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Raidable Bases 3.0.5

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Tnyrio22

Posted

I want generated building blueprints to have no structural support requirements. For example, when players destroy the foundation, the upper structures will collapse due to lack of support. How should I configure this?

Russ

Posted

Please someone correct me if I'm wrong, but I believe in the tier profile settings, you would turn the stability option to true or you can use the console command

/rb.config stability [true/false]

 

Screenshot_1.png

nivex

Posted

@Russ

hi, yep, using that command with turn stability on or off for every profile@Tnyrio22

  • Like 1
Tnyrio22

Posted

4 hours ago, nivex said:

@Russ

嗨,是的,使用该命令可以打开或关闭每个配置文件的稳定性@Tnyrio22

Thank you. Thank you very much for your answer. I didn't know what effect this option would have at first. I remember that the previous version modified all of them as a whole. Now it has become a separate configuration. Thank you

  • Like 1
Neon68

Posted

Hello, I'm having a problem spawning the Nightmare bases. Here's the message.

(09:12:35) | [RaidableBases] Neon68 has paid for the Nightmare base (raidnightmare4) at (-805.23, 1.00, -1698.65) in J26!

(09:12:39) | ExType: TypeInitializationException

(09:12:39) | Exception while calling NextTick callback (DllNotFoundException: libgdiplus.so.0 assembly:<unknown assembly> type:<unknown type> member:(null)) at (wrapper managed-to-native) System.Drawing.GDIPlus.GdiplusStartup(ulong&,System.Drawing.GdiplusStartupInput&,System.Drawing.GdiplusStartupOutput&) at System.Drawing.GDIPlus..cctor () [0x000b0] in <04abc238e1e64b378e01047493bf1e72>:0 (09:13:00) | GUIDToPath: guid is empty

(09:13:00) | Missing file for guide

 

the bases only partially spawn

nivex

Posted (edited)

@Neon68

heya, your host needs to install the libgdiplus library on that system.

(09:12:39) | Exception while calling NextTick callback (DllNotFoundException: libgdiplus.so.0 assembly

Edited by nivex
nivex

Posted (edited)

3.0.4 has been released, enjoy ❤️

Make sure to read the update notes very carefully

This requires the Rust update to compile

Edited by nivex
  • Like 1
RR_Tappi

Posted

(12:13:13) | Error while compiling RaidableBases: The type or namespace name 'BlowPipeWeapon' could not be found (are you missing a using directive or an assembly reference?) | Line: 14422, Pos: 36

Rust Admin

Posted

3 minutes ago, RR_Tappi said:

(12:13:13) | Error while compiling RaidableBases: The type or namespace name 'BlowPipeWeapon' could not be found (are you missing a using directive or an assembly reference?) | Line: 14422, Pos: 36

"This requires the Rust update to compile"

Did you not see that?

  • Like 1
RR_Tappi

Posted

Oh, that's the reason, ok, the update will be done later and then it should work 😉

Thank you

  • Like 1
nivex

Posted

3.0.5 has been released to fix npcs not spawning with items.

npcs will not show their icon in the players death screen. no idea why, and I don't care rn as this will not break anything

Hakkai

Posted

was there a change with the loot-distribution for vending-machines? it seems that those are not beeing zerod before loot distribution. its simply the content from the copypaste files. which is too much and not intended for our rbe. Any way to change that? Cannot find a setting in the config for this.

nivex

Posted (edited)

@Hakkai

hi, yes, the game has changed vending machines, and Empty All Containers Before Spawning Loot will not work with vending machines again until the next RB update. RB cannot remove loot from your copypaste files without that option.

you can remove the loot from your copypaste files, or use my fix by adding to line 7838 in RaidableBases.cs file: 

TryEmptyContainer(vm);

it will look like this when you add that:

            private void SetupVendingMachine(VendingMachine vm)
            {
                vms.Add(vm);
                TryEmptyContainer(vm);
                vm.dropsLoot = false;
                vm.SetFlag(BaseEntity.Flags.Reserved4, config.Settings.Management.AllowBroadcasting, false, true);
                vm.FullUpdate();
            }

 

Edited by nivex
  • Like 1
Dead Nasty

Posted (edited)

in the section 

"VIP Permission: raidablebases.vipcooldown": X.X

can we add more permissions/groups like

"VIP2 Permission: raidablebases.vip2cooldown": X.X ?

Also, what would cause this: [RaidableBases] o34 @ N21 timed out after 15 minutes of no response from CopyPaste; despawning...

thank you 🙂

Edited by Dead Nasty
nivex

Posted (edited)

@Dead Nasty

heya,

no, there is a VIP time, and a normal time for players only

copypaste failed to spawn 100% of the base. you would see some error from that in your server console.

 

Edited by nivex
  • Like 1
NoxiousPluK

Posted (edited)

Edit: fixed; missing , in French language file (line 110).

 

Since a recent update I have this error at every base spawn:

[Oxide] 23:27 [Info] [RaidableBases] appyeasy01 @ X9 : 30 items
[Oxide] 23:27 [Info] [RaidableBases] MakeAnnouncements ERROR: Newtonsoft.Json.JsonReaderException: After parsing a value an unexpected character was encountered: ". Path 'ModeNightmare', line 111, position 2.
  at Newtonsoft.Json.JsonTextReader.ParsePostValue () [0x00179] in <271c58b7a8684db5a2c92be17a81f252>:0 
  at Newtonsoft.Json.JsonTextReader.Read () [0x0005a] in <271c58b7a8684db5a2c92be17a81f252>:0 
  at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateDictionary (System.Collections.IDictionary dictionary, Newtonsoft.Json.JsonReader reader, Newtonsoft.Json.Serialization.JsonDictionaryContract contract, Newtonsoft.Json.Serialization.JsonProperty containerProperty, System.String id) [0x0028b] in <271c58b7a8684db5a2c92be17a81f252>:0 
  at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject (Newtonsoft.Json.JsonReader reader, System.Type objectType, Newtonsoft.Json.Serialization.JsonContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract containerContract, Newtonsoft.Json.Serialization.JsonProperty containerMember, System.Object existingValue) [0x002a8] in <271c58b7a8684db5a2c92be17a81f252>:0 
  at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal (Newtonsoft.Json.JsonReader reader, System.Type objectType, Newtonsoft.Json.Serialization.JsonContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract containerContract, Newtonsoft.Json.Serialization.JsonProperty containerMember, System.Object existingValue) [0x0006d] in <271c58b7a8684db5a2c92be17a81f252>:0 
  at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize (Newtonsoft.Json.JsonReader reader, System.Type objectType, System.Boolean checkAdditionalContent) [0x000d9] in <271c58b7a8684db5a2c92be17a81f252>:0 
  at Newtonsoft.Json.JsonSerializer.DeserializeInternal (Newtonsoft.Json.JsonReader reader, System.Type objectType) [0x00053] in <271c58b7a8684db5a2c92be17a81f252>:0 
  at Newtonsoft.Json.JsonSerializer.Deserialize (Newtonsoft.Json.JsonReader reader, System.Type objectType) [0x00000] in <271c58b7a8684db5a2c92be17a81f252>:0 
  at Newtonsoft.Json.JsonConvert.DeserializeObject (System.String value, System.Type type, Newtonsoft.Json.JsonSerializerSettings settings) [0x0002d] in <271c58b7a8684db5a2c92be17a81f252>:0 
  at Newtonsoft.Json.JsonConvert.DeserializeObject[T] (System.String value, Newtonsoft.Json.JsonSerializerSettings settings) [0x00000] in <271c58b7a8684db5a2c92be17a81f252>:0 
  at Newtonsoft.Json.JsonConvert.DeserializeObject[T] (System.String value) [0x00000] in <271c58b7a8684db5a2c92be17a81f252>:0 
  at Oxide.Core.Libraries.Lang.GetMessageFile (System.String plugin, System.String lang) [0x00067] in <8cb2d664f1574f2b96d53f1c1869d96a>:0 
  at Oxide.Core.Libraries.Lang.GetMessageKey (System.String key, Oxide.Core.Plugins.Plugin plugin, System.String lang) [0x00036] in <8cb2d664f1574f2b96d53f1c1869d96a>:0 
  at Oxide.Core.Libraries.Lang.GetMessage (System.String key, Oxide.Core.Plugins.Plugin plugin, System.String userId) [0x00017] in <8cb2d664f1574f2b96d53f1c1869d96a>:0 
  at Oxide.Plugins.RaidableBases.mx (System.String key, System.String id, System.Object[] args) [0x00006] in <c34a570affb245889090d678a14bd455>:0 
  at Oxide.Plugins.RaidableBases+RaidableBase.mx (System.String key, System.String id, System.Object[] args) [0x00000] in <c34a570affb245889090d678a14bd455>:0 
  at Oxide.Plugins.RaidableBases+RaidableBase.LangMode (System.String userid, System.Boolean strip) [0x0001c] in <c34a570affb245889090d678a14bd455>:0 
  at Oxide.Plugins.RaidableBases+RaidableBase.MakeAnnouncements () [0x00134] in <c34a570affb245889090d678a14bd455>:0 
  at Oxide.Plugins.RaidableBases+RaidableBase.TryInvokeMethod (System.Action action) [0x00000] in <c34a570affb245889090d678a14bd455>:0 
[Oxide] 23:27 [Info] You've successfully pasted the structure

I don't think anything changed in my config files (haven't been changed in months). Any ideas? 👀

Edited by NoxiousPluK
NoxiousPluK

Posted

Found it; there is a , missing in the French language file on line 110.

  • Like 1
Hawkhill

Posted

@nivex Thanks for adding the armor module slots.... 
Im currently configurating it in the loot tables and have a question.
I have set up stacking so weapons / armor and stuff stacks in the lootboxes, but will be splitted up when players looting them to their inventory.
Will the armor module slots on gear break if they stack? Do i need to set stacksize to 1 on these items?

nivex

Posted (edited)

@Hawkhill

no, slots were not fully implemented and do not work yet 😕

change:
 

Quote

loot.Tables.Add(new(ti.shortname, stack, stack, ti.skin, ti.isBlueprint, ti.probability, ti.stacksize, ti.name, ti.text, ti.hasPriority) { isSplit = stacks.Length > 1 });

to:
 

Quote

loot.Tables.Add(new(ti.shortname, stack, stack, ti.skin, ti.isBlueprint, ti.probability, ti.stacksize, ti.name, ti.text, ti.hasPriority, ti.slots) { isSplit = stacks.Length > 1 });

even with this, slots will not be applied to other items in the same stack. you must use a stack plugin for that. that's not something I'll handle in RB

Edited by nivex
Hawkhill

Posted

isnt it just to set "stacksize": 1 instead of "stacksize": -1 on the items that has armor slot?

nivex

Posted

@Hawkhill

ya, you can do that.

  • Like 1
Hawkhill

Posted (edited)

Great!
Do i still need to edit the plugin file to make the armorslots work? Even after i set stacksize 1 in loot tables?

loot.Tables.Add(new(ti.shortname, stack, stack, ti.skin, ti.isBlueprint, ti.probability, ti.stacksize, ti.name, ti.text, ti.hasPriority, ti.slots) { isSplit = stacks.Length > 1 });

Nevermind.... I read more carefully what you wrote..... 
I change stacksize to 1 and the .cs file and give it a try.
Also gonna set the stacksizes in the stacksize plugin i use to 1 in the affected items. Hazmat suits for example use to stack on my server.

Edited by Hawkhill
  • Like 1

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