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Raidable Bases 2.9.8

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abcderanzi

Posted

16 hours ago, nivex said:

@Dead Nasty

hi, dm your config

@abcderanzi

ya I asked Raul to fix it. let me know:)

The timer UI is fixed in the v2.7.8! Though I noticed another issue from the new version. I have expert base profile loot amount set to 195, but some expert base spawned with only 40~50 loots, each large box only contain with 3~4 items inside.

I know I can enable allow duplicate but I prefer not to have duplicated loot.

abcderanzi

Posted (edited)

4 hours ago, abcderanzi said:

The timer UI is fixed in the v2.7.8! Though I noticed another issue from the new version. I have expert base profile loot amount set to 195, but some expert base spawned with only 40~50 loots, each large box only contain with 3~4 items inside.

I know I can enable allow duplicate but I prefer not to have duplicated loot.

Or it might be due to item inside locker are not counted as loot. I will go ahead and try disable loot spawning inside locker and let you know.

Update: I tested and looks like the locker having issue counting loot. I disabled loot from spawning in locker and base spawn with the correct loot count now.

Edited by abcderanzi
nivex

Posted

@abcderanzi

hi, it won't count the loot unless it's configured to by adding locker to Additional Containers To Include As Boxes

you don't look at the in game UI to see how much loot has spawned. that's how much is required to complete the event. the server console shows the total

  • Love 1
AaronL

Posted

Hi,After the rust update on Friday I noticed that the bases sometimes don't spawn, they work fine on three servers but not on two others, I'm using the exact same map and plugins on 5 servers
o.reload and restart server dont fix the problem and the plugin doesn't report any errors

Loaded 185 items from RaidableBases\Difficulty_Loot\Easy
Loaded 186 items from RaidableBases\Difficulty_Loot\Medium
Loaded 202 items from RaidableBases\Difficulty_Loot\Hard
Loaded 208 items from RaidableBases\Difficulty_Loot\Expert
Loaded 229 items from RaidableBases\Difficulty_Loot\Nightmare
Loaded 27 items from RaidableBases\Default_Loot
Loaded 4 items from RaidableBases\Base_Loot\Easy Bases
Loaded 4 items from RaidableBases\Base_Loot\Expert Bases
Loaded 4 items from RaidableBases\Base_Loot\Hard Bases
Loaded 4 items from RaidableBases\Base_Loot\Medium Bases
Loaded 4 items from RaidableBases\Base_Loot\Nightmare Bases
12/10 01:28:23 | [RaidableBases] 25% loaded (288 potential points)
12/10 01:28:35 | [RaidableBases] 50% loaded (474 potential points)
12/10 01:28:49 | [RaidableBases] 75% loaded (833 potential points)
12/10 01:29:01 | [RaidableBases] 100% loaded (1504 potential points)
12/10 01:29:01 | [RaidableBases] Grid initialization completed in 52 seconds and 39 milliseconds on a 4250 size map with 1504 potential points.

 

  • Like 1
nivex

Posted (edited)

@AaronL

you probably need to update to 2.7.8. otherwise you will have to use these commands

rbe debug

rb.config list

 

Edited by nivex
Stampy

Posted

its probibly been asked already but can we use kits on the npcs?

Craft

Posted

On 12/9/2023 at 9:57 AM, nivex said:

@Craft

I have answered your question twice now

I am not adding that

I didn't understand before, but now I know. Thank you

  • Like 1
aimacak

Posted

4 hours ago, Stampy said:

its probibly been asked already but can we use kits on the npcs?

you can, but not with any kit plugins

Stampy

Posted

49 minutes ago, aimacak said:

you can, but not with any kit plugins

aaa ok shame i seen in the data files the outfits but yeah would of been easier to just use a kit plugin ow well thanks anyways

Mabel

Posted (edited)

8 minutes ago, Stampy said:

aaa ok shame i seen in the data files the outfits but yeah would of been easier to just use a kit plugin ow well thanks anyways

You can use kits plugin with it 

 

"Murderer Kits": [

      "KitName"

    ],

    "Scientist Kits": [

      "KitName"

    ],

Edited by Mabel
  • Like 1
aimacak

Posted

31 minutes ago, Stampy said:

aaa ok shame i seen in the data files the outfits but yeah would of been easier to just use a kit plugin ow well thanks anyways

I myself use item customization of clothing, I don’t experience any problems, I set up the levels once and forgot about them  🙂

  • Like 1
Stampy

Posted

32 minutes ago, Mabel said:

You can use kits plugin with it 

 

"Murderer Kits": [

      "KitName"

    ],

    "Scientist Kits": [

      "KitName"

    ],

ooo ill give that a try thanks

  • Like 1
Jackelmyer

Posted

Hey Nivex!

 

For "Use Random Skin For Whole Base"...

Will that setting change the building material?  Say from wood to stone or wood to metal?

Does that setting require the "Random Building Skin List"?  And if so, do you know where we can find a list of building skin ID's?

Jackelmyer

Posted

Can you explain how Spawn Inside Bases is supposed to be configured?  I can't seem to get that to work.

    "Spawn Inside Bases": {
      "Sleepers": {
        "Enabled": true,
        "Unwakeable": true,
        "Spawn Kit In Corpses Inventory": false,
        "Spawn Loadout In Corpses Inventory": false
      },
      "Spawn On Floors": true,
      "Spawn On Beds": true,
      "Spawn On Rugs": true,
      "Spawn On Rugs With Skin Only": 1,
      "Bed Health Multiplier": 1.0,
      "Rug Health Multiplier": 1.0,
      "Spawn Murderers Outside": true,
      "Spawn Scientists Outside": true,
      "Minimum Inside (-1 = ignore)": 1,
      "Maximum Inside (-1 = ignore)": 3
    },

aimacak

Posted

13 minutes ago, Jackelmyer said:

Hey Nivex!

 

For "Use Random Skin For Whole Base"...

Will that setting change the building material?  Say from wood to stone or wood to metal?

Does that setting require the "Random Building Skin List"?  And if so, do you know where we can find a list of building skin ID's?

"Use Random Skin For Whole Base":
all building blocks of a particular building will be in one skin

"Will that setting change the building material?  Say from wood to stone or wood to metal?":
    "Only Apply Skin When Material Is Enabled": false,
    "Wooden": false,
    "Stone": false,
    "Metal": false,
    "HQM": false

"And if so, do you know where we can find a list of building skin ID's?":
I think this should be in the standard config, it's very strange that you don't have them.
 

    "Random Building Skin List": [
      0,
      10220,
      10221,
      10223,
      10225,
      10226,
      10232
    ],

 

aimacak

Posted (edited)

6 minutes ago, Jackelmyer said:

Can you explain how Spawn Inside Bases is supposed to be configured?  I can't seem to get that to work.

    "Spawn Inside Bases": {
      "Sleepers": {
        "Enabled": true,
        "Unwakeable": true,
        "Spawn Kit In Corpses Inventory": false,
        "Spawn Loadout In Corpses Inventory": false
      },
      "Spawn On Floors": true,
      "Spawn On Beds": true,
      "Spawn On Rugs": true,
      "Spawn On Rugs With Skin Only": 1,
      "Bed Health Multiplier": 1.0,
      "Rug Health Multiplier": 1.0,
      "Spawn Murderers Outside": true,
      "Spawn Scientists Outside": true,
      "Minimum Inside (-1 = ignore)": 1,
      "Maximum Inside (-1 = ignore)": 3
    },

I think for begin u can change this to false and try again:        
        "Enabled": true,
        "Unwakeable": true,

Edited by aimacak
Jackelmyer

Posted

24 minutes ago, aimacak said:

"Use Random Skin For Whole Base":
all building blocks of a particular building will be in one skin

"Will that setting change the building material?  Say from wood to stone or wood to metal?":
    "Only Apply Skin When Material Is Enabled": false,
    "Wooden": false,
    "Stone": false,
    "Metal": false,
    "HQM": false

"And if so, do you know where we can find a list of building skin ID's?":
I think this should be in the standard config, it's very strange that you don't have them.
 

    "Random Building Skin List": [
      0,
      10220,
      10221,
      10223,
      10225,
      10226,
      10232
    ],

 

Not following you.  Was looking for pointed answers instead of I think what you're showing as example config, but I don't know what you're config is supposed to do.  

Still looking for more Yes or No answers and hopefully some elaboration on how those configs work.

Jackelmyer

Posted (edited)

25 minutes ago, aimacak said:

I think for begin u can change this to false and try again:        
        "Enabled": true,
        "Unwakeable": true,

So setting Enabled to False would enable spawning NPC's indoors?  That sounds weird.

Edited by Jackelmyer
nivex

Posted (edited)

hi

1 hour ago, Jackelmyer said:

Hey Nivex!

 

For "Use Random Skin For Whole Base"...

Will that setting change the building material?  Say from wood to stone or wood to metal?

Does that setting require the "Random Building Skin List"?  And if so, do you know where we can find a list of building skin ID's?

no, that is for skins, and it uses that list. I don't know where you can find a list online, but it has all skins. it will not and cannot use a skin on a grade unless it's compatible. so it will pool compatible skins from the list and use a random one

0 is the default skin. if you don't want the default being used then you should remove 0 from that list.

Use Random Skin For Whole Base will pick 1 random skin for the base

Use Random Skin On Every Block will pick random skins for the base

Only Apply Skin When Material Is Enabled does not apply to those two options. it's for the individual skin settings only

58 minutes ago, Jackelmyer said:

Can you explain how Spawn Inside Bases is supposed to be configured?  I can't seem to get that to work.

 

that should work, and does work for me. see below. sleeper and spawn inside options are all self explanatory

image.png.ed625db39efc7771d5ff509112bc0b1e.png

Edited by nivex
aimacak

Posted

16 minutes ago, Jackelmyer said:

Not following you.  Was looking for pointed answers instead of I think what you're showing as example config, but I don't know what you're config is supposed to do.  

Still looking for more Yes or No answers and hopefully some elaboration on how those configs work.

it was default list from *.cs..
but, okey, I'll try to refrain from giving advice next time 🙂 gl

nivex

Posted (edited)

  

28 minutes ago, Jackelmyer said:

So setting Enabled to False would enable spawning NPC's indoors?  That sounds weird.

nah, that's not what he means. he means to toggle it off and back on again to see if that fixes your issue

your settings work as is so long as there's no json error

you won't see any npcs inside if there isn't enough room for them. they need open space.

Edited by nivex
  • Like 1
Jackelmyer

Posted

26 minutes ago, aimacak said:

it was default list from *.cs..
but, okey, I'll try to refrain from giving advice next time 🙂 gl

Eh sorry i didn't mean it like that.  I was just confused by your response.  Appreciate your help!

  • Like 1
Jackelmyer

Posted

21 minutes ago, nivex said:

  

nah, that's not what he means. he means to toggle it off and back on again to see if that fixes your issue

your settings work as is so long as there's no json error

you won't see any npcs inside if there isn't enough room for them. they need open space.

Thanks!  Not getting any errors from Raidable Bases so I don't know if there's a JSON error.  I'm also using the Raidable Bases Tier 3 pack.  Assuming those would have room for NPC's to spawn inside.  I'll circle back to this once I work through some other stuff.  Thank you!

Jackelmyer

Posted

38 minutes ago, nivex said:

hi

no, that is for skins, and it uses that list. I don't know where you can find a list online, but it has all skins. it will not and cannot use a skin on a grade unless it's compatible. so it will pool compatible skins from the list and use a random one

0 is the default skin. if you don't want the default being used then you should remove 0 from that list.

Use Random Skin For Whole Base will pick 1 random skin for the base

Use Random Skin On Every Block will pick random skins for the base

Only Apply Skin When Material Is Enabled does not apply to those two options. it's for the individual skin settings only

that should work, and does work for me. see below. sleeper and spawn inside options are all self explanatory

image.png.ed625db39efc7771d5ff509112bc0b1e.png

So... It it won't change the material tier (wood won't upgrade to stone).  But will it apply a Brick skin to a Wood Tier wall?  Or will the configurations only apply a skin if the material is compatible with the skin?

aimacak

Posted

12 minutes ago, Jackelmyer said:

So... It it won't change the material tier (wood won't upgrade to stone).  But will it apply a Brick skin to a Wood Tier wall?  Or will the configurations only apply a skin if the material is compatible with the skin?

only if compatible)

  • Like 1

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