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Raidable Bases 3.0.5

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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
Jermin8tor

Posted

Looks like it's doubling up on the single racks somehow as well:

 

image.png.fad0d1750cb8f9967e4b5bebd91871a6.png

nivex

Posted

@Hakkai @MNfreakTim

hi, if the grid doesn't load then the servers FPS is too low. that is a Rust issue with swinging vines not despawning.

Quote

del assets/prefabs/building/swinging.vine/vineswingmountable.prefab

that will delete them, fix the server FPS, and grid will load.

@Jermin8tor

I can take a look at it. did you disable Divide Weapon Rack Loot When Enabled?

  • Like 2
MNfreakTim

Posted

Thank you so very much. 30 FPS increase instantly. One final question. Do you know if I will need to run this once (or more) daily when the fps becomes and issue and it impacts plugins such as yours?

Jermin8tor

Posted

It's the same effect with double-stacking regardless of what value I use for the "divide weapon rack loot when enabled" setting.

 

Here's after I changed it to false and reloaded:

 

image.png.ade8b9a50e3920f91b8b929e27c88c57.png

 

image.png.63a38e2082c4fbd6dc124d902a28c603.png

 

And the bigger weapon racks still only have like 1 or 2 things on them at most 😞

nivex

Posted

@MNfreakTim

many servers run the command daily to avoid issues with it. you can use vineswingingreport command and run it when vines are above 3000.

@Jermin8tor

ok, I'll look into it. disable it for now if it's a problem.

  • Like 1
Jermin8tor

Posted

But..but...but...

 

I love it! haha. Thanks for checking it.

  • Like 1
Jermin8tor

Posted

@nivex - Does the "ignore containers that already have items" setting include weapon racks?

nivex

Posted

@nivex

yes. it includes weapon racks.

 

Yzt

Posted

The custom map I'm using shows that the grid keeps loading. It doesn't load well even after loading for a whole day.

nivex

Posted (edited)

it looks like RustEdit has fixed the swinging vine issue in 1.0.54 🙂

even if you are using a procedural map you still need to update this extension if it is installed. it should update on a server restart.

https://github.com/k1lly0u/Oxide.Ext.RustEdit

 

Quote

Resource manager ignores VineSwingingTree

 

Edited by nivex
Grumpy_old_man

Posted

On 5/16/2025 at 1:22 AM, nivex said:

it looks like RustEdit has fixed the swinging vine issue in 1.0.54 🙂

even if you are using a procedural map you still need to update this extension if it is installed. it should update on a server restart.

https://github.com/k1lly0u/Oxide.Ext.RustEdit

 

 

Sorry, where can i find "Resource manager ignores VineSwingingTree"
i saw real fast the other day, you post a image where it was,  i did not care since all the trees where there. But now they all gone. 
I know it had nothing to do with RB. but since you already give the info, 🙂 and i dont find it no more.  That would be great. 

thank you 

nivex

Posted

@Grumpy_old_man

hi, it's the update for RustEdit

which should apply when you restart your server

you should delete the swinging vines, restart so it applies the RustEdit update, and then you'll be good to go.

Quote

del assets/prefabs/building/swinging.vine/vineswingmountable.prefab

 

Grumpy_old_man

Posted

3 hours ago, nivex said:

@Grumpy_old_man

hi, it's the update for RustEdit

which should apply when you restart your server

you should delete the swinging vines, restart so it applies the RustEdit update, and then you'll be good to go.

 

thank you,  your the GOA

  • Like 1
Jermin8tor

Posted

 

i've got a weird thing going on.. I think it's copy/paste maybe though? players getting booted for trying to use elevator buttons 😕

 

image.png.117d2db5b707771db47a701c101c4b33.png

  • Like 1
Jermin8tor

Posted

Yeah sorry.. looking like maybe a bug with copy/paste.

 

image.png.6a30cbb45fc0fc03581ac75e78faf43c.png

  • Like 1
Samael777

Posted

Has someone already noticed that the paid version doesn't have a global setting for stability in Paste Options? I can't set this in one place; I have to set it for every base.

This is how it looks like in a free version. I can change it in one place, and that's all:

"Paste Options": [
    {
      "Option": "stability",
      "Value": "true"
    },
    {
      "Option": "autoheight",
      "Value": "false"
    },
    {
      "Option": "height",
      "Value": "1.0"
    }
  ]

nivex

Posted

@Samael777

hi, just copy it from one to the other.

rb.config stability true exists for that purpose anyway

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