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This plugin is perfect for roleplay servers or anyone who wants to add custom build locations without touching the map in Rustedit. I grabbed it on release day, found a few bugs, reported them, and they were fixed almost instantly these guys don't play arond. I also love that you can create your own build spots and add them to the list with simple, easy‑to‑use commands. Overall, a super solid plugin!! Great job Simil3x & Shemov
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Thanks mate, you’re an absolute legend for the quick and detailed response. That gives us exactly what we need to design the controller safely around the supported API and respect the plugin’s boundaries. Really appreciate it!
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goldragon616 started following Announcements
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goldragon616 joined the community
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And the sound isn't working either; I suspect the prefab has changed, but I can't find a suitable replacement. If I use a different one, it works, but the error message in the console persists
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Alright, thanks; I’ll look into it as soon as I can
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As soon as I pick up the 'hacker item' and it tries to play the FX, this error gets spammed in my F1 console.
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Hey! At what point does the error appear? Is this error actually related to this plugin?
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Her_Toxic_Man started following no Sound effect
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Fruster started following no Sound effect
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Hello. Unfortunately, I’ve discovered that there is no sound, and my F1 console gets spammed whenever I pick the item up. Otherwise, everything works fine
- Today
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Penguin12 started following Announcements
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Penguin12 joined the community
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Marlon started following Raidable Bases Pack & Loot Tables 1x, 2x, 5x, 10x - (Easy-Expert)
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GentlemanAnrufer started following Announcements
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GentlemanAnrufer joined the community
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hey guys, im not gonna lie map making in rustedit has been a struggle for me and taking up too much time. everything on the plugin, backend, and ui side is built and polished, so im putting this out there to either: partner up with a solid map maker who can handle the arenas and map layouts so we can work together and launch it. or sell the whole project / codebase to someone looking for a turnkey, fully custom competitive 3 game mode server with two unique gamemodes and face checks what the project has built: menu ui similar to hellis aim train with stats a way to create custom matches Aim Duels & Face Checks: auto queue system, browser cards, waiting cards, and matchmaking. 2v1 Clutch Mode: full 2v1 gamemode with round win tracking, health bars, and hud. Custom UI: completely custom sleek dark ui with 2pt borders across all menus, settings panel, bot settings, waiting cards, and end-game victory/stats screens. Practice Bots: in-lobby practice bots with configurable bot settings. with options for player to toggle a horse bot or a minicopter bot Private Networking & Isolation: full virtual isolation system . players in lobby and duels can stand at the exact same place without seeing, hearing, or bumping into each other. Admin Panel: full in-game admin menu to manage arenas, smart spawn setup (/createarena, /set1, /set2), public kits, custom lobby kits for all 18 guns, and bdu chance toggles. set kits for the lobby/bots/gamemodes Extras: custom skinbox plugin, loadout changer put gun in 2nd slot and its stays their for next round, and leaderboards. In my opinion the plugins have features way more advanced than other servers took me like 6 months to complete these plugins all it needs is maps/arenas. if you're a map maker and want to team up, or if you're interested in buying the complete project dm on here or on discord: pulser1 with some of your past work or an offer. and i can showcase the plugins to you.
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Stormo started following Gather Loot Multiplier
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GrayHammerMan changed their profile photo
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Hi, Sorry for the delay, it's wipe period and I'm fixing some plugins. I'll get back to you as soon as possible, during the week.
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Hi, Sorry for the delay, it's wipe period and I'm fixing some plugins. I'll get back to you as soon as possible, during the week.
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Hi, Sorry for the delay, it's wipe period and I'm fixing some plugins. I'll get back to you as soon as possible, during the week.
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Hi, Sorry for the delay, it's wipe period and I'm fixing some plugins. I'll get back to you as soon as possible, during the week.
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And support for the Notify plugin—since the chat unfortunately gets spammed with "The Ground Shakes," and there’s no specific setting to disable just that message (only a general option that turns everything off). Using the Notify plugin would solve this issue.
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Regarding random locations, it should also be added that the plugin detects monuments and avoids these areas.
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Hello. I just purchased the plugin—great work, but something is missing. Please add the following to the config: Random spawn location (true/false) – a new, automatic location for every respawn. Map marker (red) – only visible when the object is on the surface (not a persistent display). A "winner" command option in the config (supporting multiple commands) that triggers upon successful destruction—fully customizable, or left empty if no command is desired. The ability to configure what is obtained when breaking down the destroyed parts (e.g., receiving "scrap" instead of "metal"), including the amount granted per hit.
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heya, Most of this added in the next update: All hooks are updated to provide an event ID A new hook for OnRaidableBaseStart(Guid eventId, Vector3 pos, float protectionRadius, int level, string baseName, bool allowPVP, ulong ownerId, BasePlayer owner) is called before an event pastes (OnRaidableBaseStarted has a different signature which is documented, and is called when events become raidable) A new hook for OnRaidableBaseEnded(Guid eventId, Vector3 pos, float protectionRadius, int level, string baseName, bool allowPVP, ulong ownerId, BasePlayer owner) which matches the Start parameters A new hook for OnRaidableBaseLocationChanged(Guid guid, Vector3 previous, Vector3 current) when its position is updated (this happens exactly once for bases not copied at their center) A new GetAllEvents API to compliment this All of these ensure events can be tracked without issue No despawn API will be exposed, sorry. SpawnRandomBase exposes API for spawning manual events already, and will remain undocumented. Here is an example of how to use it, along with comments. I won't expose more than this, sorry: private void SpawnRandomBaseEvent(string baseName, Vector3 position, int level, int type, bool bypassDisabledProfiles) { // Deliberately made with certain limitations: // baseName: Provide a copypaste filename from your profiles to spawn that base, or provide null to spawn random. // position: The position where the event will paste, bases not copied properly will have their position recentere and this one-time update is called via OnRaidableBaseLocationChanged hook. // level: The difficulty level found in your profiles. Pass -1 to be random. Defaults: Easy=0,Medium=1,Hard=1,Expert=2,Nightmare=4 // type: Valid types are Manual=1, Scheduled=2, Maintained=4, do not pass 0 or 3 // bypassDisabledProfiles: Profiles that are disabled cannot be spawned unless true is passed Plugin rb = plugins.Find("RaidableBases"); if (rb == null || !rb.IsLoaded) { Puts("RaidableBases not found or not loaded."); return; } object result = rb.Call("SpawnRandomBase", baseName, position, level, type, bypassDisabledProfiles); if (result is true) return; // success if (result is string str) Puts("Error while spawning base: {0}", str); // Do not use LogError or LogWarning } Example GetAllEvents API (provided in the next update): public void UpdateRaidableBaseTerritories() { _rbEvents.Clear(); using var events = Pool.Get<PooledList<(Guid guid, Vector3 pos, float protectionRadius, int level, string baseName, bool allowPVP, ulong ownerId, BasePlayer owner)>>(); RaidableBases?.Call("GetAllEventsNonAlloc", events); if (events.Count == 0) { return; } foreach (var evt in events) { float radius = evt.protectionRadius + 100f; _rbEvents.Add((evt.pos, radius * radius, evt.guid)); } } How to use _rbEvents: private List<(Vector3 pos, float radiusSqr, Guid guid)> _rbEvents = new(); private void OnRaidableBaseStart(Guid guid, Vector3 pos, float protectionRadius) { float radius = protectionRadius + 100f; float radiusSqr = radius * radius; for (int i = 0; i < _rbEvents.Count; i++) { if (_rbEvents[i].guid == guid) { _rbEvents[i] = (pos, radiusSqr, guid); return; } } _rbEvents.Add((pos, radiusSqr, guid)); } private void OnRaidableBaseLocationChanged(Guid guid, Vector3 previous, Vector3 current) { for (int i = 0; i < _rbEvents.Count; i++) { if (_rbEvents[i].guid == guid) { _rbEvents[i] = (current, _rbEvents[i].radiusSqr, guid); return; } } } private void OnRaidableBaseEnded(Guid guid, Vector3 pos, float protectionRadius) { for (int i = _rbEvents.Count - 1; i >= 0; i--) { if (_rbEvents[i].guid == guid) { _rbEvents.RemoveAt(i); return; } } } private bool RaidableBaseTerritory(Vector3 position) { foreach (var (pos, radiusSqr, _) in _rbEvents) { if ((position - pos).sqrMagnitude <= radiusSqr) { return true; } } return false; }
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Subject Supported API for named spawn and exact-event despawn/deadline control in 3.2.2 Message Hi nivex, We are building a small external uMod controller for Raidable Bases 3.2.2 without modifying or redistributing your source. We need to: Queue exactly one named manual base at a selected difficulty and reliably correlate the resulting canonical event ID. Despawn one exact active event, or update its despawn deadline, using the canonical ID exposed by GetAllEvents. The public lifecycle/read APIs cover observation and reconciliation. The configured server-console command appears suitable for requesting a named manual event, but it does not synchronously return the resulting event ID. The available admin despawn command selects the nearest event rather than accepting an event ID. We will not call private methods, use reflection, teleport an administrator to select a raid, or delete event entities ourselves. Could you please confirm the supported Plugin.Call/API signatures for: spawning one named manual event and correlating its ID; and despawning or updating the deadline of one exact event by ID? If those operations are not currently exposed, confirmation of that would also help us keep the integration safe. Versions: Raidable Bases 3.2.2 CopyPaste 4.3.0 Oxide/uMod target Thank you.
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I did temporary fix for me , i replaced planter prefab with some sign prefab and that allowed to place sleeping bags or other deployables
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when looked on floor it was showing water for me and with spraycan dived me to reskin large planter
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No it was Home1 and Home 2 i had planters under floor
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Version V1
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The Oil Island map is a unique addition to the Rust game that takes players to a mysterious island full of intriguing features. Be prepared for unpredictable adventures and a fierce struggle for valuable resources! On this map you will find: Bradley Island The original fishing village. Here you can find everything you need to survive, from town stores to military stores from the bandit camp. In the center of the island there are two oil rigs, which will be the key point of confrontation between players. Take possession of this territory to gain a strategic advantage. Scattered around the perimeter are unique PTs with increased loot, each of which adds its own zest to the gameplay. Don't forget about the crate that will periodically appear in the harbor. Be the first to get its priceless contents! Explore, mine resources and fight for supremacy on Oil Island - an unforgettable adventure in the world of Rust awaits you!$7.00 -
Hi! If you mean the decor that can be hung on walls - it will be fixed soon
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Have Thats just house decor should be fixed ? I did update plugin and all house files but in some houses still have this issue . Issue seems in house in rooms that has planter under floor . thanks
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I've had this prefab on my server for a few months now, and my players always beg me to add the custom oil rig to any map we run. It's a great puzzle with tons of loot and NPCs, and Wonder_Fox makes the setup super easy in RustEdit just drag it in, set it to 0, and you're done. Another masterpiece from Wonder_Fox.
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- #oil rig
- #custom oilrig
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