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1 hour ago, BadLands said:

hi, its possible add tugboat to cfg?¿

yep I am working on it for abandoned bases, raidable bases, and nteleportation

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Hi nivex wan to ask some questions.

1. If the base is not destroyed within the timer config. Will it auto removed the base? Or it will stay there untill the next period becoming a raid base agian?

2. Lets say if one area is pack with buildings. Will it still convert the abandoned base into a raid base? If it does will it adjust the dome itself? So it doesn't harm the building close by?

 

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@Tomato_Jesus

Do Not Destroy Base When Despawn Timer Expires
Do Not Destroy Manually Converted Base When Despawn Timer Expires
Conversions Before Destroying Base (fixed in next update)
sar cancel - requires abandonedbases.convert and abandonedbases.convert.cancel - allows the user to cancel the event, optionally requiring it be looted and/or requiring a configured amount of time before the command can be used
sar claim - requires abandonedbases.convert and abandonedbases.convert.claim - allows the user to cancel the event, take over the base and become the owner. optionally requires them to have looted the base first. this does not unlock key locks but will next update.

those will prevent the base from despawning and will allow it to be converted again

@Robert Stevens

 Abandoned Bases

If you enable Abandoned Bases in the integration config, then bases that are labeled as Abandoned will not receive raid protection. 

quote from the Raid Protection plugin. otherwise no, abandoned bases does not look at how much protection the base has from that plugin. I don't see a reason to use both plugins, but if you want then I can add support for it anyway. mine works strictly on how long since the players of the base have been offline before it considers the base to be abandoned.

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22 hours ago, nivex said:

@Tomato_Jesus

Do Not Destroy Base When Despawn Timer Expires
Do Not Destroy Manually Converted Base When Despawn Timer Expires
Conversions Before Destroying Base (fixed in next update)
sar cancel - requires abandonedbases.convert and abandonedbases.convert.cancel - allows the user to cancel the event, optionally requiring it be looted and/or requiring a configured amount of time before the command can be used
sar claim - requires abandonedbases.convert and abandonedbases.convert.claim - allows the user to cancel the event, take over the base and become the owner. optionally requires them to have looted the base first. this does not unlock key locks but will next update.

those will prevent the base from despawning and will allow it to be converted again

@Robert Stevens

 Abandoned Bases

If you enable Abandoned Bases in the integration config, then bases that are labeled as Abandoned will not receive raid protection. 

quote from the Raid Protection plugin. otherwise no, abandoned bases does not look at how much protection the base has from that plugin. I don't see a reason to use both plugins, but if you want then I can add support for it anyway. mine works strictly on how long since the players of the base have been offline before it considers the base to be abandoned.

Thanks. I just purchase and config it. I notice there's no config for stopping players that are not in the same team to enter. Is it on by default? Or the event is free for all?

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57 minutes ago, Tomato_Jesus said:

Thanks. I just purchase and config it. I notice there's no config for stopping players that are not in the same team to enter. Is it on by default? Or the event is free for all?

it's planned but there's no way to currently do this. there are far too many issues to resolve before it can be implemented because the event can overlap other bases if players build too closely. those overlapped bases won't be raidable, but it is difficult to determine who should be ejected.

in the next update there is a new option to prevent players from looting anything in the abandoned bases, and I will likely add a second Eject Enemies option to remove players when they step on a foundation unless I can find an elegant solution to eject them when they enter the dome instead. either way, it will serve the same purpose and be just as effective.

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57 minutes ago, nivex said:

it's planned but there's no way to currently do this. there are far too many issues to resolve before it can be implemented because the event can overlap other bases if players build too closely. those overlapped bases won't be raidable, but it is difficult to determine who should be ejected.

in the next update there is a new option to prevent players from looting anything in the abandoned bases, and I will likely add a second Eject Enemies option to remove players when they step on a foundation unless I can find an elegant solution to eject them when they enter the dome instead. either way, it will serve the same purpose and be just as effective.

Noted. As for the next update. I assume it would be future update not 2moro's force wipe update right?

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On 8/2/2023 at 8:38 AM, nivex said:

@Tomato_Jesus

Do Not Destroy Base When Despawn Timer Expires
Do Not Destroy Manually Converted Base When Despawn Timer Expires
Conversions Before Destroying Base (fixed in next update)
sar cancel - requires abandonedbases.convert and abandonedbases.convert.cancel - allows the user to cancel the event, optionally requiring it be looted and/or requiring a configured amount of time before the command can be used
sar claim - requires abandonedbases.convert and abandonedbases.convert.claim - allows the user to cancel the event, take over the base and become the owner. optionally requires them to have looted the base first. this does not unlock key locks but will next update.

those will prevent the base from despawning and will allow it to be converted again

@Robert Stevens

 Abandoned Bases

If you enable Abandoned Bases in the integration config, then bases that are labeled as Abandoned will not receive raid protection. 

quote from the Raid Protection plugin. otherwise no, abandoned bases does not look at how much protection the base has from that plugin. I don't see a reason to use both plugins, but if you want then I can add support for it anyway. mine works strictly on how long since the players of the base have been offline before it considers the base to be abandoned.

yeah i also use both. i know it is redundant but it's just another way to get players to spend... it's also kinda neat when they do manual conversions and have some type of protection etc. It changes the raiding meta a bit. It's very niche when it can be used but I still like it regardless. I also dont have that option enabled due to the fact that I want raid protection to take over once a base gets abandoned. No, they do not have 100% protection. Thanks for always considering our opinion nivex ❤️

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38 minutes ago, nivex said:

@Tomato_Jesus

the plugin won't break with the Rust update. the plugin update will be soon though

Thank you! Been experiencing raidable base plugin on other server. Untill recently we decide to purchase our self and run our own server. Gonna say it's money well spent! Everything is top notch and rarely any bugs! Keep up the good work my friend.

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np. I'll see about Raid Protection support in a future update then. I want to get this update out asap first

 

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I'm not sure what's going on. But I set the das to 3/4/5. Today before logging in saw the chat saying my base was convert into a raid base. Which I just login an hour ago. Does the lifetime days means players being inactive or just it will just straight convert it after 3/4/5 days (Even if the player is active)?

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that's how long you must be inactive @Tomato_Jesus

what perms do you have? that shouldnt be possible unless someone used /sar to manually convert it

attach config too

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1 hour ago, nivex said:

that's how long you must be inactive @Tomato_Jesus

what perms do you have? that shouldnt be possible unless someone used /sar to manually convert it

attach config too

I did use /sar last night to do a test run. But I canceled after 5 mins. Would that be the issue causing it? And only can is able to use /sar.

AbandonedBases.json

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3 hours ago, Tomato_Jesus said:

I did use /sar last night to do a test run. But I canceled after 5 mins. Would that be the issue causing it? And only can is able to use /sar.

 

you must've ran the purge command. makes sense given you have the plugin set to automate the scan every 3600 seconds or hourly which would've caused it to convert at that time

otherwise it's not going to convert until the time elapses

 

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Hello nivel i have a suggestion.  It's possible add a webhook to log conversions?  And it's possible add another to log the player who breaks tc?

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1 hour ago, nivex said:

you must've ran the purge command. makes sense given you have the plugin set to automate the scan every 3600 seconds or hourly which would've caused it to convert at that time

otherwise it's not going to convert until the time elapses

 

So I just need to turn the scan off? Every would be working normally after that? 

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@BadLands

doubt I'll mess with webhooks. people keep saying they don't work when they do 😛

@Tomato_Jesus

you can leave that enabled. if you enable purge then the scan will cause it to convert. purge is enabled with /sar purge

it will not convert early unless /sar is used, or if /sar purge and a scan is used (automated or with /sab)

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5 hours ago, nivex said:

@BadLands

doubt I'll mess with webhooks. people keep saying they don't work when they do 😛

@Tomato_Jesus

you can leave that enabled. if you enable purge then the scan will cause it to convert. purge is enabled with /sar purge

it will not convert early unless /sar is used, or if /sar purge and a scan is used (automated or with /sab)

Thank you. I will test again see if the thing happens again!

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On 8/9/2023 at 10:25 PM, nivex said:

@BadLands

doubt I'll mess with webhooks. people keep saying they don't work when they do 😛

F for me,  for PVE server is very helpfull. Bcause players always complaints about "My base dissapiers..." and i cant  see bases converteds and who raids it...  so sad for me

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@BadLandsill consider it but there is a log specifically for this in the next update that will go to oxide/logs/AbandonedBases/ if Log To File is enabled in the next update

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Is it possible to make Tugboats raidable, etc. with the same bubbles after the inactivity threshold?   Being that they are now essentially bases, I would love to see this implemented.  Thanks

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2.0.7 released - Requires Rust update

tugboats, locking the raid and ejecting enemies has been added. I had a lot of fun implementing these and hopefully you don't run into too many issues with them

keep in mind that the eject setting does not work when you enter the dome/event. it works when you enter the base, loot or try to damage something.

enjoy! ❤️

 

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Hey Nivex,

What counts as raid ended? Have it set so players can't hog the raids, but it just stays with base ticking down on standard despawn timer

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