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MiniKao started following NPCs are not spawning inside the base (Spawn Inside Bases) — 3.1.6
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nivex started following NPCs are not spawning inside the base (Spawn Inside Bases) — 3.1.6
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Plugin: Raidable Bases 3.1.6 Oxide/uMod, no other NPC plugins installed. PROBLEM No NPCs ever spawn inside my raidable bases. Every NPC spawns on the outside of the base and roams the dome. The "Spawn Inside Bases" section in my profile appears to have no effect. WHAT I ALREADY CHECKED IN THE PROFILE Under "Spawn Inside Bases" I have set: "Spawn On Floors": true "Spawn On Beds": true "Spawn On Rugs": true "Minimum Inside (-1 = ignore)": <my value> "Maximum Inside (-1 = ignore)": <my value> "Spawn Murderers Outside": true "Spawn Scientists Outside": true And under the NPC section: "Enabled": true "Amount Of Murderers To Spawn": <my value> "Amount Of Scientists To Spawn": <my value> QUESTIONS 1) Murderers vs scientists In SpawnInsideBase(bool f, out Vector3 v) the method returns false immediately when f is true, and f is passed as isMurderer from SpawnNpc(). Does this mean murderers can never occupy an interior spot, and only scientists are eligible for inside placement? If so, a base configured with murderers only would never get interior NPCs. Is that the intended behaviour? 2) Interior count is capped by the scientist count npcMaxAmountInside is clamped to npcMaxAmountScientists, and when it is -1 it falls back to npcMaxAmountScientists. So "Maximum Inside" can never exceed "Amount Of Scientists To Spawn". Is that correct? What values do you recommend for a base that should have, for example, 4 NPCs inside and 4 outside? 3) Minimum Inside default of -1 The randomisation only runs when "Maximum Inside" > 0, and it uses Random.Range(Min, Max + 1). With the default Min of -1 this can return -1 or 0, and 0 would mean no interior NPCs for that spawn. Should "Minimum Inside" always be set to 1 or higher when "Maximum Inside" is used? 4) Enclosed rooms are skipped for floor spawns In SortRandomNpcSpots() a foundation or floor tile is only added to the interior spot list when the surrounding wall count is below 4 (below 3 for triangles). That means a fully walled-in room is never a valid floor spawn point. Since a sealed room is exactly where most of us want interior NPCs, is this intentional? Is there a way to allow spawns in fully enclosed rooms? 5) "Spawn On Rugs With Skin Only" The default value is 1. If I understand the filter correctly, any value other than 1 (and >= 0) removes every rug that does not match that skin ID. Is 1 the "accept any rug" sentinel, and should I leave it at 1 unless I deliberately want skin filtering? 6) Roofcampers and IsOutside With "Allow Npcs To Roofcamp" set to false, any floor or roof block that the game considers outside is skipped. On an open-top or partially open base, does this remove most of the candidate interior spots? Should I enable roofcamping to get interior spawns on such bases? WHAT I AM TRYING TO ACHIEVE I want a guaranteed number of NPCs standing or sleeping inside the base rooms so raiders have to clear the interior, with the rest patrolling outside. Could you tell me the exact profile settings required for that, and confirm whether the base design itself (fully enclosed rooms, no rugs or beds pasted) is the limiting factor? Thank you for the plugin and for your time.
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Good morning! ExtraEvents v1.15.0 is compiling properly using your Config file and the events are working as intended on both Oxide and Carbon. It could be another plugin that is affecting it; can you please provide more information on the errors you're receiving? Thanks! Rainey
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- 2 comments
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- #waffle house
- #replacement
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Nomad has done a great job with this map. The attention to detail is amazing, while maintaining a low prefab count. I have ran this on our 3x server and had great feed back from players. If your looking for a small high frame rate pvp or pve map, then i would recommend this one. His support is top notch if you have any issues Great job bro love see your work and being able to be part of it.
- 3 comments
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- #battle map
- #2k map
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- 5 comments
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- #powergrid
- #power
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Had this for years. Love Nivex's work. He really puts in the effort to polish his work. Our pve player absolutely love this plugin. The ability to raid player bases on a pve server just adds that extra touch. Nivex is 2nd to none with his work and support I highly recommend this product. Keep up the amazing work bro!!
- 643 comments
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- #rust
- #rust plugin
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- 37 comments
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- #restart
- #autorestart
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ReKcUs MuC changed their profile photo
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nozmi changed their profile photo
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What a Beautiful Map! You can really tell the map makers that actually care about the map and just don't push out any ol map they can quickly make. I've talked to Slient a few times about the map and he's always been quick to respond and very helpful. The roller coaster is out of this world like nothing you've seen in rust before i promise you that! I would 100% recommend this map to any server owner for a quick easy load in map ready to roll
- 6 comments
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- #rollercoaster
- #rust
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I've had this map for Month's and every time I load it nothing is fixed I've messaged the dev and Mad Mappers team with screen shots and coordinates of all major issues on the map like god rocks blocking rails, Rails going into god rocks. Needs smoothing tool all over the map with rivers sticking out and Cliffs missing, holes around the beaches it needs alot of work!!!
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XESSIVEMINDS changed their profile photo
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Grimdark started following Powergrid Stages
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- 5 comments
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- #powergrid
- #power
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Raidable Bases (Tier 3 Package) - Plugin sold separately. Bundle available.
jestermgee commented on nivex's file in Bases
Cheers for the reply. Yeah I was a little confused as to what comes in each of the tiers and I have some friends who love building so the idea was each wipe we play I can snapshot their base, set the container layouts and then use it as a "real world" style of raid base for the next time which I like the idea of so sounds like maybe Tier 1 would be a good starter. Might set about investing in this. -
AndyP96 changed their profile photo
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- 10 comments
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- #easyvote
- #rust servers
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- 10 comments
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- #easyvote
- #rust servers
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DerAngelexperte started following Compiler Error
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Code Brothers started following Compiler Error
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Failed compiling 'QuarryAssault.cs': 1. The switch statement contains multiple cases with the label value '621936287' [CS0152] (Internal 6 line 162)
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ToliburtiX started following Treasure Trails
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- 4 comments
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- #scavenger
- #hunt
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Stormo started following Создание ответа Copilot said: Quick Bradley Kill
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My players have learned what I believe is an exploit for killing Bradley. They place a large number of C4 charges on the road near the control panel, and when Bradley drives by, they detonate all the C4 at once. This allows them to almost kill him instantly, or even kill him outright if Bradley has reduced health. Is there any way to prevent or work around this? I'm not sure if anyone has already asked you about this before, or if there is already a solution to this problem.
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Please help.. i dont seem to be able to create new items when i do the uif.give i keep getting special seed not found } }, "3490826120": { "Enabled": true, "DisplayName": "Seed for bleach", "Description": "Seed for bleach", "Base seed Item name (The item name of the base seed to use for Special Seed). Default seed.hemp": "seed.hemp", "Special Seed SkinID": 3617480259, "Item name to produce": "bleach", "SkinID of item to produce": 0, "Produced Item, custom Display name. Leave it blank to use the default product item name.": "", "Minimum Condition of item to produced. Value from 0 to 100%. Default 50%": 50, "Maximum Condition of item to produced. Value from 0 to 100%. Default 100%": 100, "Produce the same amount as the basic seed. (If set to true, ignores Minimum/Maximum quantity to produce) Default false": false, "Minimum Quantity to produce. Default 2": 1, "Maximum Quantity to produce. Default 6": 2, "Use Planter Box Production Multiplier. Default false": false, "Clone settings for Special Seed. (Only if Planter Box Production Mode is set to CLONE or manual cloning)": { "Enable Clone Production. Default false": false, "DisplayName": "Clone for Water Pistol", "Description": "Clone for Water Pistol", "Base clone Item name (The item name of the base clone to use for Special Clone). Default clone.hemp": "clone.hemp", "Special Clone SkinID": 3575838223, "Produce the same amount as the basic clone. (If set to true, ignores Minimum/Maximum quantity to produce) Default false": false, "Minimum Quantity to produce. Default 1": 1, "Maximum Quantity to produce. Default 3": 2, "Use Planter Box Production Multiplier. Default false": false this is the one im trying to make just basic bleach my process was to copy the above it past bellow as above then fill in the info to create my seed.. what am i missing please also the "3490826120": { top left of this config how is that generated.. if im copying the one above each time they all going to have this same number.... i have attachec my full config thanks for your time SpecialSeeds.json
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my few players reported to me that the auto turrets do not take no damage and I did test it myself and they do not take damage at all I do run a PVE server so I set up everything like it said in a config and I can't figure out what's wrong is there any way you can fix that at all and by the way thank you for making a plugs they are a good addition to my server
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This is an excellent plugin. I do have one request, however: It would be even better if the system remembered where the vehicle was stored and required payment—using currencies like Scrap or Economics—based on the distance when retrieving it. (Custom GTA servers, for instance, feature a system like this.)
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Combat Stats -> Damage Range Can't set -1 value plugin say "You have entered an invalid value for this parameter" from the GUI /preset Even though the description says, "Use -1 for unlimited range." While I'm here, I have a suggestion: it would be nice to add a toggle setting that notifies the player with a message like "You can't damage this NPC because you're too far away."
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- 27 comments
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- #multi-tool
- #tool
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