#development
1 messages · Page 16 of 1
it's preferred you test anything you're submitting so yes kinda
would a attack cooldown indicator be allowed?
Like this one?
oh sweet
Type
Crash or hang
Operating System
Windows
OS Version
Windows 11
Bug description
Runelite randomly freezes with no clear reason and very rarely crashes. Client log always says "java.lang.OutOfMemoryError: java heap space" despite having plenty of memory available on my system. Tend to get hitching in Civitas specifically but have frozen at Demonic Gorillas, Zulrah, and in Civitas multiple times near the beginning of leagues.
Task manager also does not say that Runeli...
Client log always says "java.lang.OutOfMemoryError: java heap space" despite having plenty of memory available on my system.
We don't allow the client to use all the memory it wants, this error means your plugins are using more memory than the default limit. As you have a large amount of plugin-hub plugins, your options are to clean up the ones you have, and/or increase the heap limit https://github.com/runelite/runelite/wiki/RuneLite-Launcher-Configuration
Client log always says "java.lang.OutOfMemoryError: java heap space" despite having plenty of memory available on my system.
We don't allow the client to use all the memory it wants, this error means your plugins are using more memory than the default limit. As you have a large amount of plugin-hub plugins, your options are to clean up the ones you have, and/or increase the heap limit https://github.com/runelite/runelite/wiki/RuneLite-Launcher-Configuration
That would make a lot of ...
https://www.reddit.com/r/2007scape/comments/1t8lh9v/spacetime_anomaly_discovered_at_hunter_guild/ lol what is this
I can in fact confirm this
Oh really that is interesting
oh it happens on every bone
does it happen on mobile?
are we sure this is new?
the arches are just solid objects this is the only path
maybe this is not new
people keep saying pathing is messed up and ive been trying to find evidence of it
im not familiar enough with this content to know if its new or not
I'm pretty sure that is not new
Those tiles around the hunter guild are not new at all no, been there since release
Is there any way to get varbit values without running the client through the IntelliJ?
Action Logger will log varbit changes (among other things) to a json file
I'm trying to figure out region ids for LEAGUE_AREA_SELECTION_* varbits, but sadly I only have one account to check
Don't think Action Logger would output those unless I unlock a new region, yes?
Well they're sent on login
Hmmm I'll give that a try
misthalin = 1
karamja = 2
asgarnia = 3
kandarin = 4
morytania = 5
desert = 6
tirannwn = 7
fremennik = 8
wilderness = 11
kebos_kourend = 20
varlamore = 21
guessing the bot doesnt care about audio file licenses? in that yama-shoebops case the clip is probably not a problem but theres no mention of the source in the plugin repo
Hey guys! I finally linked my git and wanted to come say whats up and have a presence after last week's launch of Kill Clog. If there's anything I can do to help, I'm around and willing, give me a shout
https://github.com/runelite/runelite/pull/20112 could this merged, would be a big qol 🙂
hey, is there any guides for learning how to make a runelite plugin?
How to develop plugin-hub plugins: https://github.com/runelite/plugin-hub/blob/master/README.md
I'm having the same issue, it's only showing ge and ha prices, but only in main game, it's all still working in leagues.
😶
are you on a local build and you haven't pulled recently?
or stale build cache or smth
Nah I just launched RuneLite on stable (AFAIK) via the exe.
RL v1.12.26.3
FWIW my height seems fine everywhere else after all the recent fixes. I've only noticed these issues happening by Yama's lair since the floor their is bump asf
Am I fine to rename a repository, or will I have to open a PR with the new repo name?
Should still track from the commit hash I guess, and maybe github+RL even supports tracking namechanges, but wanna doublecheck.
github handles it afaik
u wont need to update the plugin file until u actaully need to change something, unless they only cache the name changes for x amount of time, not sure about that
i think it's fine tho
Okok, will just rename repo then, and then update to new name when I make new changes, ty
And if someone complains it is broken I guess i'll know why 😛
8876483 update demonic-pacts-highlighter (#11848) - SolutionsCMD
a888b10 update shortest-path to v1.20.0 (#11862) - FIrgolitsch
Same issue here, hovering over my equipment and items no longer shows me weight or stats. I launch through Jagex, and it isn't working in either leagues or the main game.
Hey crew, I just submitted a PR for a new plugin! An AI chatbot that is trained on RuneWiki with a Bring Your Own Key model so folks can connect their own accounts, ask questions etc. There is also the option to right click on items in game and "Ask AI"
Would appreciate a review here when someone gets the chance. Thanks! https://github.com/flowercodes/osrs-wiki-chat-plugin
Leagues is working for me and I launch through jagex launcher, just not main game
Have you looked at/asked about the wikis policy about AI? iirc they don't really want the wiki to interact with AI stuff (ask them tho)
Not a reviewer but sending user's API keys to your own server is probably not gonna fly. Also https://meta.runescape.wiki/w/Meta:Generative_AI_policy
Fair points from both of you, and thanks for sending those materials. I believe my plugin does fall under the RS Wiki AI Policy because it is not commercial and it provides sources for every output. Definitely worth checking though.
API keys to servers is a big no-no, you are right there. I will refactor that portion. ton conduct the api calls through the plugin rather than the server I am running
Your output cites the wiki editors who added that content to the page? That would be attributing credit to the copyright holders
it cites a link to the wiki page itself, but not the individuals who contributed to the page
Example output when Asking AI about a banker. I now include the direct article source and history of contributors
Also including this statement
Forwarding API keys to your server should be no bueno
yup I updated that, not happening anymore
The key only lives in plugin memory on the local machine now and the HTTPS body to the LLM provider
That also doesn't give attribution to the authors
how so? It has a link to the contributors of the specific article referenced?
Also the page https://oldschool.runescape.wiki/w/Learning_the_Ropes only mentions the word bank 3 times. So I don't see how thats a very valid citation for that output.
Did you read it?
The copyright holder that you need to credit is not "Weird Gloop" or "the RuneScape Wiki", but rather the specific contributors – they hold the copyright, and have merely licensed their contributions to Weird Gloop under the CC BY-NC-SA license.
@worthy sparrow Yes I read it, the link of history shows the history of specific contributors? What am I missing there
@glass sandal you are right that is incorrect. I will look at refining sourcing
Thanks for your feedback all - genuinely I appreciate it! First time doing this so just learning the ropes. I am a dev in my full time role, but this is a whole other beast.
I am primarily a Salesforce Developer 🙂
Much better and more accurate sourcing now
I think linking to the hist of a page is not enough attribution from last time some one tried to create this
I posted in RuneWiki, we will see what they say. It may be possible to add more granular attribution to individually cited and specific lines
If the thing can only show one page as its' source material, then it's not going to meet the licensing requirement
They moved their discussion to the osrs wiki discord instead and had a constructive conversation there
I don't plan on joining it to find out 😄
hmmm is github on fire again
I think you just used the wrong commit hash in your PR. Not sure where you got it from
https://github.com/Unmoon/tool-required/compare/bcf681ac2f0faf0d715e8c12e3e882dd9905e94e..6b968a2c5b3bce2a137f3d609e2654f3b0d33758
i forgot to push xd
cool it worked
0c76eb5 update traducao-osrs-br (#11871) - walterrezende12-tech
bb45f2f update prayer-time-infobox (#11860) - arbeerby-pixel
I have a small question about the client.getLocalPlayer() function. When does this one actually get set? I want to get the current player's info on login, but the value is still null after GameState.LOGGED_IN is received.
wait a tick
It changed a lot with 237 engine. But I would put it in an invokeLater and return false if localPlayer is null. Then it'll run again until it isnt
Alright, thanks!
Some specific features that RuneLite can't currently accept: https://github.com/runelite/runelite/wiki/Rejected-or-Rolled-Back-Features
I have another question about the events. I'm trying to figure out when the local player has respawned. I have found that the PlayerSpawned event does not fire for the local player, and after respawn, the client.getLocalPlayer().isDead() flag does not get reset. I can't find another event in the docs that relates to respawning. I also checked if the object reference changes for client.getLocalPlayer() after respawn, but it keeps tracking the same object. Is there something I'm missing?
spawning refers to if the client knows about the player/npc/object/etc
probably you can check hp level or something on tick
actually probably wont work either cuz it can be not-0 and you are still dead hmm
Yeah, that's what I figured. I wasn't sure from what perspective it was tracking those things, but it's all 3th party essentially.
Yeah, I was leaning in that direction too, but it feels a bit hacky. I could do something like track an unreasonably high spike in HP but that doesn't really feel right.
isn't there a chat message?
well, you do get the chat message n stuff when you die at least
Oh good point
screenshot plugin uses ActorDeath, so probably use that
Yeah I use that for death tracking
That was the easy part
But I want specifcially the respawn timing due to needing the respawn location
The message is just for death as well
I'm writing a shortest path integration that plans a route from the respawn point back to the gravestone. So I need the start of the route to be the location after respawn.
Maybe I'll just end up timing it. The death animation is pretty consistent.
VarbitID.EDGEVILLE_SPAWN, I assume there's other's as well
Oh yeah! That could work too. I was so stuck on figuring out the respawn, but I can just take the varbit data as well
Thanks again!
As a follow-up to a comment I made on this issue prior, here: https://github.com/runelite/runelite/issues/19967#issuecomment-4149140296
I have since obtained newer hardware, and I continue to experience this issue. Current updated information:
- OS: Windows 10 Pro 64-Bit Version 22H2 OS Build
19045.6282(Intentionally on the same build as before.) - RuneLite version:
1.12.26.3 - Launcher version:
2.7.7 - CPU: AMD Ryzen 9 3900X
- GPU: Nvidia RTX 2080 Ti
- **Dr...
For what it's worth I have switched to Linux from Windows since making this issue and haven't had it occur since, with the same plugin settings.
Recently i changed my github name and with that the repo link also changed. Should i send a pr just to update that or should i delay it till i actually need to update the plugin?
the latter, github should handle the redirect for a good while
Add's the PvP Auto Entity Hider straight into Entity Hider - does not affect any existing functionality and allows anybody using RuneLite to enable this setting for a fair playing field amongst PvPers
d20b7fa update xp-to-level-notification (#11803) - R-Dson
@tulip wagon for the same reason i did my new pr on afk gotr for version, you may want to do for toa
unless you want people to refer to the commit hash for versions 😄
i specifically removed named versions from my plugins since they're easy to forget to update. hashes are always unique and concrete
oic
ddd8f49 create shortest-grave - FIrgolitsch
85ef1e1 create antidrag-blacklist - bopsec
For Gson, can we use the static net.runelite.http.api.RuneLiteAPI.GSON instead of @Injecting?
no
I've made the hot/cold helper and I've been receiving requests to have an option to suppress the default hot/cold overlay, I assumed this wasn't allowed since it would be interfering with another plugins config/rendering, but just wanted to confirm if this was the case?
No gameval update today? They removed a column from dbtable 197 which is breaking the port task plugin
Some changes last week as well, and that one also had no gameval update
Maybe something in the cache reader broke
with the login title update, runelite now has a higher quality title than official client, because lol
hmm whys that? does it use a different logo?
Hello, any way to see the queue for PR reviews or if there's anything preventing your PR from being reviewed? It's a bit confusing to see more recent PRs get reviews without getting a reason for why mine (#11158) isn't 😅. Happy to address any issues but would love to know what they are.
the bot reviews the most recent prs first, where as most humans will do oldest first
the bot won't look at this though because it's doing network io and because you are submitting a plugin not owned by you but instead by an org
That's fair and I do expect it to take time given how swamped you guys must be. It's just not having any ETA or signal for "don't worry it's not lost we're just slowly working towards it" is a bit frustrating when the timeline is in the months range.
Resubmitting from a fork in the org won't do anything here to speed things up or make it easier for you all as this involves network io, right?
change the warning to This plugin submits your display name, GE trade data, and IP address to a server not controlled or verified by the RuneLite developers. and add authors=matjuu and ill see if i can get the bot to take it
build=standard as well, right?
yeah but it wont even pass the first checks without that
@rancid marten done
also add authors=
Ah thought you meant changing it in the properties of the plugin itself. Added to the plugin file too.
okay, have to wait a bit for the bot to pick it up
Yeah bot picked it up now, still needs a maintainer review though 😅
@twin rover~~ https://github.com/runelite/plugin-hub/pull/11893 it goes in build.gradle not here~~
or er did that change
just noticed another pr is doing it too
it changed because with build=standard the build.gradle is ignored
ah got it
success
cool
I think I've seen some plugins send a one-time chat message to players after a plugin update. Is that something that can be done by plugin hub plugins?
Probably done through hidden config-options that are set to true when the chatmessage is sent
you'd want to store the current version in config and check if the stored version differs from current on startup
Oh ye that's better
Got it! That's neat, thank you both.
which does mean it can only start working for the update after the update that adds that tracking
though I guess the first time the config would be null so you could do something with that
Mostly adding this for Grotesque Guardians - currently a 5 min respawn infobox is permanently on your screen after Dusk dies - it just gets reset to 5 mins after he dies again.
This is due to GGs being summoned by Bell instead of respawning naturally.
Simply removing the appropriate respawn infobox on boss respawn fixes this problem for GGs as well as any other future bosses that might function similarly.
you can look at quest helper for an example
seems like RuneLite Cache-Code Autoupdater has been broken for about a month? none of the updates to VarbitID, NpcID, etc. have been going through since april 15th
pretty sure you're referring to the deprecated classes, use the ones in the gameval package
Nah this is for gameval
https://github.com/runelite/runelite/tree/master/runelite-api/src/main/java/net/runelite/api/gameval
Latest update was april 15th
ah, think they just haven't ran it recently in general (or merged)
it runs it just wasnt merged
Hi, I have a question about the migration from the deprecated client.getPlayers() to WorldView.players().
My understanding is that WorldView.players() only returns players within your current render distance, while the old client.getPlayers() may have been backed by a broader player array. Is there any way to access the full server-side player array (all 2048 slots) through the current API, or is the data intentionally limited to render distance only?
its never had all players in it
Oh, so its not possible to get a all player list from a world?
nope, client doesn't have any info about players outside of the normal like 15x15 around you
Thanks, that clears it up!
And that radius can be further reduced in busy areas, too
Type
Incorrect behavior
Operating System
None
OS Version
No response
Bug description
Even though I have the "idle animation notifications" and "idle interaction notifications" checkmarked on the Idle Notifier plugin, when my character finishes adding the last log on my inventory to a Forester's Campfire (that firemaking training method where your character automatically adds logs to a campfire), the character still keeps "warming his hands" on the fire for a long time...
8e36f04 add dutch-mayhem-clan-plugin (#11400) - nekomana-project
just wondering, did my pr get pushed back in que because of the "build=standard" commit I added here?
what pr
xray
Mark npcs while hiding their model, similar to enabling blindfold while having npc indicators on, but without having to hide all entities.
xray.mp4
i think the ai reviewer didnt like it
i recall that, it needed manual review; but i was wondering if adding said commit changed its position in the que
no big deal was just curious
well it would have updated it yeah, it goes by least recent update
i can merge it tonight, not at my machine atm
sure, appreciate your time thanks
Is it safe to be afking / playing the game (salvaging for example) while actively developing, aka not running on the normal client, but dev client
were there any changes to actordeath/npc(de)spawned recently? I'm seeing multiple plugins getting confused. ToB QoL for example not receiving npcdespawned for some nylos.
not intentionally but there was a engine update last week
so anything can happen really
if you can figure out a consistent way to reproduce it, maybe outside of tob, i could look at it
i'll see what i can do but it's very prevalent in the nylo room, it happens quite frequently
i'll think about an alternative
is there a way i can 'hot reload' plugin changes without restarting client?
yea they still use the same sprite ids but the official client one was smaller so when they added the new one they just downscaled it to be the same size as before
java is like near 500 somewhere and official is like 2000 or something
Hello looks like my plugin was removed from the plugin hub and can't be installed or used anymore. Was this done on purpose? https://runelite.net/plugin-hub/show/group-ironmen-tracker
it doesnt look like it was removed
Is there a reason I cannot see it in the client anymore?
mm we didnt remove it, but it does appear missing, ill see
a bad pr was merged earlier with the same name group-ironman-tracker which broke it it seems
i manually rebuilt your plugin
(bad as in improperly formatted, not malicious)
Nice, I see it there now. Thanks
Hey I hope this is the right spot. If this should be in #support, just let me know.
I'm trying to make the opposite of Pharros's Food Coloring plugin(no hate, I just prefer the old sprites). I'm not a developer; I just know syntax from many years ago and can read my way around Java. After reading the copyright notice and confirming my intentions should be covered, I forked the plugin, commented some sections I don't want, un-commented existing code, and replaced the resources with the old default ones. I think that should do it, ready to test. Are there any resources I can be pointed to on how to test plugins and submit to the plugin hub if it's all good?
How to develop plugin-hub plugins: https://github.com/runelite/plugin-hub/blob/master/README.md
You can also probably do what you want with Galmourer without developing a plugin
That's probably more efficient one one hand, but on the other I've put in what I'm hoping is most of the work already and its a lot easier for others who don't prefer the new sprites to just search it on the hub
I appreciate the suggestion in case I can't get it to work 🫡
I forgot about doing this. Thanks Mr Bloat
pajaDank is that really the best way to do it? Oh well
[ https://github.com/mablack01 ] [ @chrome crest 179568888495734785 ] miles0617#0
@chrome crest can you set build=standard on flipsmart and I can see if I can get the ai to approve it?
Yeah for sure, I can do that now
i see you added build=gradle but i dont see a reason why you might need that
since it looks like you have nothing nonstandard?
I think on my last PR or two the pipeline was complaining about that line
Swapping to build=gradle ended up resolving that
Sounds good, I will get that pushed up and see if the pipeline passes
Should that just go in runelite-plugin.properties or also the plugins/flip-smart entry?
change this to standard
@rancid marten commit hash updated with the build change
why is true tile allowed? It straight up predicts player positions. There is a rule which says you cannot predict projectile hit locations, why is player position different?
i think its predates the rules
and i guess as a player its not very hard to know where you are walking to
the issue I have with it is that its showing where you actually are
afaik the tile highlighted is almost exactly where your character is according to the server by predicting
so you can imagine how advantages that can be in pvm
jagex are ok with true tile and so we aren't going to remove it, even if you have a problem with it
we dont have to imagine it we are very aware it exists
the most popular true tile usage is woox walking
or well known maybe not popular
fwiw jagex added true tile to their own client as well
they did?
Yes
oh you mean like runescape buddy or whatever?
The official client
weird that it isnt on the pc client
Pretty sure it is
its there as well yeah
It is on PC
I think desktop and mobile official clients have parity
you sure about that? some qol are mobile only
I think desktop had it before mobile but this was the first blogpost I found
but dont remember fully, its 4 years ago
oh yeah it looks like they do. cool so its official. Thought it would be odd if it was plugin only lol
The second batch of new client features arrive this week, bringing enhancements to core gameplay elements such as minimap management and, excitingly, improved draw distances! Combat Achievers and patrons of the Theatre of Blood have plenty to get their teeth into, too, and some lovely new merch hits...
im trying to detect when a player is animation locked or not and finding it tricky to narrow down by animations alone. anyone have any tips on how to detect that?
are you looking for an animation stall?
yeah, if thats the term
i dont know if theres a way to see if they're a stall or not without expirementing
like when you open a door or a chest you are momentarily locked and actions do not work if you click
oh it doesnt like it because it is like 100k tokens
I don't mean to be rude but this has been a feature for over half a decade, have you just not noticed it until now?
As recommended in the developer guide, starting a discussion here first before making changes for the core client infoboxes. Not a major change. Infoboxes currently only overflow / wrap in two directions. To the 'right' if they are 'vertical', and 'downwards' if they are 'horizontal'. Aka, if I have lets say 5 infoboxes stacked vertically, and the 6th one wont fit, the infobox overlay will automatically widen to fit the 6th one, and will place it in a new column to the right. I want to be able to specify so that it can start growing to the left (or upwards if in the horizontal orientation). Is there any reason I should not do this, or is this existing functionality that I do not know about?
i'd love upwards but have been too lazy to look into it for 5 years
the ux for determining expand behavior would be interesting
it's always the ux
i can do just config options for now until someone has a better idea for it
but how would you do that per group
flipping orientation used to be a config, then it was put in the context menu
good point
i think it would have to be in the context menu along side flip
Shift right click similar to how current orientation is flipped?
yea
Is there any reason it couldnt just be 2 more flip orientations?
i've always felt Flip made more sense as the action for changing this behaviour instead of what it already does :L
it would really be one more flip
click Flip 4 times to cycle all the way around?
thats one way to do it too
It would be the same context option, but instead of alternating between horizontal or vertical, it would swap between 4 options, horizontal up, horizonal down, vertical left, etc
yeah, but could be too much?
i'd say try it, play around with it, see how it feels
are preset camera angles changed by keys allowed?
isnt that already a plugin
Camera Points
lowk wouldnt that be effectively moving your mouse?
sorry not trying to debate, just trying to understand
I guess Camera Points still only does NSEW
only the zoom level can be manually set
Presets for Camera yaw/pitch/position
is on the rejected feature list
Only NSEW are allowed as the compass orb does those
okay cool, glad they rejected that
If anyones looking for potential plugin idea, figure out a way for a guest member in a clan to see clan notifications. (unless one already exists? 🤔)
Would likely require an external backend to handle the communication but would be very cool for people who like to hang out in other clans.
Clan member who also has the plugin installed would send the events to the backend which then directs them to the guest members in that clan.. or something like that 😄 Any reasons why this wouldn't work?
stuff like that doesnt really scale well since once its well known enough people will send it fake messages just to make everyone elses gameplay experience worse
or just abuse your backend
that sounded better in my head
also its funny to lie to guests about what we're gz'ing
but I am the guest :(
im kind of surprised that those only go to members tbh, would've assumed they would get sent to everyone in the clan channel
or atleast have an option for officers to decide if guests are humans too
idk what the config for it is but in my clan even members with the lowest rank don't see wilderness death/kill messages, which I find weird
Hey guys, since map-reading no longer requires xteas, we could tecnically load any region, right?
Region loading could be a nice addition to the debug tools. I cant implement it myself as I dont have access to the runelite source, but I was wondering if any of you who do have access would be interested in such a thing.
Is there a way to distribute plugins currently in active development to a select group of people, I am manually testing with build scripts for specific systems but I'd like to ask my friends to test before submitting. Do I just provide them with build scripts and accept that non-standard plugins don't work that way?
Run gradle shadowJar to generate a runnable jar in build/libs/*-all.jar. You can run the jar with java -jar -ea jarName.jar. If you run into problems, update build.gradle to the latest plugin template version.
it doesn't predict anythign lol, it shows where you curretnly are
the server transmits where you are per-tick, and the client animation lags behind it
/**
* Gets the server-side location of the actor.
* <p>
* This value is typically ahead of where the client renders and is not
* affected by things such as animations.
*
* @return the server location
*/
WorldPoint getWorldLocation();
Its known to the client it just isn't delayed by animations
the client knows your destination as soon as the server sends it
true tile is where you actually are its not a prediction
its rare for a server to tell you the exact location all the time in perfect tick sync with the server
thats neat tho
you're forgetting OSRS runs on 0.6s cycles 🙂
it's quite diff from most modern games
didnt consider that
yeah i mean also it's not in perfect sync; it's lagged behind by your ping, as any game server would be
right, but the location tick is where it is on the server at the time you get the packet without extrapolation which is nice
broadly speaking, the osrs client is super thin and the server controls almost everything. there's very little predictive stuff in there (like when you click a prayer and it changes the icon immediately). most things require the server to enact (like how opening the in-game settings panel is delayed until the server accepts it and sends back an "ok open this widget" packet)
funnily enough with the prayer thing, only the icon is changed and the sound effect still plays tick-aligned
it's also why if you're at 0 prayer and then drink a ppot and try to turn on prayer in the same tick, it gives you the "you're out of prayer points" message but also still turns on the prayer. that message is client sided and hasn't seen your prayer get restored yet, which is server sided
makes sense why you cant move at all if you are lagging
yeah the only prediction client really does is just UI stuff, and that has to be scripted manually
idk what the harm is with some prediction to help people with poor internet tho
would just feel smoother
reconciliation if it's wrong is the harm
the player sees that they moved, the server doesn't, now the player feels worse for getting hit by a vorkath bomb because on their screen they were nowhere near it
rs3 was experimenting with movement prediction but there's so many variables the client cant account for probably, so it never came out
and then if some instruction just never gets accepted, let alone late, you have to rubber band the player back to an old spot after some acceptable prediction window
why does runelite not simply predict the future? are they stupid?
just rubberband them if too much of a mismatch like most games do
with how simple runescape is I doubt its really an issue tho
prediction isnt really needed and its ideal you dont need it
predictive networking is kinda necessary in stuff like shooters because otherwise you'd add a rtt worth of input lag to the player movements. in osrs that's just not an issue.
if they changed how the movement felt now, no one would like it
its been this way for way too long people have gotten used to it, and in some cases (pvp) its a feature
predictive stuff is a compromise over input latency, not a "feature", and if you don't need it at all you just shouldn't do it
playing minecraft with 100ms input latency would be nauseating
How did we go from true tile should be removed to add more prediction?
im not really advocating for either, just trying to understand both and how they work in runescape
i had a misunderstanding of how both worked which is helpful to know
Kinda seems like you were
If I made changes to a plugin that would require the gameval vals only available in current snapshot (not latest release), should I wait for next release before I open a PR for it?
You can open the PR and have the hold for release tag added
Rollback networking: am is joke to you?
c2225b6 Update wiki data - RuneLite Wiki Scraper
If I take a existing plugin and add additional functionality to it. Can I post it to the plugin hub with another name, author, and url? Is that allowed?
Yes, ideally you would contribute those features to the existing plugin and users. Just don't call it Better Plugin, Plugin Plus, Plugin Improved
have you considered just contributing to the existing plugin
@tulip wagon I have submitted a PR to one of your plugins "combo-runes-only" if you would like to take a look at it? It simply adds the removal option for the cosmic altar since it's used for Aether runecrafting. I also updated the build.gradle file. It's a very small change so I hope you can accept whenever you have time. Thanks!
If you don't like that I updated the build.gradle I can remove it but it now is up-to-date with the template that is given
I would love an option to move the side bar to the left side of runelite, don't think that's currently possible?
no
I am also experiencing this a lot, as well as the camera 'sticking' and continuing to rotate even after I've lifted the key.
This is especially prevalent during combat with lots of effects happening (For example, perilous moons or amoxliatl).
This is true for two macbooks I've used, a Macbook Air m1 and a Macbook pro m2, and has only started occurring in the past few months. I have attempted disabling most plugins and reducing the gpu setting a lot lower than it used to be fine with. It almo...
this might be a dumb question but can I set runelite logging level to be warning and error only?
There is 19694
not sure if that also does the sailing icon
this looks wrong
@worthy sparrow can you figure this out^? at the very least it should be removing 168 right
Yes
I think I also got it working I can raise a PR unless ron you're gonna take it
It's literally just as simple as doing what ron said in the comments
hmm although looks like the sailing and combat icons might need different offsets 😬
did you figure it out
I wasn't sure which way to go so I haven't tried it yet but I think we'd either need to add some override images for the combat icons that just make the size match the sailing icon, or we would have to add handling to WidgetOffset to change offsets based on the icon, not just the interface ID
I would assume the 2nd option would be preferred
I've got something working although it's not super pretty
oh that does not seem to be working actually
ok now it is working
running master is crashing my graphics drivers so idk if running this works, but would it make more sense to just match a ctor sprite?
its crashing your graphics drivers?
yes
ctor sprite?
Sprite id in the constructor
ah, yeah instead of adding a whole new function just add a sprite id field?
- Switch to
SpriteID.SideiconsInterface.COMBATfor combat sprite - Add logic to have a different offsets for sailing vs combat icon
This fixes both the combat and sailing icons being offset
like this? ^
the unholy quadrinity
(the plugin has an actual display name that is not this)
Added images. I feel like the 2010 combat sprite does look slightly off, so might need to edit that image
Yeah looks like 2010 needs kicked over a few pixels
Ok went through all the icons and combinations (fixed/resizable & gameframe) and updated the images in the PR again. I think everything looks good now
@rugged pivot @oak rock nit question, do u think the full 'Flip orientation' is too long, do i just keep 'Flip' and 'Flip Wrap', or is the clarity higher priority
After some testing, the one 'flip' button to cycle 4 times was just not it
Maybe you could do it like Jagex does teleports now? One flip option with a sub menu and then in the sub menu have flip up, down, left, right?
Clicking the main flip option without going into the sub menu would rotate to the next orientation
do you know of any core client examples i can reference that utilize sub menu entries?
Question (this might be based on me misunderstanding how it works): Would it be bad practice for me to piggy back of ChatCommandsPlugin boss KC tracking updates to ConfigManager to detect boss kills within my own plugin?
Inventory Tags Pick Color
NM, found Dink does this. They just make sure ChatCommands is enabled first
sigh
Funny I ran into this exact issue, and while I'd of course like this to be solved natively in the plugin, I have a workaround that should work for you until that's fixed. If you use the Watchdog plugin, you can customize an action around the final log being added to the fire as you always get the chat message "You finish adding the X logs to the fire". I just have my client get force focused so I can add my next set of logs immediately, but you could also trigger a flash/sound effect if desir...
952585d update tob-bank-wall-fix - avahe-kellenberger
Is opening ui panels(inventory, prayerbook, etc) handled server side? No, right?
no
So if i understood the third party terms correctly, a plugin that sets a key to cycle between those would be fine?
No self promo
Interesting.
i really need to change how the config works, its mad unintuitive
Duuuude that's super awesome! It worked! Thank you! (for anyone else
reading this, you configure the Watchdog plugin via its icon on the
sidebar, not through how you configure most plugins.)
Em sex., 15 de mai. de 2026 às 15:59, UncleMumble @.***>
escreveu:
UncleMumble left a comment (runelite/runelite#20134)
https://github.com/runelite/runelite/issues/20134#issuecomment-4462521842Funny I ran into this exact issue, and while I'd of course like this to be
so...
sex
Am i meant to tag or let anyone know when I have a PR finalized, or do i just kinda wait
Just wait
3fa5efc create bank-skill-sorting - Frailrain
9061083 create dialogue-fonts - theOranguzang
Before:
After:
Flatlaf by default applies spin(saturate(shade(@selectionBackground,70%),20%),-15) to the @selectionInactiveBackground colour which turns MEDIUM_GRAY (77, 77, 77) to a very dark (28, 18, 21) colour.
This PR makes the inactive selected cells the same colour as when selecting them, but it might still want to be a different colour, just not as dark as on release.
I've only applied it to List elements instead of the global @selectionInactiveBackground as I...
discord embed really doing the Before and After pictures justice
i approved that pr because i hated the flatlaf version when i played the game
tbh I like the before
if it was the Quest Speedrunning cell that was selected I would literally be unable to tell it was selected. Idk if its a combination of bad monitor and astigmatism but it is a thing
ive found it a little difficult to know whats selected/deselected
yeah, same
live footage of llms deciding how to write plugins
Cinema
If you wish to make an apple pie from scratch, you must first invent the universe.
Petition to blacklist people who push such to the Plugin Hub for the sake of keeping it slop-free from their future PRs 🙂
can i ask for help with a plugin hub plugin in this channel or
You can
if it's about the development of one
i'm trying to catch whether or not messages sent to onChatMessage have been filtered out by the Chat Filter plugin. i tried doing this
@Subscribe(priority = -3) // (priority 3 so its ran after Chat Filter plugin has done its work) public void onScriptCallbackEvent(ScriptCallbackEvent event) { if (!"chatFilterCheck".equals(event.getEventName())) { return; }
but its not firing when the chatbox is minimized
i'm wondering if anyone has any kind of other ideas
thats a different event
... you can't search by key modifiers in the new intellij ui keymap???
I guess you can but it's not registering ctrl+d for me
oic, something is eating--wild ride
are you looking at this interface styles thing still?
yeah
I believe your bottom (modern?) stones need updated too.
d38ffe1 create cosmetic-cannon - FigmentsOSRS
95361d5 create custom-ui-anchors - Car-Role
b627b25 create ultimate-stat-tracker - cabrilliant
https://github.com/runelite/runelite/pull/20112 if anyone could take a look at this that'd be great 🙂
ty @rancid marten 💐
The UI is uploaded every frame through GL_PIXEL_UNPACK_BUFFER. The PBO storage is currently only reallocated when the canvas size changes, so mapping it can block if the previous frame's texture upload is still using the buffer.
Re-specifying the buffer before mapping lets the driver provide fresh storage for the next upload instead of waiting on the previous one.
In local testing this improved FPS by roughly 20% FPS while standing in the middle of Priff.
Tested on an AMD Radeon RX...
see also #19705 - maybe @pacf531 could also look at this?
so we tried a different version of this previously in #19705 which basically just introduced a bunch of vm crashes for a reason i dont know
also there is 19715 which is a laugh
Yeah I was looking at 19705, I think this implementation might be a little safer since we aren't swapping out to glMapBufferRange, and using glBufferData to explicitly re-specify/orphan the PBO and keeps the existing glMapBuffer. I've been trying to stress test it to see if I can get any of the AMD related crashes on my setup.
i think 19705 might have been just hitting driver bugs idk
20140 looks probably safer
the thing with gl is you can write 100% correct code and still hit bugs in drivers like super super easily
which is annoying
Yeah and it's not exactly easy to say for sure, other than all the crashes are coming from AMD gpus
i am really good at measuring crashes so i am generally comfortable trying stuff like this and seeing
what do you mean
onChatMessage is not onScriptCallbackEvent
I think they know that
you can check the intStack on scriptcallbackevent (after Chat Filter has modified it) to see if a message was filtered out by Chat Filter, which is what I assume they're doing
yes, correct
onChatMessage will run on messages that Chat Filter has removed; i am was attempting to use scriptcallbackevent to check if the message was removed and cross-reference, but the callback event isnt being ran unless the chatbox is open (which, for my purposes, doesn't work)
so i'm just trying to see if there's another way to do this, or if anyone has any ideas
This problem still persists for me, and while I've been hopeful for a plugin update to magically fix it I thought I'd see if AI could help me understand what's going on. Claude pointed me here, and also diagnosed the issue just as @Macweese did. I then asked Claude to propose a fix:
Here's the patch — let me walk you through what it does and why.
The fix in one sentence: repla...
Type
Incorrect behavior
Operating System
Windows
OS Version
11
Bug description
When Brimstone chest is opened, two entries are added: one for chest and another for Konar quo Maten. When checking total loot history there's different amount of loot drops per each.
Screenshots or videos
Recent drop:
Summary drops:
RuneLite version
RuneLite version: 1.12.26.3
Launcher version: 2.7.1
Logs
[client.log](https://github.com/user-attachments/files/27902522/...
Jagex started to send their names with the events a while back. You can right click and hide the one with less entries, the one with more entries will continue to be updated.
I recently did this too.
Since it already does a migrate (I think?) couldn’t it also hide the legacy one
Sorry, do I have to do anything specific for this to get a quick look from the devs? Did I submit it the wrong way?
https://github.com/runelite/runelite/pull/20102
You just need to wait for someone to verify they're correct basically
i cba verifying it really but i could merge it
Oh, okay, so it is a waiting game
I didn't know if it is on your radar, or if you are busy with other PRs
I am working on the True Clue Areas plugin, and the offset is quite visible
oh is that you, i saw that on reddit
should we just make this draw a 3x3 area then around the center?
you mean the main plugin?
yea
Well, sure, if you are talking about beginners. Other tiers might require centering
I mean it is up to you if you want to do that
If you do though, let me know, so I remove that from my plugin so it doesn't overlap with the base one
Or if it is too much of a hasle right now, you could wait until I get more data about other locations and do it then. I am stumbling my way through java and plugin development atm . I will get the hang of it eventually
@snow needle set build=standard in runelite-plugin.properties
oh ok
If you force push the bot doesn't refresh the diff?
oh I'm dumb I forgot to add
lol
i think your plugin is probably too large for the autoreview but i will look at it later, about to leave the house
No rush; TY for pointing out my mistake
I don't think I'm eligible for auto review because I do network stuff anyway
it can do that now
you are official #github message
Oh wow the bot can actually approve it?! It's gotten really good really fast
Aw hub plugin merges got kicked to the other channel?
Indeed
😔 I like giving my take nobody asked for
just forward the message here and do it anyway
😆
i like knowing what is being released/updated but hate reading PR/comment spam 😭
Since I don't restart my client often, that's how I keep track of when to update 😂
runelite/runelite PRs and commits should still be in this channel I believe
yeah I specifically mean hub
Time to make a RuneLite plugin that lists plugin updates
(low key sounds like not a terrible idea)
i remember the news feed plugin
Just look at the diff history of my searcher 🫣
Unironically was thinking about it while I wrote the message, but I'm sure someone can do it better
https://github.com/pairofcrocs/drop-rates-clog/tree/master/src
I feel like there are lots of plugins that utilize drop rates/tables. It'd be nice if they would all consolidate into one plugin instead of each loading the same file into memory for each of the plugins 😔 Miniscule but just food for thought
you're assuming most hub authors can plan for like 1 hour ahead
big fan of this one automatically opening a weekly hub PR instead of reading the json file from github
I left them a reddit comment suggesting the latter but with the automated merges now it probably doesn't matter
yeah
other than contributing to the burning of the amazon or whatever
I think my favorite thing when I'm bored at work is reading plugin hub reviews. The best are when its clearly against the rules and the "creator" goes "but but but"
This statement violates the rules
I believe your bottom (modern?) stones need updated too.
Updated
did we add bank value trackers to the bingo
shouldve seen it coming since everyone is getting rich (or poor?) with flipping plugins
So I just got my first plugin merged, but I'm curious about the process for updating it. Do updates take just as long for approval as new plugins? Should I wait a bit to batch multiple changes before sending a PR to update my plugin?
I'm curious what the best approach is for reducing time to push updates while also not creating unnecessary extra load on the runelite approvers.
if you already know you are doing multiple changes, might as well put them in same PR so it needs just one review
IF the changes are relatively small
reasonably sized updates tend to be reviewed a lot faster than new plugins
(if it has to be reviewed by a human)
Ok, thanks for the info.
Before I go making it, does anyone know of a plugin that would let me hide the menu entry for entering olm if I don't have a botd, similar to gauntlet plugin not letting you enter with uncooked fish?
if I uses html in my readme would the runelite pluginhub site actualy display the gifs?
i believe the ge filters plugin does this (alongside several other crimes against readmes
) https://runelite.net/plugin-hub/show/ge-filters
that is a crazy readme
the readme equivalent of that one gif with all the plugins
https://github.com/Resh404/tileindicators/compare/0fbc3c1991ffc908a735f1916d0dfd9c4426e25d..Resh404:3dfd0fcf47e78e5187c702cf274d279e0593b987#diff-b335630551682c19a781afebcf4d07bf978fb1f8ac04c6bf87428ed5106870f5R39-R44 this will not work
where do you expect it finds "Animation.gif"
but it works on my computer? (jk)
<img src="C:/Documents and Settings/Bob/Desktop/image.png"> yep!
should work on your computer also now
i think you need ?raw=true at the end
it have ?raw=true at the end now. The ge guys did not have it. But it still works for them? i guess
im blind
works as expected now 
tyty it works
we're so back
fighting AI with AI 😄
don't show this to ai
f42b0da interface styles: Fix combat and sailing stone ... - ldavid432
Added in f42b0dab6507c79b482e1c8f794c7cb0ec6454c4
It's a work of art. It reminds me of a geocities website lol
Type
Incorrect behavior
Operating System
Windows
OS Version
Windows 11 23H2
Bug description
See screenshot.
https://runelite.net/plugin-hub/show/superglass-planner doesn't corrupt the M in "material" but isn't much better. So I'm unsure how much of this issue is backend versus the RuneLite client.
Screenshots or videos
RuneLite version
RuneLite version: 1.12.26.3
Launcher version: 2.7.5
Logs
No response
properties files are ISO 8859-1, not utf8
out of curiosity, how much did this cost for the llm to process?
a lot of that was just us manually clearing out stuff too old for the bot
but it's not been very expensive afaik
slop authors should at least sub to patreon
are you using a Chinese frontier model? that's awesome it's not expensive
gpt something
if cost is ever an issue, deep seek and kimi k are great for very specific tasks and probably would cost less than a cent for the whole month
less than a cent
07flip is like 102k tokens which is already like 1.4 cents using your numbers here lol for a single review
so no, it wont cost less than a cent for the whole month
It's very easy to rack up tokens, especially in a review where the agent decides to go back and forth. That same review ran at the same time could use 20k tokens, its just non deterministic.
102k tokens? how big is the commit lmao
it reviews the entire plugin every time
my guess is you're using a high thinking model that spend a lot of thinking tokens
no, that is only input tokens
well when prompt caching can be reliably passed outside of KV into storage that will cut costs dramatically for this use case
that also doesn't include the prompt, that is just the plugin code in tokens
its just a big plugin
prompt caching would include that
prompt caching wouldn't change anything since it only gets the code once, so if you tried to cache it it would just cost more from the cache write
no, you're assuming it's a cache miss
it will always be a cache miss because it doesn't get the same code twice
it doesn't look at the diff, it gets fed the whole plugin
and prompt caches don't last long enough to not be purged between scans
it would be a infrastructure change on how intake is handled
yea that's why i said this:
well when prompt caching can be reliably passed outside of KV into storage that will cut costs dramatically for this use case
it only lasts an hour
rn
why
because most plugins go years between updates
and you can't undo tokens in your cache, so unless they submitted the exact same code your cache would still be a miss
I think you're thinking too narrowly/uncreatively about it, that's definitely a constraint that could be engineered around
1hr limit is a hard block imo
so until that changes it's not worth getting into
but maybe just something to keep in the back of the head
I don't know every company's discount but for deepseek it's 50x cheaper to use prompt caching
does deepseek still answer in mandarin 30% of the time? lol
As of https://github.com/runelite/runelite/commit/e49b9ea172c6f77218acd801750898e3591ed3d9 it should be UTF-8, no? Or does it get ingested by something that uses the Java 8 default? I wasn't able to follow the whole chain of how metadata makes it way from author definitions to the Plugin Hub panel.
No, Properties uses ISO 8859-1 by default, not the system charset. And the system charset was changed in java 18, not 11.
Hey people, I have a question regarding the plugin statements. Specifically the following:
In addition, the following menu changes are prohibited:
- Any addition of new menu entries which cause actions to be sent to the server
- Menu option changes for specifically Construction, Blackjacking and Attack (or similar) options in PvP.
Source: (June 01, 2022) https://secure.runescape.com/m=news/third-party-client-guidelines?oldschool=1
Now this statement is quite old, and I know they have adjusted their statement on the second topic.
My question regards the first section. For the Soulflame Horn, we can adjust the range and playercount of its effect, but through a textbox. I was wondering whether I could add a plugin to change this to a layered menu item Configure -> Max Players -> 1, 2, 3.
I assume that that probably is against the TOS, however, I feel that the exact allowed/unallowed boundary has always been a bit grey. So thought I'd ask for sure
That would definitely not be allowed
Assumed as much, but I had some hope seeing how they've become more lenient recently in terms of allowing plugins!
Thanks for the response
Note: wanted to additionally add Revitalisation and Revitalisation (-), but information for their stat changes are not publicly available on the OSRS wiki. Would require someone to go in game, document the restore values, and then also update the code here. Just needs two lines:
` add(new SuperRestore(.XX, XX), ItemID.RAIDS_VIAL_REVITALISATION_1, ItemID.RAIDS_VIAL_REVITALISATION_2, ItemID.RAIDS_VIAL_REVITALISATION_3, ItemID.RAIDS_VIAL_REVITALISATION_4);
add(new SuperRestore(.XX, XX),...
Would it be possible to reorder the bank deposit buttons with a plugin? I think that you can change the icons for the buttons since the resource pack plugin can do stuff like that. Can I then move the menu entries between the buttons? Would it be possible to just move the entire button instead of changing the icons and menu entries? I haven't made any plugins before so I am not really sure how much you can do with the menu entries and built in uis like the bank.
prob could with Widget#setPos
hey guys i broke my plugin with last update. It couldnt find the new images I included. I think the issue is I had lowercase image names but the image files are uppercase. but does anyone know if the leading slash here could also be breaking it? if i remove the slash it wont build locally.
Your images should be in the same package as whatever class you're passing into loadImageResource
main/resources/com/my/package/image.png
so i need to switch the StatCategoryIcon.Class to my plugin class?
sorry im not the smartest, like this? edit: removed icons folder and now its building locally , thank you
is it known that the xp globes xp/hr is pretty bad?
reset your session, its accurate
but if your xp tracker session has been going for 24h, you dont have it set up to auto pause after X minutes
then yeah the number will be very low
even with fresh session the xp/hr is off
I dont think it is
but how do you have it auto pause anyway?
its a setting in the xp tracker plugin
I have run the numbers for xp/hr and I have a xp chart that I use at the same time. The chart is correct, but the globe is off
hmm turning off save between sessions and pause on logout with the auto pause maybe will help
I think you were right
thanks
Is it allowed to only show the outline of a boss, similar to how thralls can be hidden and only their outline is shown? It is useful in cases where the boss’s projectiles are blocked by the boss itself, so it essentially blocks your field of view and you cannot see which prayer to switch to (e.g. Doom Delve 4+) @rancid marten
Yes. I guess it is already there
thanks!
If I have a matchmaking lobby on my sidepanel that shows players that actively went in and selected options in order to find pvp fights. Do I need the people that are listed on there to be forced to have private chat on in order to be able to be displayed in the lobby (having to respect showing online in any way if someone is set to friends/off) or is it ok to not check that and just have the side panel be a separate thing?
Is it possible for one plugin to change the config of another? For example 3D Weather changing the skybox/brightness used by 117 HD
Yes but I think we would prefer that you not do that because it leads to a lot of support traffic usually
Oui it does sound like a way to cause potentially hard to trace conflicts
Definitely some cool stuff that can be done doe
It ends up being a really annoying support issue though
I will make a plugin that, in addition to temporary stat drains (e.g. from aberrent spectres), causes plugins to be disabled at random
Would the devs be interested in there being a way to register which plugins interact with each other?
e.g. so that a tooltip for a plugin or one of its settings warns that it may be modified by some plugin X
I don't know how a plugin would be able to detect which other plugins could potentially reconfigure it
I'm thinking it would be the responsibility of the other plugin to do the registering (via some kind of annotation/flag), and it could be a requirement for approval of plugins that interact with other plugins like so
I propose a new config method that changes the config just for the current session without saving it so you don't permanently fuck with people
Do you mean by that behaviour being required for approval, or by having that happen automatically somehow
i mean someone add a method to core like setSessionConfiguration instead of using setConfiguration, and make people use that.
I don't actually think this would be worth any dev time though, just think it would be neat
Hmmm pinteresting
Hypothetically if I did make that, do such PRs get approved or do they get added to the mass grave of PRs
its definitely something you would make sure adam wants before putting any work into it lol
I think really we'd just prefer that plugins don't mess with other plugins' configs in the first place
But think of the possibilities
yes i am thinking of all the possible support messages we get of "hey why does my ground item list keep getting deleted"
That scenario already happens with that one BA plugin
If I wanted to add a custom annotation to our plugin's config properties, which would require getting the methods & annotations off the class via reflection.
Would that behaviour still fall under the reflection ban?
yes
Hey I have a question for you knowledgeable folks. Does anyone know what coordinate range instanced areas use?
far east
For whatever you're doing can you not just use WorldView.IsInstance()?
I used to have a map of all instance slots somewhere
Type
Crash or hang
Operating System
Windows
OS Version
Windows 11
Bug description
I found the bug while doing cox. While doing shamans and olm the screen freezes and after a while I get connection lost. Most of the times I would reconnect automatically, but sometimes I would get disconnected and sent to the login screen page. About the attached log, there are many " Error during overlay rendering java.lang.NullPointerException: null" for different plugins. I find it odd...
that would be pretty handy. I wanted to know ahead of time which areas contain instanced stuff, like before the player visits any such area.
I think areas can be both instanced and non-instanced in some cases
oh wow ok, that sounds pretty interesting. and confusing too.
Like with god wars, you'd have to look at the door menu option that's clicked. Or just wait until they're in an instance
yo @oak rock and @upper valve thanks for the help doods
You're welcome but I have no idea what I helped you with 🙂
I'm a noob
you need build=gradle in runelite-plugin.properties to use your own build.gradle, the standard build uses the default build.gradle template when building for the release
Also I don't know how to read or follow directions lmao
i see
Java 9 is when I thought the default changed for properties files. https://openjdk.org/jeps/226
Type
Incorrect behavior
Operating System
Linux
OS Version
Debian 6.12.88-1 (2026-05-15) x86_64 GNU/Linux
Bug description
With Resize type set to "Keep game size" in the runelite settings, opening the sidebar when the client is less than 1038 pixels wide will shrink the entire window to 1038 pixels, 765 (min client size) + 273 (sidebar). Any width above that will not have this issue.
The layout function gets called 3-5 times when opening the sidebar and somehow an incor...
That is for PropertyResourceBundle, not Properties. Properties is ISO 8859-1, even in Java 26
I hope this will help fix the problem with Plugin Presets hub plugin where unexpected shutdowns corrupts the file 🙏 and help prevent other plugins from behaving the same
||I'm assuming the issue for the plugin is with the way they are handing I/O like leaving the stream open or something||
But that's what the setSessionConfiguration() idea will avoid 😎
How to detect whether the public chat is set to "off" or "friends"?
dont think you can tbh
You could manually track it with the clicks probably, but that would potentially be wrong to start with, and could be desynced in other ways probably
could you not read what the HUD says
How
Find the widget
where do we set gradle project.version for plugins? doesn't seem to be set anywhere in example-plugin but it's used in the shadowJar task
Are you talking about when you use standard build?
The same file where you defined build=standard has a version=
I figured it out, I've set it under group = blah in my build.gradle
If you plan to use standard build (which you probably will?) you will have to define it in the other file too
The one in the gradle file is ignored
how do I find the author of the trawling plugin? it seems that the update also reduced the time between shoals/net depth changes
Make an issue against their repo?
Search for Maewi returned no results.
Hi hi, I'm looking into this now
IIRC the game cache doesn't have drop rates/sources of items, but does that apply to unique things such as pets rates?
It does not
Thank you
The only rates I know of in cache is the drop rate of bounty task items
why is there no MenuEntry.setActor()?
Would that not basically just be botting at that point? Changing what the player is interacting with?
I guess that's a concern yeah
for my specific use case I'm trying to find out which condensed (submenu parent) player menu entry is being hovered, InterfaceStylesPlugin.java:172 sets the type to MenuAction.RUNELITE but then doesn't (can't) set the actor
I guess I'll have to find out by the menu entry text instead
actually this did work at some point, this code reuses the menu entry that already has the actor tied to it, I suspect at some point changing the menu entry type made it so that the actor was set to null?
Fixed a bug where lighting a fire with a Shortbow using Rosewood, Ironwood and Camphor logs was giving more XP than with a Tinderbox.
https://oldschool.runescape.wiki/w/Update:Sailing_Changes_and_Gem_Bag_Expansion#Miscellaneous_Fixes
this is the problem, setting the entry type to RUNELITE makes the actor get set to null, setting to RUNELITE_PLAYER instead keeps the actor
it never worked such that you could change it to runelite and keep the actor, since getActor isn't a plain getter and has always looked at the type to figure out how to interpret the rest of the fields
you're right, it was initially RUNELITE_SUBMENU but was changed to RUNELITE when that was removed here https://github.com/runelite/runelite/commit/9d719aa825be9358c2f3a2bbee62891172bf5b4f#diff-ab4e58de1d2519d45d4a2d7b08537963f4fc9b5817aec1862c519421e213d225
although that was a long time ago and my plugin didn't check for either of those entry types anyway, so I must be tripping lol
either way, the PR I just opened keeps the player tied to the submenu
interesting, seems like a bug
I've made a vulkan port of the GPU plugin but I can't test beyond the MoltenVK or Fedora Mesa environment would it be appropriate to ask for testing here for windows systems because I don't own one.
eb2d268 Update Item variations to 2026-05-20-rev238 - RuneLite Cache-Code Autoupdater
694494d Update Legacy ID classes to 2026-05-20-rev238 - RuneLite Cache-Code Autoupdater
1fb0186 Update GameVals to 2026-05-20-rev238 - RuneLite Cache-Code Autoupdater
9da4a96 Merge remote-tracking branch 'rlccau/cache-code... - Adam-
Does anybody here have potion storage and can test 19838 or provide feedback
Previously the following banktag tab:
banktags,1,prayerpotions,952,layout,1,2434,2,15259
Would get this:
<img width="660" height="455" alt="image" src="https://github.com/user-attachments/assets/aa27f73d-84a2-4eda-b0fe-eae5880f2427" />
With the fix, it will convert 15259 to 2434 so that it will look like this:
...
@upper valve do you have apple pay im trying to tip you for your hard work
not necessary but thank you. it is a team effort around here and you're doing the right thing already by supporting runelite through patreon
i can give it a go later. got potion storage on leagues.
ty, basically the issue is sometimes people share banktag layouts where the placeholderid is used in some spots within the import they get causing potions to appear broken. #support message
When you dupe the placeholderid(bugged spot) it converts it to the non placeholderid so that it's useable by the user
so i just import the tag in pr and see if it works?
you could do it without my fix and see how it behaves, you can maybe find other broken bank tags too
i can find 1 i think
i helped a person in my dms previously, their broken bank tag was this:
The anti venom should appear broken without my fix because the anti venom id used in their layout is the placeholderid
there may be a slight issue with testing that tab, i don't have half the pots on leagues
you can then instead simulate it with mine in the PR or create your own broken one
https://chisel.weirdgloop.org/moid/item_name.html#/Super Combat Potion.*/
If you use the placeholderid column instead of a the id column in a spot it will show up as a placeholder in the layout even if you do have that item
Is there any chance of getting anyone to take a look at my PR to add !invite chat command to the core party plugin?
that sounds like you would just get people joining that s houldn't be there
well that would be the same as typing party name in chat, but has quick access
just qol
Yeah you’d use it in pm or a chat channel if you didn’t want random people to join lol
pretty useful
well the prayerpotion one works
Regarding Rubium Geodes, see XP rates below:
Source: https://oldschool.runescape.wiki/w/Rubium_deposit#Mining_info
I went with the average, but if you don't like this implementation then feel free to not merge.
om
Loot tracker
- Track rubium geodes w/ Mining lvl.
According to the poll blog, the number of shards you get from cracking open a rubium geode scales with Mining level. The chat message is generic and does not contain the quantity.
Test:
Mining
- Track sessions for rubium deposits (match "You swing your pick at the deposit.")
- Add respawn overlay for rubiu...
@deft hatch do you know whats up with this? is that normal?
@bleak mica has been making most of the recent updates
Here, it might help, if you wanted a quick peek of the changes I PRed
I forgot I had those
i already merged it on May 17
I know, I know, just saying that there is a "way" to see the changes, that I forgot about
Is this available on Dev Mode?
its in the debug hub plugin
I must be blind
[Client] ERROR injected-client - Client error
java.lang.OutOfMemoryError: Java heap space
at java.base/java.util.stream.ReferencePipeline.filter(Unknown Source)
at net.runelite.api.coords.WorldArea.getVisibleCandidates(WorldArea.java:666)
at net.runelite.api.coords.WorldArea.hasLineOfSightTo(WorldArea.java:493)
at net.runelite.api.coords.WorldArea.hasLineOfSightTo(WorldArea.java:648)
at com.attackranges.AttackRangesUtils.getVisiblePoints(AttackRangesUtils.java:104)
at com.attackranges.AttackRangesPlugin.onGameTick(AttackRangesPlugin.java:163)
at com.attackranges.AttackRangesPlugin$$Lambda$2345/0x0000000101169040.accept(Unknown Source)
at net.runelite.client.eventbus.EventBus$Subscriber.invoke(EventBus.java:70)
at net.runelite.client.eventbus.EventBus.post(EventBus.java:223)
at net.runelite.client.callback.Hooks.tick(Hooks.java:235)
at client.sh(client.java:59455)
at client.il(client.java)
at tf.qk(tf.java:442)
at tf.yg(tf.java)
at tf.run(tf.java:17638)
at java.base/java.lang.Thread.run(Unknown Source)
After attempting to analyze the heap. Guess I got too many plugins lmfao 😅
You probably need to triple or quadruple your heap to use the feature
Seems so 👍 Thanks
I want to make it run a 2nd jvm to run the analysis in I think
yeah
Is it possible to do something like a task manager too? 👀
there is the profiler, also in the debug plugin
I mean in the style of Window's/Chrome Task Manager and in realtime for those of us less knowledgeable with a profiler 😔
its hard to attribute where the cost comes from in a lot of places
and just a time % wouldn't really help in a lot of places
Fair enough 👍
and gpu would almost always be the highest thing by a significant margin
Yea lmao hated digging through that in IntelliJ's profiler 😂
yeah idk what that is, not used the plugin since other people have rewritten quite a lot of the plugin
sorry, not very helpful
but is that with an active path or not?
I know this has been discussed at length before but is there interest in adding more resource tracking behaviors to the loottracker?
[ https://github.com/pwatts6060 ] [ @tranquil trellis 347977979021754380 ] thegoldfish#0
are client ticks and game cycles the same thing?
50 per second* 20ms
game cycles are also 20 ms (see client.getGameCycle())
effectively I'm wondering if onClientTick will be called before every onHitsplatApplied for the same game cycle
onclienttick is at the end of everything for tick n, after the client has processed everything the server emitted that tick
that sounds ideal, ty!
Getting the same data as official client would be cool, I don't remember why it's only NPC loot that gets sent
There's also the matter of kills that don't drop any loot, where official client records those and RL does not
I would guess that they were asked for something specific and then that's all they enabled for Java
From what I've looked at for resource tracking from gathering skills it would be a lot of regex matching. Though the consensus seems to be that resources ≠ loot which is why its not in the loot tracker. It is a bit inconsistent to only track some resources gathered but not all
I reckon it'd be tough to draw a line that everyone agrees on. Like we'd probably all say picking a flax plant and getting a flax is kinda bs to be in loot tracker, but there's grey areas. But luckily jagex already made those decisions, so like logs from trees go into ehc loot tracker but flax plant doesn't.
I wouldn't be terribly interested in a regex implementation for everything bc I think the omg I got a bandos chestplate from an oak tree behavior is ugly. But using the same mechanism ehc uses, like for NPCs, I'd be into that
Fwiw I didn't add the rubium geode out of principle, mostly just wanted to crowdsource the shards per geode vs mining level for the wiki
But ig the principle is there too, I think it's useful for players, whereas flax would not be
This discussion has already occurred on a lot of issues
https://github.com/runelite/runelite/issues/4126
https://github.com/runelite/runelite/pull/6585
im surprised this got merged tbh. I was working on an external plugin for this
Description
This PR adds a farming profit plugin, this is used to track your harvests during your farm runs. After a harvest the corresponding seed is retrieved and the profit is calculated using t...
Regex was my last resort to track this. The looting bag issue kinda plagues these things
There also seems to be a gem bag issue
By looting bag issue I mean any "extra" inventory
Coal bag, gem bag, log bag, fish barrel, etc
pretty much anything that auto-fills without appearing in your inventory first is impossible to track other than through the chat message
Jagex doesn't even send onServerNpcLoot correctly if you have a nearly full rune pouch
Whats even happening here? Its sending the entire cosmic stack as loot?
This is from Coffin (Hallowed Sepulchre) where only 60-100 should be valid values. But if you have a nearly full rune pouch it sends either the amount the fills the rune pouch, or the amount that goes to your inventory, but not the sum
interesting spaghetti
They made this change and didn't account for it
Why do so many people have nearly 16k cosmic runes lol
I think most people have > 16k
Bring a full rune pouch for the enchanting portal, use a few, then loot more than you're missing from a coffin
and the rune pouch max fills to 16k from a higher stack value
that's why all my loadouts are set to 10k of a rune so there's wiggle room to loot
c189cc9 Update wiki data - RuneLite Wiki Scraper
withdrawing all on cosmic runes to fill the pouch, then using some as you activate portal shortcuts
Hhhmm.. My client just froze. Last error I saw was an assertion error:
at net.runelite.client.plugins.gpu.FacePrioritySorter.uploadSortedModel(FacePrioritySorter.java:185)
at net.runelite.client.plugins.gpu.GpuPlugin.drawTemp(GpuPlugin.java:1251)
at ev.ib(ev.java:40554)
at ev.vu(ev.java:46980)
at ev.jm(ev.java:14581)
at gd.ce(gd.java:3435)
at qv.cs(qv.java:3216)
at cb.ak(cb.java:11)```
Anndddd I just got another crash, same error
Everytime I make a change to my plugin, do I have to rerun everything or will my plugin just be updated?
Open source Old School RuneScape client. Contribute to runelite/runelite development by creating an account on GitHub.
Neat, thank you
Hi, is there currently a way to use Jagex accounts with a shadowJar build of my plugin?
The same way Jagex accounts use intellij
if you run runelite and credentials.properties is in .runelite it just uses it
shadowjar, compiled, release, whatever
Thank you, I never used a Jagex account but testers were running into this
If I understand it correctly, setting build=standard in my runelite-plugin.properties file would override my build.grade/settings.gradle files during plugin-hub's build pipeline, correct? Could I then modify the build.gradle file in my repository to include dev dependencies and tasks (such as for linting) without having issues during review?
yes

