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Raidable Bases 2.9.8

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Dr.D.Bug

Posted

How can I prevent a base from being created on the edge of an island? The designated zone by the Zone Manager is slightly smaller than the island itself, but the base often appears right on the island's edge. Unfortunately, even when I reduce the zone size, the plugin still uses the entire island area. Is there a parameter I can use to control this, besides the one that prevents building on water?
 

best regards,

Dr..D.Bug

~~ still in love with this plugin 💘 ~~
 

20240605163756_1.jpg

nivex

Posted

@Dr.D.Bug

heya. newly created or edited zones require rb to be reloaded. rb can do most of what zonemanager does too so there isn't much need for it.

in short, no, you can't do that in such a tight space except by using Spawns Database and adding points where you prefer them to be

  • Like 1
Dr.D.Bug

Posted

Ah, I wasn't aware that your plugin could work with the spawns database. That's a great tip, thank you very much. I'll be happy to try it out the next wipe. Thanks! 👍

  • Like 1
miniMe_rust

Posted (edited)

Hi guys,
I love the idea of having dynamic difficulties, even though it is not clear to me what the consequence of it would be. Like, adjust difficulties based on player count / time of day / weekday / player raid statistics / player in team yes or no / you-name-it. However, adding even more classes of difficulty wouldn't have an impact on how well such an "inferno" base for instance is built, and how difficult it would be for a seasoned player to beat it. In other words, I do believe that the existing 5 levels of difficulty already offer a wide spectrum to play with if used consequently.
Also great input @PistOffBastd didn't even think of removing the map markers and domes. Our players love raidable bases, and jump on it when they pop up on the map. Do you also remove the NPCs guarding the base, and the ring walls around it, so that it looks like a player base?

Edited by miniMe_rust
PistOffBastd

Posted

6 hours ago, miniMe_rust said:

Hi guys,
I love the idea of having dynamic difficulties, even though it is not clear to me what the consequence of it would be. Like, adjust difficulties based on player count / time of day / weekday / player raid statistics / player in team yes or no / you-name-it. However, adding even more classes of difficulty wouldn't have an impact on how well such an "inferno" base for instance is built, and how difficult it would be for a seasoned player to beat it. In other words, I do believe that the existing 5 levels of difficulty already offer a wide spectrum to play with if used consequently.
Also great input @PistOffBastd didn't even think of removing the map markers and domes. Our players love raidable bases, and jump on it when they pop up on the map. Do you also remove the NPCs guarding the base, and the ring walls around it, so that it looks like a player base?

I leave the NPCs outside on a few, and yes the bases have no walls, no dome, and no marker. 

  • Like 1
Jacky Channing

Posted

just a question for someone not so skilled at this.... how do i ass eco to finnishing a raidbase... thank you

  • Like 1
aimacak

Posted

20 minutes ago, Jacky Channing said:

just a question for someone not so skilled at this.... how do i ass eco to finnishing a raidbase... thank you

find "Eco Raiding" in profiles

  • Like 1
Kobani

Posted

Hello
I would be grateful if you could help me set a cooldown. This prevents players from making one raidbase after the other and spawning several. Somehow I can't get the settings to work.
Maybe someone can send me the parameters I need to change. 
Many thanks in advance

Emigo

Posted

Hello. Bases are not despawning in my server. Anyone else?

 

MatthiasBM

Posted

5 minutes ago, Emigo said:

Hello. Bases are not despawning in my server. Anyone else?

 

Seen that happening too on my server also weird spawn points since force wipe or even raids stacking ontop of eachotherimage.png.5da832abd0494855e58aadfe90a07615.pngimage.png.fa9aabedeb72a0a4a0f9510d24d679bc.png

  • Like 1
nivex

Posted

@Kobani

Buyable Cooldowns is for raids purchased with /buyraid and is in the config. this does not affect player lockouts / public raids

Player Lockouts is for public raids spawned by maintained and scheduled. this is also in the config. this does not affect Buyable Cooldowns

@Emigo

I have 2-3 reports of this per month and have not seen the issue on any of my servers in at least 6 months. this leads me to believe it is an issue with your server, or a plugin that's interfering. if this were an issue with the plugin then I would get constant reports. it's unknown how something would bypass all the checks in raidable bases even then. it could happen on an unstable server if it is not restarted frequently enough. daily restarts are recommended.

@MatthiasBM

in regards to active bases spawning on top of another active base it could be a bad config setup, but how someone would do this without knowing idk. invalid settings for Ignore Safe Checks, Spawn Bases X Distance Apart and Advanced Protection Radius might cause this 

in regards to active bases spawning on top of another INACTIVE base that failed to despawn. this is intentional and isn't a bug. the base not despawning is the issue. I have seen a dome persist, but never a map marker.

a missing libgdiplus on Linux can cause these issues
truepve versions under 2.1.6 can cause this issue
other PVE plugins can cause this issue too. the developer would likely be oblivious to it too since the cause doesn't seem like it would be an issue

nivex

Posted

here are some reasons why a base may not despawn properly:

1. the datafile became corrupted during a restart (oxide/data/RaidableBases_UID.json)
2. your server did not restart properly (crashed, shut down incorrectly, process was terminated early, a script or application that restarts the server, clicking STOP in your control panel instead of RESTART, etc)
3. your server is unstable from excessive load
4. your server is unstable because it is not restarted frequently enough (daily is recommended)
5. the map file reverted (even as little as 1 second) or was not saved prior to shut down
6. missing libgdiplus library on linux machines. host must install this for you. they will verify this is installed if you ask. if they are unsure what this is or what its for then they likely don't have it installed. it is for converting byte arrays to bitmap for the images inside of the copypaste files.
7. a plugin. such as truepve versions under 2.1.6 but any PVE plugin can potentially cause this. I have seen protection plugins break this too.
8. your machine cannot handle the load on it from plugins. ties into #3 as well
9. your machine cannot handle the load because it is shared with too many other servers. ties into #3 as well

low memory and cpu usage do not exclude you from this.

most common reasons that I have seen are #3, #4 and #8

data file becoming corrupted would explain why there are so few reports of this
map file being reverted or not saved after further changes is fairly common too

nivex

Posted

more on this. I am telling you based on my own experience what I believe to be the cause. that doesn't mean that I don't want to help you. it doesn't mean that the plugin isn't bugged either, but I very seriously doubt it. if you figure out what fixed the issue for you then you should share it here so others and myself will have a better understanding of how to help anyone with this issue in the future.

I do have a solution but I need the developer of CopyPaste to kindly implement my suggestion. I will ask again to see if it can be.

nivex

Posted

just saw a corrupted copypaste file cause the entire expert difficulty to stop working. not sure how to create a solution for this as some of the data was valid, with the rest being null. removing or replacing the file will fix the issue though

Emigo

Posted

It would be wonderfull if you create your own version of copypaste so you dont have to depend on another developers mood to do things right. Thank you for your responses. Until last month everything was working great. I guess the only options i have left is the corrupted files one. 

  • Like 2
nivex

Posted

@Emigo

yes, seems I might have to do this

  • Like 2
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nivex

Posted

it's been nice with 2.8.5 being such a stable version.

here are the planned changes for the next update. this will be released when my testers give feedback

Quote

Fixed `Eject Mounts -> Jetpacks`
Fixed door closers not despawning when door is killed @nekros
Fixed erroneous teleport message when outside of an event with no pvp delay
Fixed `Backpacks Drop At PVP Bases` (Backpacks plugin)
Fixed `Refund Resets Cooldown Timer` not working when another cooldown is set immediately afterwards
Fixed `Refund Resets Cooldown Timer` resetting all buyable cooldowns instead of the current mode
Fixed `Allow Teleport Ignores Respawning` setting support for Revive Player plugin
Fixed barricades and ladders being deployable when configured to be blocked
Fixed BaseAIBrain.HasState NullReferenceException
Fixed BurnIt plugin causing this plugin to break after pasting
Added RaidOpenAppendedFormat to language file for `Show Opened Message` chat message that's shown when an event is purchased
Added `Map Markers -> Show Remaining Loot When No Owner` (true) 
Added `Rust Backpacks Drop At PVE Bases` (false) @Spyz CF
Added `Rust Backpacks Drop At PVP Bases` (false)
Added `Block Weapons From Use` (toolgun)
Added `Show Grid Coordinates` (true, this was default behavior since release but is now optional)
Added `Despawn Dropped Loot Bags From Npc When Base Despawns` (false) @gabord3
Added IQDronePatrol `Use drone support` (false) @Mercury
Added several new API, and updated some existing
Dynamically increase eject range for hot air balloons @rustyboys
Allow ladders to be deployed on wall.frame.cell
Damage to npcs from Predator Missiles is working from my testing
Updated `Lock Treasure Max Inactive Time` to be refreshed when a player deals damage to an event

 

EvilDips

Posted

11 hours ago, nivex said:

@Emigo

yes, seems I might have to do this

please yes, we need it, if you have the time to do this.

  • Like 1
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Deisel

Posted

[2024.06.16 07:38:40] [ERRO] Unhandled error occurred (NullReferenceException: Object reference not set to an instance of an object)
  at HumanNPC+<Heal>d__59.MoveNext () (at <7f07009c0751494d8796f350fdb4a53f>:0)
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <9b9363fdd7ce4d3aa81e4c2f9c1be714>:0)
  at UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
  at HumanNPC:UseHealingItem(Item)
  at Oxide.Plugins.HumanoidBrain:EquipMedicalTool() (at /home/container/carbon/plugins/RaidableBases.cs:2663)
  at Oxide.Plugins.HumanoidBrain:Update() (at /home/container/carbon/plugins/RaidableBases.cs:2587)

 

just had this spamming my console, any thoughts anyone? initially i thought it was because my bot kits possibly had no meds but rectified and same error.

aimacak

Posted

3 hours ago, Deisel said:

[2024.06.16 07:38:40] [ERRO] Unhandled error occurred (NullReferenceException: Object reference not set to an instance of an object)
  at HumanNPC+<Heal>d__59.MoveNext () (at <7f07009c0751494d8796f350fdb4a53f>:0)
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <9b9363fdd7ce4d3aa81e4c2f9c1be714>:0)
  at UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
  at HumanNPC:UseHealingItem(Item)
  at Oxide.Plugins.HumanoidBrain:EquipMedicalTool() (at /home/container/carbon/plugins/RaidableBases.cs:2663)
  at Oxide.Plugins.HumanoidBrain:Update() (at /home/container/carbon/plugins/RaidableBases.cs:2587)

 

just had this spamming my console, any thoughts anyone? initially i thought it was because my bot kits possibly had no meds but rectified and same error.

I would start by checking the NPC's inventory using the R button in the Vanish plugin.
Next, I would try to give them the same items manually, rather than a kit.

nivex

Posted

I changed it to not use the games code (npc.UseHealingItem) in the next update since it's not reliable.

I don't know how that is happening. my code requires a medical tool for that method to be called, and it is null checked.

image.png.a2870e02a58e7ad28bc7dee23f731194.png

BadLandPVE

Posted

hi nivex, i hace a question,  i dont know why players not owning bases can enter to the zones , i want lock pve bases for owner and team only, but i think im missing something.
 

"Eject Corpses From Enemy Raids (Advanced Users Only)": false,
  "Eject Corpses From PVE Instantly (Advanced Users Only)": false,
  "Eject Enemies From Purchased PVE Raids": true,
  "Eject Enemies From Purchased PVP Raids": false,
  "Eject Enemies From Locked PVE Raids": true,
  "Eject Enemies From Locked PVP Raids": false,
  "Eject Tree Radius When Spawning Base": 0.0,

nivex

Posted

@BadLandPVE

yes, that's how you do it in the profiles. config requires:

Lock Raid To Buyer And Friends for private raids (purchased)

Lock Treasure To First Attacker for public raids (maintained and scheduled)

do not give players raidablebases.allow permission. that's for staff/mods/admins. 

  • Like 1
HunterZ

Posted (edited)

I've noticed that Raidable Bases consistently pushes plastic chairs off of zip lines onto the ground when configured to eject deployables. I was told that it excludes non-player deployables, but this is clearly not the case.

Edited by HunterZ
nivex

Posted

@HunterZ

heya.

non-player deployables are excluded and cannot be ejected with the eject deployable setting.

eject mountable settings will however, and an exclusion has been made in the next update to fix it.

 

  • Like 1

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