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Raidable Bases 3.0.2

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Zehterus

Posted

Entity is NULL but is still in saveList - not destroyed properly? ak47u.entity       ? 

Hawkhill

Posted

On 2/18/2025 at 9:16 AM, nivex said:

@Hawkhill

confirm it works, and I will add it for RB. 

.cs

                    else if (e is FogMachine fm)
                    {
                        SetupFogMachine(fm);
                    }

change to

                    else if (e is FogMachine fm)
                    {
                        SetupFogMachine(fm);
                    }
                    else if (e is Sprinkler sprinkler)
                    {
                        sprinkler.SetFuelType(WaterTypes.WaterItemDef, null);
                        sprinkler.TurnOn();
                    }

 

Sprinklers are working fine

Hawkhill

Posted

image.png.ee229bb13c0411783a4fe3858b528124.pngThe new nightmarebase i made are abit massive. The external walls needs to be further out on this base..... how can i fix?

nivex

Posted

@Zehterus

hi that's a copypaste issue where some children (like that turret weapon) aren't called back to RB. you can ignore it until that dev can fix it. rb savefix is a command that will remove anything null from the save list too.

@Hawkhill

ok great. I've added it as an option to the config. you will need to enable that option next update

  • Like 1
Hawkhill

Posted

Got any sollution on fixing the external wall @nivex?  Picture above
Happends only on the last nightmare base i designed since its so massive.

nivex

Posted

@Hawkhill

oops totally forgot about that

yes, increase Radius under Arena Walls in the profile

  • Like 1
Hawkhill

Posted (edited)

1 hour ago, nivex said:

@Hawkhill

oops totally forgot about that

yes, increase Radius under Arena Walls in the profile

Great... thanks! It works 🙂
image.png.2a01cb05cfaab89e1a412c9120d27a89.png

Edited by Hawkhill
  • Like 1
RustyDead

Posted (edited)

23 hours ago, Zehterus said:

Entity is NULL but is still in saveList - not destroyed properly? ak47u.entity       ? 

I have had this same issue. It is when one of your Raidable bases are saved with a gun loaded in the turret. Best to paste down all your raidablebases in your copy/paste and check to see if you have a gun in one of the turrets. Simple remove the gun and resave the base with the same name. That should fix the "entity null" that's showing in console every time your server saves. You will have to restart the server afterward tho otherwise the same Entity null will be showing in console.

Edited by RustyDead
nivex

Posted

@RustyDead

ya its a bug in copypaste. check my above reply

thanks for helping.  restart is not necessary though just type rb savefix

Hawkhill

Posted

Is it possible to increase the size of the dome?
Experiencing that i get shot by turrets on my new huge nightmare base immediately when i enter the dome.

nivex

Posted

@Hawkhill

you can increase Protection Radius in the profiles, but this may prevent the plugin from finding suitable locations on the map if not using spawns database plugin to spawn them. you'll just have to try.

  • Like 1
Hawkhill

Posted

8 minutes ago, nivex said:

@Hawkhill

you can increase Protection Radius in the profiles, but this may prevent the plugin from finding suitable locations on the map if not using spawns database plugin to spawn them. you'll just have to try.

Ok.... ill try to increase it a few meters so we atleast can get inside the dome without getting shot by turrets.
Dont think i need to increase it much..... seems like its on the edge of the turret range.

nivex

Posted

@Hawkhill

yea unfortunately that's just the problem when you using massive bases in such a confined area. they would be better in custom locations where you can use much larger areas

nivex

Posted

3.0.2 has been released with many bug fixes and improvements! Enjoy ❤️

This requires the Rust update to compile

  • Love 1
Replux

Posted (edited)

Deleted

Edited by Replux
ChardaZAR

Posted

I got a question regarding a config line
 

      "Allow Players To Spawn Specified Base Files":

I set mine to true

Is there meant to be a UI that pops up that allows players to pick the base name or something?

or have I completely missed the point of this 😂

nivex

Posted

@ChardaZAR

heya, there is no ui. they need to know the filenames and specify them in /buyraid

  • Like 1
Hawkhill

Posted

Hi
Ive noticed a couple of things.
- Spooky Speaker doesent turn get turned on anymore. Like to use them in nightmare bases along with smoke and spiderwebs to make a creepy atmosphere.
- Torches that is placed in torchholders wont get added when the raidbase spawns. Works fine when i just paste the base with the paste command.
- Skin i have added for chairs doesent get into raidbase. Works fine when i just paste the base with the paste command.

Other thing.... did you add so sprinklers works without connecting water, just like with electricity in the new version? Or do i need to add that in again when i update?

ChardaZAR

Posted

4 minutes ago, nivex said:

@ChardaZAR

heya, there is no ui. they need to know the filenames and specify them in /buyraid

Ooof. My bad! Thanks for the quick response

  • Like 1
nivex

Posted

@Hawkhill

heya,

Spooky Speaker was changed to an IO entity so it needs to be fixed

I don't know why torches are removed. I'll check it out

set Ignore If Skinned Already to true under Deployables if you want to use skins from your copypaste file.

yep added sprinklers, set Sprinkler Requires A Power Source to false in config

  • Like 1
nivex

Posted (edited)

@Hawkhill

Add torchholder.deployed to Empty All Containers (Exclusions) and it won't remove the torch from the torch holder's container. this is in the profiles next to Empty All Containers

here's a (near) complete list of entities you can add to that:

Quote

bathtub.planter.deployed, bbq.campermodule, bbq.deployed, bbq.static, bbq.static_hidden, box.wooden.large, campfire, campfire_static, carvable.pumpkin, cassetterecorder.deployed, chineselantern.deployed, chineselantern_white.deployed, coffinstorage, composter, cupboard.tool.deployed, cupboard.tool.retro.deployed, cupboard.tool.shockbyte.deployed, cursedcauldron.deployed, dropbox.deployed, electricfurnace.deployed, fireplace.deployed, fishtrophy.deployed, flameturret.deployed, frankensteintable.deployed, fridge.deployed, furnace, furnace.large, furnace_static, goldframe.large, goldframe.medium, goldframe.small, goldframe.standing, guntrap.deployed, hitchtrough.deployed, hobobarrel.deployed, hobobarrel_static, hopperoutput, huntingtrophylarge.deployed, huntingtrophysmall.deployed, jackolantern.angry, jackolantern.happy, lantern.deployed, legacy_furnace, lightupframe.large, lightupframe.medium, lightupframe.small, lightupframe.standing, locker.deployed, logstash, mailbox.deployed, minecart, minecart.planter.deployed, mixingtable.deployed, oil_barrel, photoframe.landscape, photoframe.large, photoframe.portrait, planter.large.deployed, planter.small.deployed, planter.small.respawning.static, presentdrop, railroadplanter.deployed, recycler_static, refinery_small_deployed, repairbench_deployed, repairbench_static, researchtable_deployed, researchtable_static, roadsign1, roadsign2, roadsign3, roadsign4, roadsign5, roadsign6, roadsign7, roadsign8, roadsign9, scrapframe.large, scrapframe.medium, scrapframe.small, scrapframe.standing, simplelootbox, skull_fire_pit, skulltrophy.deployed, skylantern.deployed, skylantern.skylantern.green, skylantern.skylantern.orange, skylantern.skylantern.purple, skylantern.skylantern.red, small_refinery_static, small_stash_deployed, stocking_large_deployed, stocking_small_deployed, storage_barrel_a, storage_barrel_b, storage_barrel_c, survivalfishtrap.deployed, tacklebox, torchholder.deployed, tunalight.deployed, twitch_dropbox.deployed, vendingmachine.deployed, wall.frame.shopfront.metal, wall.frame.shopfront.metal.static, weaponrack_horizontal.deployed, weaponrack_single1.deployed, weaponrack_single2.deployed, weaponrack_single3.deployed, weaponrack_stand.deployed, weaponrack_tall.deployed, weaponrack_wide.deployed, woodbox_deployed, woodframe.large, woodframe.medium, woodframe.small, woodframe.standing, workbench1.deployed, workbench1.static, workbench2.deployed, workbench2.static, workbench3.deployed, xmas_tree.deployed, xmastunnellootbox

 

Edited by nivex
  • Like 1
Acholon46

Posted

How can I update the file to the latest version without touching anything else?

nivex

Posted

@Acholon46

just update it when the Rust update comes out

Acholon46

Posted

2 minutes ago, nivex said:

I mean which file should be replaced and in which folder, thanks

Gold Mysterious

Posted

5 minutes ago, Acholon46 said:

How can I update the file to the latest version without touching anything else?

It quite easy, you need to first uload the pluging (o.unload RaidBases) in your rcon or F1 console. Once you have unloaded it, then remove the file RaidBases.c, then replace it with the new one. then you reload the plugin (o.reload RaidBases) . Wait till after the facepunch update which will take place at EST 7pm today.

  • Like 1
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