r/runescape • u/JagexLight Mod Light • 10d ago
Discussion - J-Mod reply API Plugins (Open Beta) - Out Now!
https://rs.game/plugins-betaStarting right now, you can jump in to the Beta worlds and try a selection of five major plugins, with even more already on the way in the coming weeks.
(And, before you ask: Yes, Quest Helper is one of them!)
A quick note before we get started: This thread covers today's launch of the API Plugins Beta. We're keeping to our game update schedule, especially as we do know that there are many players looking forward to these updates.
u/JagexAnvil has provided an update on Reignited in this separate thread. Please check that out for discussion on Reignited.
For everything plugins-related, read on here!
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u/DemRocks Unsure if Stockholm Syndrome or addicted. 10d ago
A bit of a shame you can't set Drop as the left click option on items using Menu Entry Swapper, but it's otherwise pretty exciting!
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u/JagexLight Mod Light 10d ago
I've mentioned this in a couple of threads but after talking to Selene it seems to be a result of a technical limitation in our API.
The API currently restricts MES from placing anything marked as Actionx2 to be placed at the top. With teleports it works if its at mini menu level, but if its nested within another pop up box, then the plugin developer (Selene) can't make that the default left click, because it makes a server side call.
We're going to be reviewing whether this is something we can change. For now please don't blame our wonderful Selene as this is on us!
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u/AlwaysGoA 7d ago
This would be a huge improvement, I would really like to be able to select ignite as my first option on "sharp shell shard" and have my button press trigger that and not tip
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u/ahdurrani 10d ago
You can configure shift click to drop in base settings
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u/DemRocks Unsure if Stockholm Syndrome or addicted. 10d ago
This I knew, but I was secretly hoping for a default Left Click Drop instead of holding Shift and then Left Clicking. It's not exactly a terrible task to hold shift but ya know :P
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u/ahdurrani 10d ago
Ahh fair enough, it was a recent discovery for me personally so just thought I would try help ahaha
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u/esunei 10d ago
Menu Entry Swapper needs to be allowed to swap anything and everything. The extreme limitations on it right now are stupid and defeat the point.
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u/JagexLight Mod Light 10d ago
Hey, thank you for taking the time to test out these plugins. After talking to Selene (plugin developer working on MES), it seems to be a result of a technical limitation in our API.
The API currently restricts MES from placing anything marked as Actionx2 to be placed at the top. With teleports it works if its at mini menu level, but if its nested within another pop up box, then the plugin developer (Selene) can't make that the default left click, because it makes a server side call.
We're going to be reviewing whether this is something we can change. For now please don't blame our wonderful Selene as this is on us!
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u/Vet_Leeber Tainted '01 10d ago
Any word on action bar actions being swappable? That’s a pretty massive gap at the moment, and I was under the impression from previous discussions that it was at least being considered for MES here.
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u/ImpossibleRiver2846 10d ago
Can you give a few examples? Interested to know what is limited.
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u/esunei 10d ago
Many actions can't be the default left click, like conditionally teleport on some items, buy-all in shops, drop on items, etc. These are main use cases for swapping menu entries.
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u/FromDeepestFathom 4/11/2017 10d ago
Further, keybinds actions on the action bar (e.g. pressing "x" rather than clicking on the icon on your action bar) CANNOT be MES'd due to the menu entry swapper plugin only being allowed to swap mini menu (right click menu) actions, not change the ACTUAL option ordering for that item. Needs to be changed.
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u/HeavyRaisin8696 10d ago
Can the swapper work with items like the Passing Bracelet or Grace of the Elves?
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u/AsmodeusCruentus 10d ago
no, that's specifically the issue.
swapping the menu entry on a passing bracelet does nothing, clicking it or using a keybind will still bring up the default "rub" and you have to select a location.
This obviously defeats the purpose.
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u/HeavyRaisin8696 10d ago
Oh, that is really disappointing. I was excited to streamline my runecrafting steps, not to mention herb runs!
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u/AsmodeusCruentus 10d ago
Same Bröther, so very much Same... Especially as a HCIM, the faster I can get it done, the more time I can spend stressing on combat and worry about one-shot mechanics.
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u/Accomplished-Tea6896 Trimmed 10d ago
I was so excited to use menu entry swapper to do my shop runs... what a weird limitation
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u/BloodyFool 10d ago
buy-all in shops, drop on items,
That's some of the most basic stuff. What's the purpose of it then? Maybe it's just not coded properly and it'll be fixed, I hope?
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u/Disastrous-Moment-79 10d ago
I would love an Afk Warden plugin. With customizable alerts like character idle, HP low, prayer low, agression pot running out soon and so on. Oh and being able to set a custom alert sound would be a sweet cherry.
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u/Lil_Jening the DragonRider 10d ago
/u/jagexlight Is there an option for plugins to play sounds? And if there is, is there a possibility to mute / unmute plugins individually.
Can be individual plugins, it can also be a global plugin mute on the audio tab.
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u/rcm37 GReap #85 | Trim | 5.8b | Ult Slay | MoA 9d ago
Heyo, not mod light, but I can tell you that plugins playing sounds is allowed. I actually already made a Tick Metronome plugin that's awaiting approval. Mute toggles for individual plugins would have to be added by the respective plugin dev. Plugin sounds currently go through the game's "sound effects" bus by default if I'm remembering right, so adjusting or muting that in the audio tab would affect plugin sounds. I also believe it was possible to play them over a different audio bus but admittedly I didn't look into it too hard.
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u/Lil_Jening the DragonRider 9d ago
Great, thanks for the response. You can sorta tell what I was going for with a dedicated audio bus. I can mute all the other buses except for "plugin" and then I can mute specific plugins that make needless noise.
As someone who plays the game usually fully muted (except when questing or bossing). A plugin like AFK Warden won't be able to send me sound notifications in the current setup.
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u/adamk33n3r TheLeftWing 9d ago
Hey! It's already in the works as a port of Runelite's Watchdog which itself is a "port" of AFK Warden.
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u/tinwerume 10d ago
Is plugin development eventually going to open to the broader community? Or really what do I need to do to become a plugin dev?
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u/JagexLight Mod Light 10d ago
Yes! And I am so happy to hear that you want to become a plugin dev :)
My hope is to grow our community of plugin developers as much as possible. If all goes well with testing the plan currently is to open up a dedicated Discord for RS plugin development when the API is live later this month. I would like to create a space where anyone can join and create plugins, learn about them, or just ask questions.
At the moment my focus has been on the Open Beta but really want to work on the next steps once we've got a good handle on feedback from today.
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u/AsmodeusCruentus 10d ago
what will be the process of getting plugins into the game?
say you want to create a plugin just for yourself, that wouldn't really benefit anyone else since it's customised to yourself...
can it just be loaded or do you need to jump through 11 different hoops and get it confirmed and whatnot?
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u/rcm37 GReap #85 | Trim | 5.8b | Ult Slay | MoA 9d ago
This question was asked at the plugin panel at runefest. You'll be able to use the open development environment once released to develop any kind of plugin. In order to get it in the live game though, you'll have to go through the mod.io submission and approval process. Mod Jewel mentioned that the priority weighting for plugin approval is going to vary depending on target audience size, so if your plugin idea is a very niche thing it could take a while
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u/FitGuidance2661 9d ago
Damn that sucks, i was hoping i could just whip up some plugins made specifically for myself. In OSRS you can do that through RuneLite right?
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u/rcm37 GReap #85 | Trim | 5.8b | Ult Slay | MoA 9d ago
Yeah I do believe that's the case for runelite. Only need approval to get stuff on the plugin hub. Rs3 will be different which I'm glad about since the ability to run local plugins in the live game just leads to bots and cheating plugins
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u/RedditPlatinumUser RS4 Enthusiast 10d ago
Please tell the team we want mods/plugins for rs4, rs4 vr support would be awesome
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u/ButchTheKitty MaskedMidget | RSC/2/3 10d ago
Very happy to see Mobile mentioned as getting plug-ins, I don't mind doing quests without Quest Helper, but things like Menu Option adjustments being possible will make the Mobile QoL so much better.
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u/JagexLight Mod Light 10d ago
I also can't wait to see them come to mobile! :) Unfortunately we don't have a release date set in stone, it will largely depend on feedback and technical stuff, but we'll let you know as soon as we do. :)
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u/Laurens9L 10d ago
Damn, that's the only thing I was hoping for. To not dread clues on mobile anymore. Glad to hear it's getting plug ins as well!
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u/Dumke480 Untrimmed Retro Hunter 10d ago
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u/Jamerz_Gaming 10d ago
Holy hell how’d you figure that out
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u/EnochWright 10d ago
Tried that and it acts like a am setting up a new character...
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u/Dumke480 Untrimmed Retro Hunter 10d ago
Because you are, click the import user button on the bottom right on the login before you click start.
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9d ago
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u/Bruster112 8d ago
This. I'm an osrs player and honestly RS3's versions of plugins insisting on taking up screen real estate on top of the already bloated UI is making me not want to even try it anymore. Don't reinvent the wheel. Runelites sidebar works. Just use it instead of adding more unnecessary screen clutter.
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u/macnar 10d ago
I assumed open beta would be on the main worlds. So we can't actually play and progress with plugins yet? How long until you let us use any in main game?
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u/JagexLight Mod Light 10d ago
We're aiming for sometime later this month (so a matter of weeks rather than months). This initial Open Beta is just to ensure we've smoothed out any potential issues before launch! :)
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u/Nero-Neo RuneScape Mobile 10d ago
I am over the moon at seeing mobile support is being looked at at touted as a future release. I cannot express how massive this is for prospective cluers on mobile, especially with the announcement of GM clues. This is huge. Thank you for this!
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u/FocusBladez 10d ago
Big W, would love an afk notifier plugin, would genuinely be game changing for me.
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u/Amith990 10d ago
HUGE step for this game. Can't wait to give it a try!
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u/JagexLight Mod Light 10d ago
I am so happy to hear that! Let me know your feedback when you have had a chance to try them out. And a huge shoutout to our community of plugin developers! We love you :)
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u/CrackPipeBilly 10d ago
Honestly as an OSRS player who has been interested in RS3 for a while, I was intrigued by the Reignited servers and thought it would be neat to play with a brand new economy, but at the same time the inflated economy in RS3 was never one of the major reasons for me not trying it out. Plugins, however? Yeah, this will 100% get me to try RS3. All the times I tried in the past just made me miss Quest Helper and other plugins a ton. Honestly Quest Helper and Clue solver plugins would probably be enough for me to be willing to play. Stuff like that seems like much better ideas to bring in players than doing something like Reignited which would just separate the community. Inflation sucks, but at the end of the day is it really that big of a deal if moneymaking activities are also inflated to match? Personally I don't really care if an item is inflated to be like 100m gp as long as the moneymakers are also super high.
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u/FewDragonfly5710 10d ago
RS3 feels like a slog some times without the absolute powerhouse of plugins like osrs offers.
I'll come back to play once plugins are properly released. Pending the whole fallout with reignited I guess too..
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u/TrimmingMasterwork Ironman 10d ago
Plugins have been one of the things I'm most excited for this year. It's great to see them progressing, but it's hard to feel that same enthusiasm with current events.
Haven't hopped on the beta worlds myself, but just want to echo the sentiments from others that Menu entry swapper NEEDS less restriction. Sorting out the small pet peeves that Jagex doesn't have the time (or doesn't want to turn the game into "SettingScape" for) on an individual level is what makes the plugin great. "Buy all" and "Teleport" (from inventory) being examples others have brought up.
Entity hider looks great but I'm hoping there's a lot of power in the custom inputs. What if I only want to hide some of my conjures but see my skeleton or ghost (that tend to get stuck)? If I only want to hide OTHER people's conjures, not other people entirely? Etc. As I said, haven't been on the beta myself, could be possible. Just voicing early thoughts when I lack the motivation to actually go try it.
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u/rcm37 GReap #85 | Trim | 5.8b | Ult Slay | MoA 9d ago
Hello, I'm the entity hider dev. I hadn't considered hiding specific conjures before! One of my plans for future development is to add a shift+right click (or maybe shift+ctrl+right click so people with shift ability binds don't misclick it) option to the minimenu aka right click menu to allow people to choose specific entities to hide and I think that would fulfill your request here.
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u/MaximusHD unknown-uzzi 10d ago
Looking forward to trying it out! Hoping to maybe dabble in plugin dev myself, so hope to see the documentation soon.
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u/JagexLight Mod Light 10d ago
So nice to hear you are interested in becoming a plugin developer! Can't wait to see this community continue to grow. They are all wonderful people!
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u/custardgod Taskman - Ilwyd 10d ago
Is the current plan to open up the API only once plugins release to the main game or will we have some time prior to release?
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u/Privasea Kell of the Tainted 10d ago
This is how we get players, can’t wait to try it out!
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u/JagexLight Mod Light 10d ago
Thank you, let's go!!
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u/scaperLover 10d ago
I am struggling to understand how prettyui works i installed it but my petty smoll bran have no clue how to use it?
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u/TheAdamena Maxed Iron 10d ago
Re: Entity Hider
If the top level entity is hidden, anything underneath it will also get hidden.
E.g. If you have familiars hidden, and a familiar is on top of a stack of players, it will hide those players as well.
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u/rcm37 GReap #85 | Trim | 5.8b | Ult Slay | MoA 9d ago
Appreciate the heads up. Unfortunately I think this is just a limitation since only the top level entity is attempted to be drawn by the client, so when I suppress that draw there's nothing under it
I'll see what I can do though!
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u/TheAdamena Maxed Iron 10d ago
I'd guess this is probably a client limitation rather than the plugins fault though - the client probably just isn't getting that data.
Similarly, keybinds don't work for the menu entry swapper but the dev confirmed that it's not possible currently.
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u/Asphodelophiliac 3kc Raksha pet 10d ago
I'm sure I read somewhere that this was going to be a thing. Shame
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u/Unoffensive_Name 10d ago
I wish JobGauges could be scaled. I play on a 4k display and it is TINY.
(can't find anywhere else to leave feedback)
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u/NadyaNayme Job Gauges Developer 8d ago
Scaling is planned but is unlikely to make it in time for release, just because I've been busy IRL at my actual job.
Due to being limited in how I can scale fonts (it uses fonts from the cache that exist in-game) it will likely end up being a fixed selection of Small / Med / Large / X Large where you select your size and I'll work with the community to make sure Large / X Large are as large as people need them to be. It won't be like the Alt1 version where I gave people a slider for an arbitrary 50-300% scale.
Larger sizes will also have blurrier icon assets though as some of the original icons only exist as 48x48 and not 80x80 - which is why I settled on slightly smaller (since I'm cutting off the edges a little to save on space) of 40x40 for most components. I hope people are interested in having more legible text and don't care as much if the icons are a little blurry as a result.
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u/Ottparty 10d ago
Since this seems to be the best place to ask, I'll go ahead and put my question here in hopes of getting a response. In regards to what plugins will be allowed/capable of doing, will it be possible for plugins to remove/reduce certain screen effects that are hazardous to people with photosensitive epilepsy? I can think of a few cases where certain effects are essentially unavoidable, such as in the River of Blood quest.
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u/AGWiebe 10d ago
So I played a lot of RS3 a lot a few years ago and burnt out. Recently when I heard about plugins coming to the game I was excited to jump back in. When I started up the game about a month ago I was so overwhelmed with my bank I decided I was going to start over when plugins came out.
So in the meantime I created a new character and started playing OSRS on it, planning to jump into RS3 on this new character when the plugins came out. But now that reignited was announced and is a couple months away, I don't know what the hell to do.
I really want to try out the plugins BUT if I start RS3 on my new account today I am locked into Veteran RS3, unless I pay another sub when reignited comes out, which I am absolutley not doing.
What a mess!!
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u/Drakorex Drake - 5.8b 10d ago
Don't worry, everyone thinks reignited is a mess.
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u/b0yonce 10d ago
where is the best place to submit feedback?
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u/JagexLight Mod Light 10d ago
Directly in this thread is great, I'll also be checking Discord. I'm working with the plugin developers and J-Mods so feel free to tag me
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u/Donplonex 10d ago
In the beta doesnt really have any intuitive way to give feedback so i will put something i noticed here. Before being given an infinite loading screen and just getting off, i noticed that when using the Vanquish on Ranged form, the job gauge defaults to mage. Melee version gives melee, mage version gives mage, and ranged version also pulls up the mage job gauge.
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u/alan91330 OneTinyDwarf 10d ago edited 10d ago
Is the reddit thread a good place for Plugin feedback, or is there a dedicated location for this?
Quest Helper
- I would love to see more Sorting options to match the in-game choices - Timeline, Difficulty, Length, etc. The current implementation only has Alphabetical, so I need to pull up the In-Game Adventures log to see what is next, then search for it in Quest Helper to see if it is available.
Tile Markers
Marked tiles that overlap with stairs are difficult to see. They look slanted and clip underneath the stairs.
Adding tiles to a preset appears to remove text attached to the same tile.
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u/Friendliness_RS RuneScape 9d ago
Reddit thread works nicely or in the RS Discord we've got dedicated threads for each plugin too, so you can also voice your feedback there - which each plugin dev will look at specifically
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u/Drakorex Drake - 5.8b 10d ago
As a developer waiting for public access, how is the development supported? Are unapproved WIP plugins only allowed to be used on a sandbox account?
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u/RSNMTX Hardcore Ironman 10d ago
can the plugin browsing menu be moved to the side of the client like how RuneLite has it set out due to the fact it interferes with gameplay while browsing plugins. Runelite has it set up where its not interrupting things
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u/Ironman_BHAV3SH Deironed 10d ago
Job Gauges - Is it possible to these to it, in a customizable position?
- Overload
- Poison
- Incense sticks
- Familiar timer
- Powders (e.g penance powder),
- Enchantments to it
I find it really hard to keep looking for if my poison is active. Same with my familiar surprising me by dying!
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u/NadyaNayme Job Gauges Developer 8d ago
As rcm37 said, I'm also the developer of Better Buffs Bars which was designed for more arbitrary buff tracking like this. Job Gauges is pretty specific with its intent and intends to mimic FFXIV's Job Gauges in giving information about any important buffs/ultimate active/DoT/stacks. General buffs and timers fall outside of scope of that. A good rule of thumb is that Job Gauges should allow you to make more informed decisions about your damage rotation - if what is being tracked doesn't help make decisions regarding ability use then it likely falls outside of scope.
I didn't have the free time to port BBB myself - but I know a few people are keen and they have my blessing to port it if they wish.
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u/Immediate-Humor-6603 RuneScape 10d ago edited 10d ago
I'd like to start by thanking Jagex for allowing us to partake in the plugin beta and test the available plugins - Thank you rsnJ3, JosTheFarmer, Sereselene, NyuPlugins and Rcm37RS for creating the current available plugins.
The following has been my experience with the plugins, all of which are wonderful additions to the game.
- Entity Hider - causes a performance hit when enabled (is it just me?); frame stuttering and choppiness; when disabled performance returns back to normal.
- Quest Helper - Pathing through walls, Quest progress/direction not displayed on screen (This occurred during Demon Slayer specifically) perhaps caused by me closing the quest box and disabling/re-enabling the plugin? Additionally, perhaps with a future update the games base tiny dot direction can be replaced with tile markers (similar to shortest path functionality in osrs)
- Tile Marker - works as intended (recommend draw over scenery disabled by default)
- User interface - I'm confident the current UI is temporary, but in the case it's not it could use a visual upgrade

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u/rcm37 GReap #85 | Trim | 5.8b | Ult Slay | MoA 9d ago
You're welcome! Just to clarify for Entity Hider, the performance goes back to normal when toggling off the enable plugin toggle? Or only when uninstalling?
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u/Immediate-Humor-6603 RuneScape 9d ago edited 9d ago
The performance returns to normal when toggling off the plugin - no uninstall.
I have provided a video for a visual representation - plugin enabled at 0:12; the stutter is very subtle.→ More replies (1)
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u/Periwinkleditor 10d ago
*THE MENU ENTRY SWAPPER CONTAINS SHIFT-CLICK SUPPORT.*
YEEEEEEEEEEEEEEEEEES.
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u/LeadershipWide1259 7d ago
Feedback so far:
General Feedback:
The plugin hub thing seems decent, the UI window (not the main plugin hub one, that’s very pretty) could use some work, its functional but a bit of an eyesore.
Quest Helper
Did a few quests, swept away was a good test case as has lots of puzzles and object interaction, it held up really well tbh. Few things id sort of give negative feedback on:
- The UI is very meh, im not sure if this is a placeholder but it could defo do with some TLC and UX input.
- The blue arrow that tries to direct me at the top of my screen is very annoying, its just not a good navigation style. Something at my feet, or possibly a little compass directing me under the minimap would be way way better. The actual trail and yellow arrow above things is fine, but i don't seem to be able to turn off the blue roaming navigation arrow and the yellow one separately, they are all under the "show target arrows" option.
- The default blue highlighting is maybe not the best, im not sure if this is just my screen/gaphics/setup but its quite hard to see by default on some objects, might be worth reducing the opacity or maybe using thicker boarders, obv this is configurable, the colour at least, but another pass at the default is probably worthwhile as thats likely what most people will just end up using.
- The "items needed for quest" at the bank is very cool but the UI again might just need some care, for some of them chronological list seems off, like it shows items for later stages of the quest ahead of those needed at earlier. Functionality seems great, just visually it could do with some work.
Menu Entry Swapper
Ok for this, the restrictions need to be removed or severely lessened, i should be able to set an items teleport to its default left click, same with drop, same with stores. Buy all needs to be settable as the default left click. Quite honestly with the current restrictions i wouldn’t bother to release this with the first wave of plugins, its just going to annoy people.
- The UI is nice, presets are very nice touch i really like that.
- When in a store the menu entry swapper menu opens behind the shop window, fairly minor but a bit annoying, would make more sense for it to open in-front of the shop window.
Tile Markers
Really nice implementation, id like some more customisation but does its job well, look forward to using this.
- It would be nice to control the tile thickness from the individual tile customization menu, i know you can do it from the plugin customisation which is great.
- Shift+ctrl is a terrible default combo and it should be customisable, at the very least some options like ctrl+click or alt+click or keybind+click.
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u/EverInAtari 10d ago
Is it intentional that you can't configure the default click to be to drop an item?
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u/The-Lost-Mage 10d ago
Playing around with it a little bit it going into a shop and rclicking to change it moved the menu entry swapper behind the shopping interface it would be nice if it would go over it.
buy all cant be used as a left click is there a balancing reason for this?
would it be possible now that we can do this to chance the entry on the ability bar and have that be the location you go to when you press a keybind?
Loving the ability to hide conjures maybe the ability to also hide the bars above the heads would clean it up even more and what beef does the mod creator have with spiders specifically and while i know Arraxor is technically an Araxite why doesn't it hide that.
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u/rcm37 GReap #85 | Trim | 5.8b | Ult Slay | MoA 9d ago
Heyo, I wasn't able to figure out how to hide the duration bars on conjures, or the fart cloud around the zombie one. I don't have any beef with spiders, but some people asked for an arachnophobia mode and it took me like 2 minutes to add it so why not. It currently works by just looking for "spider" in the npc name, which is why rax doesn't hide, or spider familiar overrides (since the npc name still just says yak or whatever) It's very basic and adding more robust support (like turning spiders into just a square that you can click instead of disappearing) would be nice to add but outside the scope of EH, so I'll be moving it to its own dedicated plugin
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u/IM_Elysian_Wolf Elysian Wolf - Solo Only 10d ago
I'm beyond excited for plugins specifically tile markers!
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u/RonaldoVII Bunny ears 10d ago
It looks like the game version is before last weeks update. Hopefully no crashes after importing the save as I've Ushabtis that contain souls of monsters not released yet
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u/TacticalCupcakes Can we get pride back pls 10d ago
How does the hide spiders entity hider option interact with Araxxor and Araxxi?
Does it turn them into different models entirely? Make them formless blobs? Or make them invisible?
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u/rcm37 GReap #85 | Trim | 5.8b | Ult Slay | MoA 9d ago
Hey currently it doesn't do anything for those models specifically for araxxor or araxxi. It was a very quick and dirty proof of concept. It just looks for "spider" in the npc name and hides it.
Copying this section before from another reply I had in the thread
Hide spiders in EH was a quick proof of concept for me that I was able to add pretty easily. I'm definitely not happy with it in terms of a full arachnophobia implementation though. I plan on moving that to its own dedicated plugin with more options, like having an opaque square drawn on top of the spider that is able to be clicked through as just one idea. Model replacement would be ideal but might take me a while longer to figure out
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u/AsmodeusCruentus 10d ago
it just makes them invisible, this seems like a massive over-sight, and there should definitely be something like "Model Swapper"
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u/rcm37 GReap #85 | Trim | 5.8b | Ult Slay | MoA 9d ago
Hey currently it doesn't do anything for those models specifically for araxxor or araxxi. It was a very quick and dirty proof of concept. It just looks for "spider" in the npc name and hides it.
Copying this section before from another reply I had in the thread
Hide spiders in EH was a quick proof of concept for me that I was able to add pretty easily. I'm definitely not happy with it in terms of a full arachnophobia implementation though. I plan on moving that to its own dedicated plugin with more options, like having an opaque square drawn on top of the spider that is able to be clicked through as just one idea. Model replacement would be ideal but might take me a while longer to figure out
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u/jigabachiRS RSN: Jigabachi 10d ago
While the tile markers just allow us to see the full game grid or is it just what we mark?
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u/Endesso Sylor Zero - Evil Tree scout 10d ago edited 10d ago
Will plugins support websockets or similar for realtime syncing with others who are running the same plugin or to a website/web app?
I built an Alt1 plugin which allows evil tree scouts to record evil tree timers and types and optionally report it to a shared dashboard that others can view or contribute to. I’d like to rebuild it to use the native plugin system if at all possible.
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u/Disastrous-Moment-79 10d ago
I was initially confused on what job gauges is meant to do, but the screenshots cleared that up fast. "Oh, it's WoW's weakauras!". Nice. This will be great help for combat.
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u/AsmodeusCruentus 10d ago
"blizzard removes WeakAuras"
"Jagex Adds WeakAuras"wow definitely feels different without all the little bells and whistles you could create for yourself.
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u/jz_wiz RSN: eue | Ironman BTW 10d ago
hope the afk warden from alt1 is one of the earlier releases. it’s the one that struggles the most with the client. so glad to see all of this happening though.
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u/AsmodeusCruentus 10d ago
doesn't appear so, and by the looks of it, will be very restrictive of what it can do or what you'll be allowed to do.
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u/Remmes- 241QP 10d ago
"Hide Spiders" shouldn't actually hide them, but instead turn them into something else (almost like the gnome cute/evil creatures lol) the game Satisfactory turns them into cat jpegs.
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u/rcm37 GReap #85 | Trim | 5.8b | Ult Slay | MoA 9d ago
Hey appreciate the feedback. Hide spiders in EH was a quick proof of concept for me that I was able to add pretty easily. I'm definitely not happy with it in terms of a full arachnophobia implementation though. I plan on moving that to its own dedicated plugin with more options, like having an opaque square drawn on top of the spider that is able to be clicked through as just one idea. Model replacement would be ideal but might take me a while longer to figure out
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u/AsmodeusCruentus 10d ago
I agree with this, something along the lines of "model swapper" or something like that, since it would only be you that sees it, it shouldn't affect anyone else, and we could have even more fun with this game.
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u/Sophiaphage Taintscape Historian 10d ago
This has happened on the main game before, so not sure if it's just me, but I'm not getting the UI unlock icon. So, I cannot arrange my UI.
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u/EnochWright 10d ago
Tried to start and it acted like I had to start a new character. Using steam....
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u/ChelKurito 10d ago
Ignoring the burning barrel in the room for the moment, I do have to give props to the devs of Tile Marker, Menu Entry Swapper, and Job Gauges, the three plugins I tried out.
I'm interested to see how Job Gauges develops, it's on the right track, but MES and TM both do exactly what they say on the tin and outside of niche interactions are pretty uniformly fantastic.
I went to the Wilderness Agility Course and marked two tiles for diving, and it felt so much better than moving UI elements around with a very specific camera angle and distance to dive to the right spots.
I went to War's Retreat and set the exit portal to go straight to Death. I set the shift-click for a bank chest to load last preset.
It was nice.
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u/Rogan337 10d ago
Having issue logging in. Tried both steam and Jagex launcher.
I make it to the lobby load the cache and press play now, world loads and the client/window just closes
Love to test out the API features but can even log in!
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u/bird95 10d ago
I'm excited about the prospect of mobile plugins potentially being released, but on the topic of mobile development, are there any plans to allow for a desktop style UI on RS mobile?
I often play on my tablet with a Bluetooth keyboard/mouse, and also on my Chromebook (that unfortunately isn't capable of running the Linux client so I use the apk), and a friend of mine uses samsung dex as their main desktop workstation. On top of those use cases, googlebooks (effectively android powered laptops) have been launched this week.
In each of those cases, players are stuck navigating a touch-based UI with standard mouse and keyboard inputs. It's an awful experience, especially given the lack of right-click functionality for context menus.
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u/Igenatius 10d ago
Most of the stuff looks promising, really liking it so far. The only major thing I noticed missing was the ability to put Buy All as the left click option for Menu Entry Swapper, it's the main thing I've been waiting for :(
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u/nipperkinmullins 10d ago
I can't find a way to authenticate with Mod .io as instructed and downloading any plugins doesn't result in anything even though it says it was successfully downloaded, what am I missing?
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u/Rogan337 10d ago
Found a bug. So any jmod please read.
Attempting to import save before logging into the beta will soft lock you from logging into the world and close your game.
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u/Gleesh-_- 10d ago
My FPS is insanely bad on the beta client, anyone else having FPS issues?
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u/rcm37 GReap #85 | Trim | 5.8b | Ult Slay | MoA 9d ago
Hey, I've been hearing that entity hider might be responsible for this. Could you confirm if you installed it and/or had it enabled during the FPS drops?
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u/Rich_Bother9918 Combat 10d ago
Hide other player is wild. Is that for an individual or all others?
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u/ballsmigue 10d ago
Entity hider is a thing in osrs too. You just hide specific npcs or other players for yourself
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u/Ironjim69 10d ago
I’m excited to come back and quest, it’s been a while and there are a bunch of storylines I want to finish out!
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u/motionstillness 10d ago edited 10d ago
Testing the Quest Helper plugin, All Fired Up specifically:
- The quest item bank filter (The "Show quest items" button) is awesome!! But the quest items detection however is slightly bugged. The quest asks for 45 logs of any type, and I have logs in the bank, but it's not showing me the logs when I have the filter on.
When I'm running around the map, the blue arrow tiles indicator is jittery.EDIT: Not happening anymore, will try to reproduce.- It would be really nice if I can open the quest helper window from the current step window so I can see what items I need for the next steps.
- Logs of any type is not quite accurate. The logs can be of any type but when lighting the beacons the logs need to be of the same type.
Positives:
- The highlighting on the objects I need to click on is sick
- Highlighting the options in the dialogues is sick
- Arrow pointing to the objective under your character is a very cool touch
I'll continue to add to this list as I test this!
EDIT: Quest complete! Great work great work
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u/Kaldra Purple partyhat! 10d ago edited 10d ago
Just some quick initial thoughts/feedback, copy/pasted from a message I sent to a friend.
I didn't try the job gauges plugin, so no commentary on that
Quest helper is decent, has all the info there, however takes a rather large amount of screen real estate and doesn't seem resizable. - Am I missing something or is it not possible?
Menu entry swapper is a bit clunky, having to open another interface to swap things around unlike the OSRS one.
Tile Markers are decent enough simple to use, looks like presets are importable too (haven't tested that).
Entity hider has some nice options, can hide other players summons/pets/conjures as well as the players (and yourself) and npcs and specifically spiders heh.
Just a quick after thought edit, mostly around the quest helper currently, but I assume applicable to others in the future. I doubt it would be possible, as the plug in hub is through the game rather than the client like RuneLite, but is there a potential that the plug in windows can be separated from the main RS window? RuneLite you can get the quest guide on the side of the screen in the client interface rather than the game. Alt-1 Allows for their pop up windows to be placed outside of the game client.
As I say, I assume this won't be possible but figured it would be nice to see if it would be worth asking for clarification.
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u/IsneezeLightning 10d ago
I'll be honest and say that this actually made me log onto my RS3 account after switching over to OSRS over 2 years back. I'm excited for the full release for sure.
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u/Norjack96 10d ago
There were some occasions when playing through the Blood Pact quest where the weapons weren't highlighted. When defeating Kayle, his bow was highlighted to pick up and equip, but Caitlins staff wasn't. Same with picking up Reese swords. Is it because these are optional?
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u/Norjack96 10d ago
It seems that enabling entity hider drops the game performance significantly
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u/rcm37 GReap #85 | Trim | 5.8b | Ult Slay | MoA 9d ago
Hey thanks for the heads up. I'll be trying to address this in my next update to entity hider. Could you let me know if the performance hit is being seen with any specific toggles on? Or if the plugin is enabled at all? Or if the performance instantly goes back to normal if disabled / uninstalled?
I'm on holiday for a bit post Runefest, so any details will be a great help in diagnosing once I'm home!
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u/Remmes- 241QP 9d ago
not the person you replied to, but as soon as it's toggled on it drops to like 50% fps, without having any specific option toggled/checked.
However I seem to recall I did not have this issue right away, I first tested it at g,e,, teleported to lumbridge and saw someone complaining about it, I was at 40fps (I'm normally at 60 fps), so I was like huh let's check, I disabled it, and re-enabled it and it suddenly dropped to 20fps.
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u/rcm37 GReap #85 | Trim | 5.8b | Ult Slay | MoA 9d ago
Yeah I'm pretty sure I know why, especially if the performance hit increases with the number of nearby people. The entity hider logic runs once per frame per entity within draw distance. My logic has a bunch of database lookups within the event logic which were fine when I was testing with only myself and two other accounts in the dev clients, but probably scales terribly.
I have a new solution in mind but won't be able to implement it for a couple weeks
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u/Norjack96 4d ago
Hey, sorry for the late reply, the performance drop happen once its enabled, even with all toggles off.
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u/Retronitsu 9d ago
So currently, if I join with my live version of my Ironman, can I continue my questing using the Quest helper plugin on the beta and get it eventually merged into live? Or is the beta world essentially a fork of your live version's progress?
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u/AffectionateMeal6545 9d ago
Would love to see a "Hide others Conjures" option rather than just a Hide all Conjures for the entity hider.
Try doing a raid with 10 players and 30 Conjures, would love to clean it up but still need to be able to see my own.
Similarly, how about a Hide others familiars?
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u/rcm37 GReap #85 | Trim | 5.8b | Ult Slay | MoA 7d ago
Hello, both of these are on the list to be added once I can!
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u/Admirable-Escape6954 9d ago
why cant i join without making a new character? no point if its all useless..
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u/Gleesh-_- 9d ago
You can use your existing account, in the lobby there is a "import save" button at the bottom right
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u/wildsky11 9d ago
why cant we just get a client like runlite to handle the apps???
quest helper can we get option to resize, and quest requirements showing in quest helper so can decide better if can do now or later.
job gauges needs alot of work, horrible to move and then get stuck or not responsive with advance positioning.
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u/HorrorBuff2769 9d ago
Are plugins still slated for the live game this month, or even an opt-in live game beta like Vulkan?
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u/Mr_Bisschop f-reignited 8d ago
I'm playing RS3 mobile on a tablet so I won't be able to try it yet, but i'm hyped! 😁




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u/WanderingSoul2295 10d ago
Would really love to see Clue Trainer prioritised for the next plugin release.
I play on a MacBook, so Alt1 has never really been an option for me. Because of that, having a proper Clue Trainer built into the official RuneScape plugin system is something I’ve genuinely been looking forward to for years.
After seeing Clue Trainer featured in the September plugin preview, I was incredibly excited and was really hoping it would arrive with the October launch. I have to admit I was pretty disappointed when I found out that it wasn’t part of the first batch.
For Mac players especially, the Clue Trainer finally gives us the opportunity to use such a tool for the very first time and to be able to keep up with other players who enjoy clues. Clue Trainer would easily be my #1 requested plugin, and I’d really appreciate it if it could be prioritised for one of the next batches.
Huge thanks to the developers working on it — I’m genuinely very excited for it.