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Raidable Bases 2.9.8

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   (53 reviews)

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nivex

Posted

@Charles Fields

looks like the plugin tried to delete but was blocked by something

I have some changes in the next version that might help with this

I keep trying to fix it but I won't be able to until I can reproduce it. I can't spot any issue with it and don't have the issue myself (unless I crash, and even then its rare)

pinoysaboteur

Posted

On 12/6/2023 at 8:50 AM, flysd said:

Found still not solved. truePVE plugin has been updated to 2.1.6.

屏幕截图 2023-12-06 214747.png

Random shutdowns will do that. You have to let it unload. If your server freezes, find the issues to prevent this from happing. Healthy restart has to unload all the plugins.

 

aimacak

Posted (edited)

12 minutes ago, Merdynn said:

@aimacakAh, yes, I forget people pay for that service. I run my own physical server using VMWare.  Yes, even more so inconvenient to have to deal with another third party.  I feel your pain.

thank you 🙂  but in the battle of the curve of work, I still won them 😄 I won’t hide, at the moment I don’t have any resources for a dedicated server, and if we consider it physically at home, then these are additional difficulties, in my opinion.. 
but we must pay tribute, such tariffs (game) greatly simplify the training of new server administrators)

Edited by aimacak
  • Like 1
BadLandPVE

Posted

hello ,just updated and this error happens 

Error while compiling RaidableBases: 'RaidableBases.HumanoidNPC.CreateCorpse()': no suitable method found to override | Line: 2482, Pos: 40

nivex

Posted

thats from 2.7.6 which was reverted to 2.7.4

I will release 2.7.7 soon

nivex

Posted

2.7.7 is released now! enjoy ❤️

 

  • Love 6
Gaming-Bavaria

Posted (edited)

Hy @nivex,
I saw you first added the option 
"
Do Not Force Items With Lower Probability To Spawn", now you removed it and in the update-log it says you rewrote probability and spawning and you added some other options for probability lower then 1. Does it work correctly now or do I have to set options?

Comment regarding the option: 


Comment regarding why I needed this type of option: 



Thank you very much for your time and your good work (y) 🙂

Edited by Gaming-Bavaria
Craft

Posted

How to make all levels use one cooldown time?

abcderanzi

Posted

Hi @nivex,

I'm using Carbon, and not sure if the issue caused by raid base plugin or Carbon itself. But the issue is, timer UI is not updated real time. I can move it around now but the timer(and loot count) stays. It only gets updated if I move the UI.

ps: I've reported same issue to Carbon discord.

nivex

Posted

@Gaming-Bavaria

yes, probability works correctly now. it is rolled each time now instead of once only

so if you have a loot table with 20 items and require 100 items to spawn then it can roll 5 times. 100/20 = 5

before it would roll once, and ignore the probability each roll afterwards to get the 100 items spawned

Check Lower Probability Once Per Loot Item is the new option and it will roll one time only

@Craft

Buyable Cooldowns are per level. Apply All Cooldowns will apply all of the cooldowns but they cannot use one cooldown.

Player Lockouts has Apply All Lockouts Everytime as well

@abcderanzi

I will look

 

  • Like 1
Merdynn

Posted

3 hours ago, abcderanzi said:

Hi @nivex,

I'm using Carbon, and not sure if the issue caused by raid base plugin or Carbon itself. But the issue is, timer UI is not updated real time. I can move it around now but the timer(and loot count) stays. It only gets updated if I move the UI.

ps: I've reported same issue to Carbon discord.

Carbon is trash and doesnt work right. 

nivex

Posted

@Merdynn

please don't say that

Merdynn

Posted

12 minutes ago, nivex said:

@Merdynn

please don't say that

Sorry, that was my experience and the reason I went back to Oxide.

Thunderchile

Posted

Hey Mr.Nivex!

Some of the raids do not have the Marker showing right on the map. Is there another update or I needed to add more than the .cs fiile?

 

Seasonal Greetings!!!!!!!!!

Dead Nasty

Posted

I bought on lone.design but the discussion tab there is kinda meh, but after yesterday's update players have to destroy TC for the raid to be over whereas before hitting 0 loot ended the raid. I didn't change it, is this a bug cause I noticed it happened in the 2.6.6 or whichever version got reverted a couple weeks back. When I reverted back to old version things work as expected. Thx for any help 🙂

abcderanzi

Posted

Carbon just released an update just now (v1.2023.4342.4217). Seems like they reverted the timer library to the old one. I will test and see if issue with timer UI still persist.

Andres S

Posted

if Im restarting server my current raidbases still dont despawn. they be on map after restart and just as usual player bases.

nivex

Posted

@Andres S

Im looking into it

aimacak

Posted

3 hours ago, Andres S said:

if Im restarting server my current raidbases still dont despawn. they be on map after restart and just as usual player bases.

Just yesterday I tried to reproduce the problem of bases NOT disappearing by an incorrect restart, I installed 3 bases, despawned one of them and immediately stopped the server incorrectly, after starting all the bases were there, but immediately began to disappear, and completely disappeared.

  • Like 1
nivex

Posted

can confirm that a despawn bug was introduced in 2.7.7

it should be fixed in 2.7.8

2.7.8 is now released. sorry for the issues ❤️

 

  • Love 3
nivex

Posted

@Craft

multiple options exist for that already.
 

Buyable Cooldowns has Apply All Cooldowns

Player Lockouts has Apply All Lockouts Everytime

Prevent Players From Hogging Raids

Prevent Players From Hogging Purchased Raids

 

Craft

Posted

An option should be added to allow all difficulty levels to use the same cooldown time, or to limit them to purchasing only one difficulty level base, so that one person does not have multiple bases and occupy the total limit of bases on the map

nivex

Posted

@Craft

I have answered your question twice now

I am not adding that

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