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Raidable Bases 3.2.0

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   (83 reviews)

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  • Update details
    v3.2.0
    Released
    Download size 548.79 kB
    Total versions 77
    Typical update pace About every 15 days
    Freshness Updated 2 days ago

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Recommended Comments



SuperKitten

Posted

Raidbases not despawning after timer set in config.  Countdown icon shows the time but when it's up and it's supposed to despawn, the timer disappears and the base remains until manually despawned by chat command.

MrIce

Posted (edited)

58 minutes ago, SuperKitten said:

Raidbases not despawning after timer set in config.  Countdown icon shows the time but when it's up and it's supposed to despawn, the timer disappears and the base remains until manually despawned by chat command.

Is it this u have porblem with I have 20 min

"Minutes Until Despawn After Inactive (0 = disabled)": 20,

 

Or this   "Minutes Until Despawn After Looting (min: 1)": 15,

 

Edited by MrIce
SuperKitten

Posted

9 minutes ago, MrIce said:

Is it this u have porblem with I have 20 min

"Minutes Until Despawn After Inactive (0 = disabled)": 20,

 

Or this   "Minutes Until Despawn After Looting (min: 1)": 15,

 

"Minutes Until Despawn After Inactive (0 = disabled)": 20,

nivex

Posted (edited)

@PhatBlinkie

it is, just tried it. looks like one respawned in your screenshot before raid ended.

  "Eject Tree Radius When Spawning Base": 0.0,
  "Delete Tree Radius When Spawning Base": 0.0,
  "Respawn Deleted Trees When Despawning Base": true,

image.png

 

 

Edited by nivex
nivex

Posted

@RobJ

hi, you can input your own costs and have them shown on the map marker when you click it

nivex

Posted

@SuperKitten

hi, this is not an issue that I'm aware of. send me the config.

nivex

Posted (edited)

@SuperKitten

hi, your timer is set to start once the base is attacked (or an npc is killed) by a player. it will not despawn until the timer starts and expires (or you reload/restart/manually despawn)

no timer will be shown on the map until that happens.

      "Minutes Until Despawn After Looting (min: 1)": 5,
      "Minutes Until Despawn After Looting Resets When Damaged": true,
      "Minutes Until Despawn After Inactive (0 = disabled)": 30,
      "Minutes Until Despawn After Inactive Resets When Damaged": true,
      "Wait To Start Despawn Timer When Base Takes Damage From Player": true,
      "Wait To Start Despawn Timer Until Npc Is Killed By Player": true,

 

Edited by nivex
SuperKitten

Posted

6 minutes ago, nivex said:

@SuperKitten

hi, your timer is set to start once the base is attacked (or an npc is killed) by a player. it will not despawn until the timer starts and expires (or you reload/restart/manually despawn)

no timer will be shown on the map until that happens.

      "Minutes Until Despawn After Looting (min: 1)": 5,
      "Minutes Until Despawn After Looting Resets When Damaged": true,
      "Minutes Until Despawn After Inactive (0 = disabled)": 30,
      "Minutes Until Despawn After Inactive Resets When Damaged": true,
      "Wait To Start Despawn Timer When Base Takes Damage From Player": true,
      "Wait To Start Despawn Timer Until Npc Is Killed By Player": true,

 

Thanks for taking a look at that for me.  I somehow missed that.

  • Like 1
PhatBlinkie

Posted

im not so sure about that, i have 2 more right now, that didnt remove the trees in the bubble. (green is color set for available raid, its not active by a player yet. the blue is actively being raided. however, when i spawned a base in manually it did take out the trees. and when i bought one, it took out the trees. so maybe its just how they are spawned?


image.png.06b8bf43ab563b5d51673b86d29673b9.png

image.png

nivex

Posted

@PhatBlinkie

maybe, but more likely that those trees just respawn given what you've said

PhatBlinkie

Posted (edited)

could be, just wanted to mention it. like off my first pic, cant imagine a tree respawning inside a pasted building.

but will see

Edited by PhatBlinkie
  • Like 1
Devil-Steph

Posted

Hello, I have this problem on my server: What should I do to fix it? Thank you.

image.png.690e15a01d7405d7bf381586bd6b1032.png

nivex

Posted (edited)

@Devil-Steph

it's probably an issue with the French language file in oxide/lang/fr/RaidableBases.json

replace it with this

 

RaidableBases.json

Edited by nivex
  • Love 1
Devil-Steph

Posted

great it works thank you

  • Like 1
Jermin8tor

Posted (edited)

Hey @nivex!

 

Can you tell me which setting, if any, to change or tweak that makes weapon racks be populated first before other containers with items that are able to be placed on them?

 

Thanks!

Edit: 

Forgot to also let you know, that when ejecting trees is enabled, it leaves the "beehives" in mid-air.

image.png.36f44c537a69cefdaef2a6cca4f1ed02.png

 

Edited by Jermin8tor
Dead Nasty

Posted

There a way to hide the cool down UI?

sim12345

Posted

Hello, tell me, the server is lagging a lot when I call the nightmare bases

Dead Nasty

Posted

16 minutes ago, sim12345 said:

Hello, tell me, the server is lagging a lot when I call the nightmare bases

In the copy paste config file turn down these options from the original 450-500 that they are:
 

"Amount of entities to paste per batch. Use to tweak performance impact of pasting": 10,
"Amount of entities to undo per batch. Use to tweak performance impact of undoing": 10,

1-5 is best if the server has lower specs. 

  • Like 1
nivex

Posted

@Jermin8tor

Move Weapons Onto Weapon Racks
Divide Weapon Rack Loot When Enabled

heya, those are the two settings. will fix beehives, thanks

@Dead Nasty

you can go to Buyable Cooldown UI/Player Lockout UI in the config and disable it

or you can set both "Hidden While Buyable Events UI Is Closed" to true which is what I do.

@sim12345

yeah as dead nasty pointed out, lower the paste per batch to between 1 to 5. beyond that, the CopyPaste plugin needs to implement coroutines so it can yield longer between batches.

  • Like 1
  • Love 1
MortuusVivensX

Posted

image.png.2d1da90de78254809e6a70bd4b938ecd.png

I for the life of me, can't figure out where the setting is to simply show how much the raid cost here.

 

nivex

Posted

@MortuusVivensX

hi, that is in your language file

Quote

"RP": "{0} RP",

 

Hakkai

Posted

for about 3-4 days the mod either loads or does not with the server-restart. when calling "rbe" it says "The grid is loading; please wait until it has finished." and never finishes that. we run a procedural map currently and it worked reliably in the first week. any idea what causes this?

  • Like 1
MNfreakTim

Posted

I can confirm that I am running 3 servers currently, and only 1 of them is having this exact issue as well. I have tried reloading the plugin, waiting for the grid to finish, and it is just not allowing the bases to spawn. Additionally I am using spawns database with 16 raidbase islands for spawn points.

  • Like 1
Jermin8tor

Posted (edited)

It doesn't appear that the new wicker bascket containers are getting populated like the others (barrels, boxes). I haven't tested adding their names manually as boxes to populate in the config yet, however.

Also still having random weirdness with the scientitsts spawning naked..

Here's the snippet from my config:

And here 3 scientists that spawned in a base, directly related to that config:

edit: I'm dumb. "outbreak.sprayer" is an equipable item, not a wearable suit.

 

I tweaked the weapon rack settings you mentioned; But I still have the same effect.. The racks do populate.. but they are.. "sparse."

Basically I want the plugin to not populate weapons into boxes, if there are weapon racks present and the racks still have space available. 

 

IE - Fill the racks first, then add to the boxes (if there's still any to be added based on quantity/probability/etc)

 

Hope that makes sense

 image.png.bcd163bbcf6a6d136240d88822b8970a.png

 

image.png.c0573caf1d25a13c62382a9a8029a7f0.png

image.png

image.png

Edited by Jermin8tor

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