review

#

with what your plugin is doing you are not going to be able to get around the required maintainer review for now

reef badger
#

also the automated review is broken right now so u really can't do anything to get it

native notch
#

I've found a similar functionality in key-remapping-plus, however that code also has the issue I ran into that both the spacebar and the rebind-button activate the click-here-to-continue. Whenever I rebind spacebar to something else, it completely stops working. I will try to fix that in key-remapping-plus

granite quest
#

when are varps set by the client? is it after the gamestate is set to LOGGED_IN?

glass sandal
#

When the server sends them which is after LOGGED_IN

granite quest
#

Thats what i thought, just confirmed looking at var inspector as well, ty

ember flareBOT
#

I believe this bug is related to #20010 though there is no NPE thrown.

The offending function seems to be isInKingdom() that contains a NPE check for client.getLocalPlayer()

I believe the infobox is never drawn as both calls to [processInfobox()](https://github.com/runelite/runelite/blob/master/runelite-client/src/main/java/net/run...

granite quest
#

Regarding the above issue, when going about fixing this would the below be appropriate?

clientThread.invokeLater(() ->
            {
                final var localPlayer = client.getLocalPlayer();
                if (localPlayer == null)
                {
                    return false;
                }
                processInfobox();
                return true;
            });
gray rover
#

Building RL on a new pc and running into this error: ```A problem occurred configuring project ':runelite-api'.

Could not resolve all dependencies for configuration ':runelite-api:classpath'.
Could not resolve project :runelite-gradle-plugin.
Required by:
project :runelite-api
Dependency requires at least JVM runtime version 11. This build uses a Java 8 JVM.```

#

I think I have it set to Java 11 in the project structure, not sure where it would be getting java 8 from

oak rock
#

do you have a JAVA_HOME set perhaps

gray rover
#

I don't think so, it's a relatively fresh windows install

gray rover
oak rock
#

no, just it could be getting picked up somewhere and using that instead

gray rover
#

I don't think I have JAVA_HOME set anywhere

stuck shale
#

Did you install Java11 from chocolately?

#

I think that app can set the Java home path but i don’t see it there either

gray rover
stuck shale
#

In command prompt you type java -version you get 11? Or is it 8

#

Idk why it would let you pick 11 and then default to 8 in IntelliJ

gray rover
#

well that's interesting

stuck shale
#

Thats sorta normal if its not set in path, idk if it needs to be for IntelliJ

#

You can set the path for jdk 11’s bin folder and see if it behaves but idk

#

Was just trying some stuff

gray rover
#

do I need to install java separately from downloading the jdk through intellij?

stuck shale
#

Not in my experience no

gray rover
#

how can I tell if I have java installed? Should I have a C:\Program Files\Java folder or is that not necessary? I can see a C:\Users\bigdi\.jdks\temurin-11.0.31 folder

stuck shale
#

IntelliJ puts it in that second spot I think

#

And no it doesn’t matter where it is, you install it anywhere and then your programs are told where to look for it. IntelliJ should be doing that automagically

gray rover
#

I don't see that .jdks folder in my PATH, should I add that somewhere?

stuck shale
#

You can try that yeah

#

Don’t see why not

#

I think you want the bin folder

#

Java/version11/bin

gray rover
#

like so?

stuck shale
#

If you reload cmd and type Java -version it should show 11 then

#

and you may want the system env, not user?

gray rover
#

alright cool, looks like that's a bit happier

ember flareBOT
stuck shale
#

lol

sinful lava
gray rover
#

Still running into some errors, I'm following the "how to build" guide, I get to the section that says "Select Run RuneLite.main() and wait a while for the client to build and start." but I don't see those options, where should I be looking?

stuck shale
#

reload gradle project is next thing i would try

rancid marten
#

in build execution deployment -> build tools -> gradle make sure it looks like

neon haven
#

The gradle jvm is a separate setting, (from memory) something like: settings -> build tools -> gradle -> Adams screenshot above

gray rover
#

oh yeah we're cooking now

#

well that doesn't seem great, but at least it's a new thing

stuck shale
#

Your gradle still looks odd in that picture

gray rover
#

gradle settings look okay?

ember flareBOT
arctic surge
#

I created the PR to takeover the scrollboxcounter plugin, changing the git repo to mine but leaving the commit hash the same. I noticed that the build is failing, did I do something wrong here? https://github.com/runelite/plugin-hub/pull/11777

GitHub

I would like to takeover the scrollboxcounter plugin.
I have a bug fix PR I'd like to get merged, and some other fixes/improvements planned. The author has been unresponsive on Discord (pin...

stuck shale
stuck shale
gray rover
#

I see that, how do I get it to not be that

sinful lava
shy pine
shy pine
#

I do see some folks putting their build version in their runelite-plugin.properties file but this seems very inconsistent

sinful lava
#

oh yeah nvm you're using build=gradle, not build=standard, you're all good

#

i think you should be able to use build=standard going forward, but it would require you to rethink the version.txt feature. i think abex was looking to expose the version that's included in runelite-plugin.properties file

shy pine
#

I was just about to ask specifically about that hahaha

arctic surge
sinful lava
arctic surge
#

What do I specifically need after the build= btw?

sinful lava
#

You can make a new branch off the 98c1ec30e075be7b37a01be53081908746dc1db3 commit and include the build=standard change and push the commit hash from that branch, that way you don't have to do a force push

shy pine
sinful lava
#

as long as you're not doing anything weird with your build.gradle file, like including dependencies that aren't in the template file or adding additional build steps.you can use build=standard

arctic surge
# sinful lava You can make a new branch off the `98c1ec30e075be7b37a01be53081908746dc1db3` com...

so like this: https://github.com/RonnyTommy548/scrollboxcounter/commits/build-fix/ and also change commit hash in my plugin hub PR to 9b4071e39dc40d6d120fbdb58be3287bf1154026, despite what the takeover instructions say, as a special exception due to old plugin?

GitHub

Display the number of maximum scroll boxes and other useful information. - Commits Β· RonnyTommy548/scrollboxcounter

sinful lava
arctic surge
#

I pushed that up

#

now I suppose 2 more weeks of waiting begins 😭

ember flareBOT
#
[runelite/runelite] New tag created: runelite-parent-1.12.25
#
[runelite/runelite] New tag created: runelite-parent-1.12.25
#
[runelite/static.runelite.net] New branch created: 1.12.25-25378765220
shy pine
sinful lava
#

i think just keep build=gradle as-is for now until you can read the version from one place prayge i know others would like to be able to read it from their plugins too

shy pine
#

Sounds good

ember flareBOT
#

Type

Other

Operating System

Windows

OS Version

I use Jagex launcher to launch Runelite

Bug description

No matter if i turn it off or back on the weight of items doesn't show nor does the stats of gear shows even when check marked its weird, because when i launch regular runelite it works for my other accounts but not when i launch runelite through jagex launcher,I'm not sure if others are experiencing it but i am not sure why its not working when check marked for myself...

#
[runelite/runelite] New tag created: runelite-parent-1.12.26
#
[runelite/static.runelite.net] New branch created: 1.12.26-25381116699
autumn star
rancid marten
#

I think at one point there was a problem where we couldn't reliably diff plugins between repos if the repo + also plugin changed at the same time, is that still a thing?

sinful lava
#

It's not, no. I think it's still clean to keep the transfer PR separate from any unimportant changes

sinful lava
autumn star
#

support url pointed to the old repo until i changed that file when i took over protect-item-notify πŸ€”

sinful lava
autumn star
#

website, cant remember if i tried from the sidebar

rancid marten
#

support= is no longer used, it was used at one point

#

I think its just ignored now

stuck shale
#

probably because in take overs people didn't change it πŸ˜„

autumn star
ember flareBOT
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#

Type

Incorrect behavior

Operating System

Windows

OS Version

Windows 11 build 22621

Bug description

The anchor points above the chat are broken. The left one is misaligned when the chat is closed:

while having the chat open, does align the left achor point most left:

It does not matter if the chat is located at the bottom left, when the chatbox interface is moved
, the same behaviour applies.

It seems to be present in both the resizable layouts. Disabling the stre...

gray rover
#

back from lunch and trying to get dev to build again πŸ˜„ how do I get the gradle thing to actually do its thing?

topaz pierBOT
ember flareBOT
rancid marten
#

@tidal stag seen a few people report some new issue with 238 and tob-qol, can you look into it now?

tulip wagon
gray rover
tidal stag
rancid marten
#

bloat chains not being removed

#

I think it might be something with removeGameObject() not working

glass sandal
tidal stag
#

Thanks Coop.

rancid marten
#

I think we see the issue and it is just removeGameObject() isnt working

tidal stag
rancid marten
#

it would only happen with gpu on i think

tidal stag
rancid marten
#

yeah

tidal stag
#

This was written an eternity ago, so I am happy to realign to necessary approaches.. if you guys are refactoring things intentionally around this area.

rancid marten
#

its definitely a client bug i just didnt know what was wrong with it

tidal stag
#

Let me know if you need any additional information or want testing again on a new version.

tidal stag
rancid marten
#

that is concerning

#

how does that work usually? how do you hide them?

tidal stag
#

Sorry.. refreshing myself a splash. The pillars are "npcs" but also game objects. The pillars are hidden as a game object.. with the same method as the bloat chains.

amber rampart
#

are you sure they aren't game objects with an invisible npc for the healthbar?

rancid marten
#

(all npcs are game objects)

#

okay

rancid marten
#

and removing that?

amber rampart
#

he is removing the loc TOB_NYLOCAS_SUPPORT_PRISTINE

ember flareBOT
amber rampart
#

so its the same thing as the bloat chains

rancid marten
#

yeah, ok

tidal stag
#

Correct.

#

It is just odd that SOME of them are removed.. but not all.

#

With GPU off.. NONE of them show.

rancid marten
#

gpu off uses a different renderer

tidal stag
#

GPU is on for that screenshot above.

#

Just trying to give you information that maybe is useful. I'm not even sure what has been changed between the versions.

rancid marten
#

@tidal stag can you test latest.integration in like 10 minutes?

tidal stag
#

Yep.

#

Just poke me when it's ready to go.

rancid marten
#

mabe give it --refresh-dependencies

#

not yet

#

@tidal stag ok now

tidal stag
#

Pulling and building. Will keep you posted.

rancid marten
serene wharf
#

injected-client 25397377789.125

#

this one right

tidal stag
#

It's working now.

#

For bloat. Testing Nylo as well after bloat.

#

Nylo is good as well.

rancid marten
#

ty

tidal stag
#

Anytime. Thanks for the ping.

silver flame
#

If i have a minor code change to a plugin, and documentation changes, is it preferred to update the plugin in two steps (one with just code, one with documentation) to make it easier to review, or keep it as one review to not spam?

sinful lava
#

if it's code change + documentation change, feel free to leave it as a single PR

ashen idol
#

doing some more experimenting with rlobjects tonight, drawing them isn't expensive right? lets say just some random model from cache, cloning it and maybe modifying the transparency of specific vertices

#

cant test yet but just curious if they behave whole lot differently compared to java2d ^^

tulip wagon
#

The API around them (including animations) are pretty thin wrappers around the corresponding internals

ember flareBOT
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fierce chasm
#

I'm attempting to use this method to play positional sound effects: https://static.runelite.net/runelite-api/apidocs/net/runelite/api/Client.html#playSoundEffect(int,int,int,int,int)

But I've had no success, so far. I've even tried manually passing in coords from the debug menu to originate from my players location. I'm hoping I'm just passing in incorrect values, and that's why it isn't working.
The docs say @param x the ground coordinate on the x axis I'm not sure which coordinate system it means, I must be missing something

#

I tried Local, World, and Base coodinates, but there's still no audio. If I use playSoundEffect(id, volume) it works, it's just no longer positional audio

#

If anyone has any ideas, please let me know

amber rampart
#

they are scene coords I think

fierce chasm
#

That doesn't seem to work either

#

I'm using public void onAreaSoundEffectPlayed(AreaSoundEffectPlayed event) and logging the event's scene x and y, and they come out as 54, 49. Trying to replay the sound with the coords does not work

#

I'm assuming the api isn't broken, but I feel like I've exhausted my options

amber rampart
#

it works for me

fierce chasm
#

What are you passing in for range and delay?

amber rampart
#

1, 0

muted bone
fierce chasm
#

Maybe it has something to do with the event being consumed before I try playing the sound? This is strange

amber rampart
#

you aren't consuming your own sound are you?

ember flareBOT
muted bone
#

ty Abex ❀️

fierce chasm
# amber rampart you aren't consuming your own sound are you?

Maybe I am if this doesn't behave the same way normal sound events work? I have it simplified down to this for debugging:

@Subscribe
public void onAreaSoundEffectPlayed(AreaSoundEffectPlayed event) {
    event.consume();
    client.playSoundEffect(2562, 50, 65, 1, 0);
}

But if I change that line to client.playSoundEffect(2562, 127); I can hear the sound just fine

#

Maybe if it's like queuing the sound effect when you use positional audio, it actually cancels the sound?

amber rampart
#

you have area sounds unmuted right?

fierce chasm
#

Yep

#

They play fine if I don't override this method or consume events

amber rampart
#

oh hmm, I think this has a reentrancy problem

#

try invokeLater-ing it

fierce chasm
#

Good idea I'll try that out after dinner. Thanks

amber rampart
#

and you are going to be consuming your own soundPlayed event

fierce chasm
#

Right it'll trigger this function again, interesting

#

Curious how that should be handled

amber rampart
#

probably just set a flag in your plugin to ignore the next event

#

its guaranteed to be synchronous

fierce chasm
#

Ye if it's all single threaded that's fine

#

Cool

ember flareBOT
#
[runelite/runelite] New branch created: 1.12.26
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#
[runelite/runelite] New tag created: runelite-parent-1.12.26.1
#
[runelite/static.runelite.net] New branch created: 1.12.26.1-25408850265
#
[runelite/static.runelite.net] New branch created: 1.12.26.1-25409369431
low hatch
#

Thanks

#

😢 ima try a fresh profile

rancid marten
#

hmm bridges

low hatch
#

Oh still on the old profile, works on ground level but not when you step up to the stone floor @ GE - still thinks you're on ground. Same with the new profile.

glass sandal
#

At some point in the past the distance which you could see NPCs was decreased. Although I've noticed at tempoross you can see the jumping fish animation although the fishing plugin doesn't highlight it and onNpcSpawned events don't fire until you get closer. Is there a restriction in npc events? Or does the client know about animations from a further distance compared to NPCs?

ember flareBOT
rancid marten
glass sandal
#

I don't know the exact date but NPC Idle Timer used to show on the barb fishing spots when you banked at CoX bank. But now when you run that same distance the NPCs unload

rancid marten
#

weird

ember flareBOT
serene wharf
#

the tile height change in 1.12.26.1 seems to have broken quite a few things

rancid marten
#

i blame @low hatch

serene wharf
#

Ground items appear below the items

#

and player indicators (names) appear way lower

rancid marten
#

does it affect ground items?

serene wharf
#

Yeah

#

the text clips through the item model

#

I am watching a stream people complaining to me about this

rancid marten
#

i dont believe that

#

the footprint code just isnt used for ground items at all

serene wharf
#

Might be unrelated then or a hub plugin I can’t tell

#

The player indicators though is quite annoying though

#

I don’t remember if that is core or not

#

it does seem like a regression

rancid marten
#

looks pretty ok at least not on a bridge

serene wharf
#

yeah looks good in sote room

#

except on the stairs before the room

#

Elevated surfaces i guess

rancid marten
#

id believe that, i dont believe ground items are broken

serene wharf
#

Yeah I think that may have been something else

ember flareBOT
rancid marten
#

that probably isnt really right but its better

#

it should be right for players

glass sandal
#

It just seems odd to me you can see the leaping fish which is TEMPOROSS_HARPOONFISH_FISHINGSPOT_SPECIAL but it isn't tracked as an NPC. But maybe that is expected

rancid marten
#

devtools overlay might be culling it

serene wharf
#

@rancid marten if u push to maven i can test

glass sandal
#

But the fishing plugin doesn't highlight it either. Neither does the Tempoross plugin notify for it

serene wharf
#

oh actually i can just build the client

#

let me see

rancid marten
#

maybe its a spotanim or loc or something

serene wharf
#

@rancid marten Appears fixed for players on bridges

#

Thank you πŸ™‚

serene wharf
#

fixes it for NPCs too ^ (previously nylos walking down the lane would have a similar bug)

ember flareBOT
ember flareBOT
low hatch
ember flareBOT
#

A small update to the Item Prices plugin to allow users to disable the overlay for specific items. This is useful for items like potions or food, for which you typically only care about what they'll do for your stats, not what they're worth.

I referenced the Ground Items plugin for the implementation here.

Functional verification:

  • prices still shown when an item is not disabled:

  • price overlay hidden when an item is disabled:

  • price overlay hidden when an item is disabled via...

ember flareBOT
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#
[runelite/static.runelite.net] New branch created: jav-config-25430189183
#
[runelite/static.runelite.net] branch deleted: jav-config-25430189183
#
[runelite/static.runelite.net] New branch created: cache-code-2026-05-06-rev238
#
[runelite/static.runelite.net] branch deleted: cache-code-2026-05-06-rev238
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sharp hawk
#

Dont want to be a pest but any update on the camera issues? Its rather annoying πŸ˜…

rancid marten
#

can you be more specific?

sharp hawk
#

The top down one and the jitter when doing certain leagues animations, tbf im still at work so im unaware if its been addressed

rancid marten
#

i think that was fixed yesterday, have you checked since yesterday?

glass sandal
#

Barb gathering calcified rocks looks fine for me

sharp hawk
#

I have not, sorry if it was a stupid question πŸ˜…

frigid bronze
#

I don't know if this is a Jagex client or runelite issue, but Actor#getInteracting() appears to never clear after today's update

stuck shale
#

yeah jagex broke sometihng

glass sandal
#

Jagex issue

frigid bronze
#

πŸ™

#

Rip Varlamore thieving I guess lol

serene wharf
#

even with extended pitch limit off

#

it's different to what it used to be

rancid marten
#

i dont really believe that / if you want me to do anything other than tell you to go away, provide specific evidence

serene wharf
#

Maybe it's the pitch limit being off

#

It just felt weird the entire day but I guess it might have been the pitch limit extension being off

ember flareBOT
sharp hawk
#

all seems normal now on 1.12.26.1, regarding both the extreme pitch angles and the camera snapping down on certain animations

ember flareBOT
#

Type

Incorrect behavior

Operating System

Linux

OS Version

CachyOS

Bug description

bug occurs regardless if I'm on GPU/117 HD/or default renderer

Bug also occurs on other plugins that highlight npcs, like player outline.

Bug also occurs on a completely fresh profile and fresh install.

Screenshots or videos

RuneLite version

Runelite version: 1.12.26.1
Launcher version: 2.7.7

Logs

No response

ember flareBOT
#

I think I just ran across this as well, though it could be a similar but separate issue

<img width="119" height="199" alt="Image" src="https://github.com/user-attachments/assets/665fe4e7-7499-462d-9900-4083190c181c" />

I noticed it on docks specifically, but it could be anywhere that the object is on a "floor" that's offset from the terrain?

RL version: 1.12.26.1
OS: windows 10
Seen on region locker GPU plugin.

ember flareBOT
ember flareBOT
#

Fix for #20113

Original LocalPoint-based height sampling (which did bilinear interpolation and handled bridge/scene coordinates) replaced with direct WorldView.getTileHeight() calls, bypassing interpolation and bridge-aware adjustments and producing incorrectly low, misaligned highlights.

This reverts the recent getFootprintTileHeight changes in Perspective.java and restores the original LocalPoint-based height sampling.

This brings actor highlight height calculations back in sync w...

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#
[runelite/runelite] New tag created: runelite-parent-1.12.26.2
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[runelite/static.runelite.net] New branch created: 1.12.26.2-25469619658
rancid marten
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i am also fixing the facing moonwalking thing with this i think but I am not very super confident in it

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so I guess lmk

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deft hatch
deft hatch
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bit hard to tell, but PRs are going up again?

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faster review, so maybe people submit more PRs?

rancid marten
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yeah a lot of people cant think more than a few minutes ahead and will submit multiple a day

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also it was offline for like 3 days earlier this week due to an issue

hoary spindle
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induced demand strikes again

arctic surge
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I opened a relatively small PR on lemon duck's ToA plugin 1 week ago, which we briefly discussed & agreed on in discord. I've been looking forward to a review on that. However, I'm starting to realize that this is pitted against all of lemon duck's other work, like reviewing runelite plugin hub PRs, and other plugins that lemon owns, other longer-standing or more important issues/PRs within those plugins. I was thinking about pinging lemon about my PR but I don't want to come off as a nuisance, seeing how my request is one of many.

What do people normally do in this kind of development scenario? This one is a little different than my situation with scrollboxcounter plugin, where that guy is MIA and I had to initiate the takeover process to get my fix through. Lemon duck just seems to have a lot of work going on. Is there a way to see if there are other collaborators on the ToA plugin I could ask? If not I guess I just have to wait patiently, maybe remind after multiple weeks incase it's forgotten. Just thinking out loud here

rancid marten
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yes ping llemon, she is around

arctic surge
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@tulip wagon Do you know when I might expect a review on PR #139 for Tombs of Amascut plugin? It's that idea I brought up last week for only labelling healing swarms (w/ index rollover logic), fairly small/straightforward diff ~50 lines. All good if you're not able to get around to it for a while, just looking to understand/make sure it wasn't forgotten

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late hare
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Is this part actually a jagex bug or just getInteracting() not accounting for when it's reset

rancid marten
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people keep saying its a jagex bug but the character isnt visibly facing the thing

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so i dont understand that really

glass sandal
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With fishing spots the character turns to face the fishing spot after it has moved

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stuck shale
rancid marten
glass sandal
rancid marten
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the fishing thing seems like it would be unrelated

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if you arent facing it then you just arent facing it

late hare
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yeah i think those are two different issues

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that one would be jagex bug

rancid marten
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like theres no way that this explanation makes sense

stuck shale
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i thought it was because you're interacting with it without moving towards it, like you can interact with players by using a spell on them when at the ge

glass sandal
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Well then there's a runelite API bug with interacting but I'm not able to determine if that's the case

rancid marten
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who the fuck is this

glass sandal
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[[Isles]]

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Another example, after unnoting bones on Virilis and then blessing them on the exposed altar it still shows you're interacting with the NPC

rancid marten
late hare
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uhm yeah sec

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bb.ag is set to lf.ak, but the other fields are not cleared which is why it's broken atm

rancid marten
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oh i see

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rancid marten
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why does apparently even randoms in #support know this but noone has told me

late hare
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lol yeah idk who that is

glass sandal
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Given artefact lures were broken I just assumed it was all NPC-player interactions and not a runelite api issue

rancid marten
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there is a mix of rl api broken and also the server is broken atm

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which makes everything confusing

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and also the clientis broken

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basically, everything is broken in different ways

late hare
rancid marten
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im checking its lf.ak

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now

late hare
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perfect then

rancid marten
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i dont understand why this is so complicated

late hare
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yeah these facing changes are def something

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the server also faces objects incorrectly since it says the size of them are always 1x1 for some reason (though that was broken in 237 server sided too)

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so you just always face SW tile

rancid marten
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was it broken in 237 or did you just notice it there

late hare
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it was broken in 237 too, but they calced the angle server sided

rancid marten
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err i mean did it regress in 237

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or was it before

late hare
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pretty sure it broke in 237

rancid marten
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do you have a good example

late hare
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uhm, it'll just be any object that isn't 1x1

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trees prob easiest

rancid marten
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oh yeah i see

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odd noones noticed this

glass sandal
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Would that be the odd pathing problem people noticed?

late hare
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i assume it broke in 237 as prep work for these facing changes, but somehow they ended up discarding the size of objects along the way

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but who knows lol

rancid marten
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we never got a repro for the pathing thing did we

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idk im being gaslit pretty hard i think the last day or two

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yday someone in #support tried to convince me you are supposed to be able to move your camera below terrain

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i looked into it a bit and i really dont see anything wrong

late hare
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below... idk about that lol

rancid marten
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idk

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well actually i do know, the answer is just no

late hare
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even if you could, why would someone want to do that

rancid marten
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ok so i fixed this

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ill pass on the interacting 1x1 thing that seems weird

late hare
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would this be a good time to tell you another bug (cache related) to pass on

rancid marten
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sure

late hare
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for some reason there's some sounds being repacked every update since 237

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with new ids

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while keeping the old

rancid marten
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so its duplicating the sounds?

late hare
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yup

rancid marten
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do you know which ids

late hare
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the latest ones are 11505 11506

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i have a theory that it's because they both end the name with a space

rancid marten
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that sounds stupid enough to be true

late hare
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they have these dbrows that i assume are generated from disk somehow at one point

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and this entry (and another one) keep changing ids

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and notice the space at the end.. πŸ˜„

rancid marten
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yeah

late hare
rancid marten
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ive been discovered

late hare
rancid marten
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no i think its not real

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essentially every day we have people come into #support and make fucking insane claims

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and occasionally they do that on the same day as engine updates

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and it makes my life hard

late hare
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because there is a weird one if you do an interaction then spam click to do another on some other thing

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but idk if it's referring to that

rancid marten
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idk

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i saw a thread on reddit about it let me see if i can find it

rancid marten
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but some of the other people were insisting its been happening for over a week which means it not related to 238

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but ive not been able to get an actual info about it

late hare
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ah yeah that's diff than this one then

rancid marten
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this is just moonwalking

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i have that fixed i think

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is that still happening now?

late hare
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oh maybe not, that vid is from yesterday

rancid marten
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ok

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i think its good now

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late hare
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yup, is fixed

rancid marten
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i liked it more when everything was just ints

late hare
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yeah i feel like their refactors are moving things to new objects and using enums a lot more

rancid marten
glass sandal
stuck shale
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i noticed this exact pathing in dmm

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thojught it was a pvp thing lol

tulip wagon
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Summary

  • Track bank, shared bank, and seed vault interface lifecycle before honoring the bank search shortcut
  • Ignore the shortcut while bank search input is already active so the bound key can be typed normally
  • Consume only the paired typed event from opening search, preventing plain-letter shortcuts from seeding the search text
  • Add BankPlugin tests for open, active-search, closed-bank, and opening-character cases

Fixes #14342
Addresses the bank-search portion of #13608.

Testin...

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low hatch
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reef badger
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what was the conclusion on this u and polar started talking in symbols so i stopped reading

glass sandal
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It's actually a runelite internal bug that Adam fixed

reef badger
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litty

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reef badger
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that guy really said do not speak to me apple scum

late hare
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dont think there's been another release with the fix yet either lol

late hare
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@rancid marten did you add the same check to Actor#isInteracting too?

rancid marten
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oh i wasnt aware that was even a thing

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why is that a thing

late hare
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idk it's unused in core, you added it πŸ˜›

rancid marten
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idk

rancid marten
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well this returns true if you are interacting with something you cant see

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which idk if that happens

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maybe

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sharp hawk
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clicking an object and npc in a very short time span causes interact highlight to get confused and highlight both

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[runelite/static.runelite.net] New branch created: wiki-data-2026-05-08
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Type

Incorrect behavior

Operating System

Windows

OS Version

Windows 10 IoT Enterprise LTSC

Bug description

While not strictly identical, I think the game messages you get in leagues telling you how many of an item you have banked as it sends it to the bank for you should be collapsed by this option.

Maybe lines could be considered duplicate if the only difference between them is a number?

Screenshots or videos

RuneLite version

RuneLite version: 1.12.26.2...

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[runelite/static.runelite.net] branch deleted: wiki-data-2026-05-08
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shadow stirrup
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tight loom
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is it allowed to store a click that failed due to things such as animations/cooldowns and display that to the player so they know the click never registered?

oak rock
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sounds fine to show feedback like that

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you just cant store it and fire it off again when it would have worked

tight loom
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also question about prayer flicking helper

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if I could detect the pattern of attack per enemy and display that as a indicator when to click the prayer would that be allowed?

grizzled aspen
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No

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glass sandal
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Indicates what prayers to use in what order, for example in the Cerberus boss fight

tight loom
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it seems to be boss focused, but im guessing its just the example they used and it applies to all enemies as well?

glass sandal
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Indicates what prayers to use in what order
Does not say its a boss restriction, it says combat

tight loom
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cool, well thats good

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so even if it didnt state what prayer to use and only gave you a window of time indicator it would still be disallowed?

restive garnet
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Cerb was just a good example since most people know about that effect

oak rock
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yes

restive garnet
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I'd say that's still bad

tight loom
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gotcha

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  • Next attack prediction (timing or attack style)
    Yeah looks like this covers it
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valid wave
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there a way to cancel the rendering of hitsplats?

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or is that not a valid element

oak rock
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entity hider can hide 2d

dusky prism
oak rock
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this is gonna reset it for everyone that changed it themselves though

sinful lava
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i merged miniDank

oak rock
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but that still would be better than how it currently is

solid shadow
sinful lava
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that was my thought too

dusky prism
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yeah that was my opinion as well

tight loom
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yeah I was thinking the same thing (i wasnt)

dusky prism
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its when i went to type S I T that i realized how bad it really was

oak rock
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the ol lesser of two evils play

solid shadow
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the people that changed the keybind know its a keybind so they will find it again NODDERS

glass sandal
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Could've written a migration if the config wasn't shift+space but oh well

tight loom
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am I supposed to have a role once my plugin is approved and on runelite?

restive garnet
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It requires a certain number of commits to the plugin-hub repository for the dark purple name colour

glass sandal
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Github API only returns the top 500 contributors by commit count

restive garnet
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I think the barrier is... 7 commits at the moment?

tight loom
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oh thats odd lol

restive garnet
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They can't help the Github API's limitations in that regard

tight loom
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would kinda be cool to have roles based on how many active users their plugins had

upper valve
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lol

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If you're AFK fishing and the inventory fills up, the idle notification doesn't fire while the fishing spot is still there. It only fires if the spot moves.

checkInteractionIdle only triggers when Player.getInteracting() is null. The fishing spot NPC is what you're interacting with while you fish. When the inventory fills you stop fishing, but the game client still has the fishing spot as your target, so lastInteracting gets refreshed every tick and the timer never elapses.

Adds a che...

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[runelite/runelite] New tag created: runelite-parent-1.12.26.3
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[runelite/static.runelite.net] New branch created: 1.12.26.3-25603230584
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Why this is such a nice QoL for bank tag tabs for players that have a high count of bank tag tabs:

With my play style, I frequently have to update the auto layout of my bank tag tabs.

The tag tab scroll bar has the "Auto layout" options. However the "View tag tabs" UI does not have this.

At a high count of tag tabs it becomes more efficient to navigate between tabs using the "View tag tabs" UI rather than scrolling the tag tab bar. But this means you still have to scroll to the tab u...

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low hatch
glass sandal
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The problem is getting someone to test all of the exact areas as opposed to just using the worldpoint from cache

reef badger
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yes putting info that the plugin is "not sure about" is not a valid option for core plugins

low hatch