Plugins can be manually registered by calling the register method on the instance of Hydra's Plugins singleton class. Plugin registration via the Plugins.register method Plugins with expensive imports can exclude individual files from Hydra's plugin discovery process by prefixing them with _ (but not _).įor example, the file _my_plugin_lib.py would not be imported and scanned, while my_plugin_lib.py would be. During plugin discovery, Hydra scans for plugins in all the submodules of hydraplugins. Hydra will import each module and look for plugins defined in that module.Īny module under hydra_plugins that is slow to import will slow down the startup of ALL Hydra applications. The plugin discovery process runs whenever Hydra starts. During plugin discovery, Hydra scans for plugins in all the submodules of hydra_plugins. The plugin discovery process runs whenever Hydra starts. Do NOT place an _init_.py file in hydra_plugins (doing so may break other installed Hydra plugins).In both cases - They should be in the namespace module hydra_plugins (This is a top level module, Your plugin will NOT be discovered if you place it in mylib.hydra_plugins). Hydra plugins can be either a standalone Python package, or a part of your existing Python package.Especially one locked behind a Discord server. Also, you should never enter your login info into an untrusted client. You will get banned for using these plugins. This is a fork that is classified as a cheat client. If you create a Plugin and want it to be discovered automatically by Hydra, keep the following things in mind: ago This is not an official version of RuneLite. by calling the register method on Hydra's Plugins singleton class.via the automatic plugin discovery process, which discovers plugins located in the hydra_plugins namespace package.Hydra plugins must be registered before they can be used. A bug causing the infoboxes group to be unmovable when in the top-left corner has been fixed.If you develop plugins, please join the Plugin developer announcement chat channel.The game tick but before the xp drop as successfully having the prayer on. XP drop recolors for having the correct prayer no longer considers turning prayers on after.There are also several smaller improvements and bug fixes, including: Though if you are, particularly if legacy GPU works on your system and the new one doesn't, we would be interested in hearing about it on Discord. ![]() The previous GPU plugin was made available on the pluginhub as GPU (legacy) for if you are having issues with the new plugin. If you have a particularly old system which was unable to run GPU prior, it may begin to work now. As part of this work, we were able to reduce the minimum OpenGL version required to run the GPU plugin to OpenGL 3.1. Last week, we changed the underlying libraries our GPU plugin uses for interfacing with OpenGL. If you enable this plugin and shift+right-click an NPC, it will be highlighted. It is still possible to see if the patch was composted, since that affects yield regardless of payment, by checking the tooltip. If you are looking for a way to highlight monsters, there is another plugin called 'NPC Indicators'. It doesn't work currently with payments to farmers who protect multiple patches, notably allotments. The farming tracker now tracks patch payments for most trees, fruit trees, bushes. Copy the tile markers to your clipboard, right-click the world map button in-game and select 'import'. Make sure the 'Ground Markers' plugin is enabled on RuneLite with 'Remember color per tile' enabled. To use it, go to the party plugin settings and configure the hotkey. RuneMarkers - A Collection of RuneLite Tile Markers. The party ping-tile key was made configurable due to it conflicting with the various new shift-click swaps. Inventory tags now supports an unlimited number of different tag "groups"/colors instead of just 6. This makes it easier to change these settings quickly and removes the "configuration" mode where you are otherwise unable to interact with the items, which can be inconvienent. Inventory tags and the left and shift-click configuration for inventory items have moved to the shift-right click menu on the items, similar to how the custom swap settings on npcs, objects, and worn items work. If you notice the boost panel missing, go into the Boosts information plugin and enable Display panel. The new "Display panel" option was defaulted to off, assuming most players use the infobox display instead. The boosts plugin gained a new "compact view", which necessitated a new toggle for turning off the existing boosts panel display, which previously was predicated on the infobox on/off toggle. Since the last blog post I've made a couple behavior changes without a proper blog post explaning them, leading to some confusion. Behavior changes since the previous update
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