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Message added by fullwiped,

All of our bases from Easy to Nightmare are equipped with turret protection. If there’s a prefab in your raid bases that you don’t want, you can easily remove it using the method below.
data/RaidableBases/Profiles open the JSON files inside with a text editor and apply the following:

"Kill These Prefabs After Paste": [
    "assets/prefabs/npc/autoturret/autoturret_deployed.prefab",
    "autoturret_deployed"
],

Please check the "WORKS WITH" section before buying base packs to see if they're compatible with others. Some packs share the same base designs. If you want a full package, you can get the:
https://codefling.com/bases/raidable-bases-mega-pack-loot-tables-210-bases

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  • Update details
    v3.0.2
    Released
    Download size1.06 MB
    Total versions9
    Time between versions 190 days
    Typical update pace About every 60 days
    Freshness Updated yesterday

This area is for discussion and questions. Please use the support area for reporting issues or getting help.

Recommended Comments

JimDeadlock

Posted

Are these the same bases as "Raidable Bases Pack & Loot Tables (110 Bases)"?

fullwiped

Posted

11 minutes ago, JimDeadlock said:

Are these the same bases as "Raidable Bases Pack & Loot Tables (110 Bases)"?

Yes, the same bases; the Raidable Bases Pack & Loot Tables (110 Bases) also includes a loot table pack.

Cargonia

Posted

Could you explain, why all of the bases now have to have turrets?

fullwiped

Posted

14 minutes ago, Cargonia said:

Could you explain, why all of the bases now have to have turrets?

When bases lack any real defense, players naturally see them as easy loot and don’t value the experience. Turrets add a layer of challenge that makes the raid feel like an actual achievement rather than a giveaway. It's not just about difficulty, it’s about preserving the purpose of the event. If everything is handed over freely, the excitement fades and players lose interest quickly. Turrets fix that by creating tension, engagement, and a sense of reward.

fullwiped

Posted (edited)

On 8/8/2025 at 12:32 PM, Cargonia said:

Could you explain, why all of the bases now have to have turrets?

If your turrets are too powerful, edit the JSON files in /serverfiles/carbon/data/RaidableBases/Profiles and equip them with weaker weapons, for example, crossbows or revolvers for easy bases.



 

  Or if you want to completely remove the turrets, follow the method below.

/serverfiles/carbon/data/RaidableBases/Profiles


    "Kill These Prefabs After Paste": [
      "assets/prefabs/npc/autoturret/autoturret_deployed.prefab",
      "autoturret_deployed"
    ],

Edited by fullwiped
DUROCRUSTSERVERS

Posted (edited)

In general love this plugin but here are some suggested ideas to add:  1. Have ai roam and build bases automatically in different grids.  2. Have door randomly upgraded to at least garage doors.  3. Have ai lock all doors. 4. Add tier 3 workbench.  5. Have ai defend itself if engaged (if possible.)  6. Have ai fill boxes with loot before moving to next base. Maybe loot is based on complexity of base, or even have it farm and fill boxes for a set time before moving on. Even better, have up to 6-15 ai build, farm, fill and protect their bases based on server team sizes. .  I just want to have the ai run the development of bases like players with minimal management by myself.  Most of the bases have turrets on edge of base, which means you can't add fences around them.  And it would make sense to have base already wired, with power source and running.  Basically, I think you should make these bases fully functionally and none with basic metal doors.  

Edited by DUROCRUSTSERVERS
nivex

Posted (edited)

@DUROCRUSTSERVERS

That's a very creative concept! But this really belongs in its own plugin due to how much logic I would need to be implement to support features like AI roaming, building, farming, upgrading, wiring, locking doors, defending bases, and managing loot. Much of that would be close enough to existing code to overlap with it, but different enough to require its own logic. That redundancy would further bloat the plugin. I honestly aim to reduce bloat, improve existing behavior, fix bugs and implement necessary quality of life changes. New features might have a place when they're not so large, but 600 options provides a decent amount of variation already.

@fullwiped

Hi, I would appreciate it if you could enable the user interface options in the config by default. These are core features of the plugin and I would like everyone to experience them by default. There is more at play here than meets the eye.

I understand giving the appearance of more realistic looking bases is desired by some server owners, but this really is not achievable. It might fool some players initially, but they will quickly catch on. There is nothing worse than intentionally trying to deceive someone, either. Bases will inevitably be despawned, and the gig is up. I would prefer despawn to be optional, but it's not practical when it won't work properly for everyone due to unknown edge cases breaking its functionality in the past. Either way, players expect content to refresh in a timely manner across all aspects of the game, so setting up the configuration to reflect this will flow more naturally for the majority of servers. 

Hidden While Buyable Events UI Is Closed exists for Buyable Cooldowns and Player Lockouts is a great way to limit when these UI are shown, with other UI being shown on a limited basis already.

If you have some ideas, then I'm open to suggestions. The essence of the plugin is to boast how massive of a beast it is, not to tame it into submission in a way that downplays its role on servers. I intend for servers to use this plugin as a focal point to help them grow, instantly showing their player base that content is readily available, with bases raising their hands in the air and screaming, "Come raid me if you can." 

I do understand that some want to limit this as much as possible to fit the theme of your server, and I completely agree that there are exceptions to be made.

Edited by nivex
  • Love 1
fullwiped

Posted

5 hours ago, nivex said:

@DUROCRUSTSERVERS

That's a very creative concept! But this really belongs in its own plugin due to how much logic I would need to be implement to support features like AI roaming, building, farming, upgrading, wiring, locking doors, defending bases, and managing loot. Much of that would be close enough to existing code to overlap with it, but different enough to require its own logic. That redundancy would further bloat the plugin. I honestly aim to reduce bloat, improve existing behavior, fix bugs and implement necessary quality of life changes. New features might have a place when they're not so large, but 600 options provides a decent amount of variation already.

@fullwiped

Hi, I would appreciate it if you could enable the user interface options in the config by default. These are core features of the plugin and I would like everyone to experience them by default. There is more at play here than meets the eye.

I understand giving the appearance of more realistic looking bases is desired by some server owners, but this really is not achievable. It might fool some players initially, but they will quickly catch on. There is nothing worse than intentionally trying to deceive someone, either. Bases will inevitably be despawned, and the gig is up. I would prefer despawn to be optional, but it's not practical when it won't work properly for everyone due to unknown edge cases breaking its functionality in the past. Either way, players expect content to refresh in a timely manner across all aspects of the game, so setting up the configuration to reflect this will flow more naturally for the majority of servers. 

Hidden While Buyable Events UI Is Closed exists for Buyable Cooldowns and Player Lockouts is a great way to limit when these UI are shown, with other UI being shown on a limited basis already.

If you have some ideas, then I'm open to suggestions. The essence of the plugin is to boast how massive of a beast it is, not to tame it into submission in a way that downplays its role on servers. I intend for servers to use this plugin as a focal point to help them grow, instantly showing their player base that content is readily available, with bases raising their hands in the air and screaming, "Come raid me if you can." 

I do understand that some want to limit this as much as possible to fit the theme of your server, and I completely agree that there are exceptions to be made.

Hi @nivex

Thanks for the clarification. I understand your point about the UI features and how they are intended to be part of the overall experience of the plugin.

For the configs I share with other server owners, I’ll review the UI options and keep the ones that are intended to be enabled by default where appropriate. Hopefully this will help more people experience the features the plugin provides.

I also appreciate the work you continue to put into Raidable Bases and the effort to keep it updated over time. The attention to detail and ongoing improvements are valued by many server owners.

 

 

  • Love 1

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