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Raidable Bases 3.0.7

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nivex

Posted

@Grumpy Old Man

hi, I've heard of that happening at times but there's no known bugs

I suggest using IODebug https://github.com/WheteThunger/IODebug

restarting your server can help with a lot of issues too.

if it keeps persisting then I'd start yanking plugins until it works again.

 

you said players, but if it's actually admins then it would be vanish or noclip.

 

Grumpy Old Man

Posted

1 hour ago, nivex said:

@Grumpy Old Man

hi, I've heard of that happening at times but there's no known bugs

I suggest using IODebug https://github.com/WheteThunger/IODebug

restarting your server can help with a lot of issues too.

if it keeps persisting then I'd start yanking plugins until it works again.

 

you said players, but if it's actually admins then it would be vanish or noclip.

 

its players,  and me to, but not in vanish 😉  and it's random not all players,  i will wait restart if its still doing it tomorrow, then i will investigate more, 

i was just wondering if it was know issue or just me,  

thanks for your time

  • Like 1
MrIce

Posted

Hi On mine server the turret shot the players and me 🙂

Delltus

Posted (edited)

 

Je pense que ce serait une bonne idée s'il n'était pas déjà possible d'ajouter un support pour les mannequins vides dans une version antérieure, en utilisant par exemple furnace, un casier, etc., en les équipant aléatoirement grâce au butin disponible. Cela permettrait d'empêcher le modèle de être récupéré afin de respecter les règles des DLC.

Edited by Delltus
nivex

Posted

@Delltus

hi

if you want loot to spawn in the mannequin's inventory then add mannequin to Additional Containers To Include As Boxes

by default, you cannot pickup a mannequin deployable, and the mannequin inventory can be looted.

  • Like 2
Grumpy Old Man

Posted

Something I would love: if we could create a new level after Nightmare.

Example: Raid From Hell. Now, hear me out.
The plugin would use the same base as Nightmares, but, there’s a but.
Everything would be twice as strong (it would be even better if, in the config, we could choose how many % or how many times more).

Example:

0.5 times more (50%)

1.0 (100%) → meaning walls would be 3000 health or 4000

Or even 1.5 (150%) → 5000 health

It would also be cool if we could decide what ammo is loaded.

Example in config:

  "Ammo": {
      "AutoTurret": 256,
      "FlameTurret": 256,
      "FogMachine": 5,
      "GunTrap": 128,
      "SamSite": 24

If we could have the option of ammo.rifle.incendiary (insert evil laugh here).

Even turrets, doors—everything—would have twice the health.

When players type /buyraid, there would be an extra option:
Base From Hell, where the server owner can manipulate the settings like strength, health, ammo, and everything else to make it even more difficult.

That would be cool.

nivex

Posted

@Grumpy Old Man

heya, you can already create new difficulties with the rb.difficulty command in the documentation

no plans to be able to set health modifiers for blocks though when you can already use damage scale options

I might consider the ammo choices, but if you pick the wrong ammo type then it could break the turret lol

  • Like 1
Grumpy Old Man

Posted

15 minutes ago, nivex said:

@Grumpy Old Man

heya, you can already create new difficulties with the rb.difficulty command in the documentation

no plans to be able to set health modifiers for blocks though when you can already use damage scale options

I might consider the ammo choices, but if you pick the wrong ammo type then it could break the turret lol

oh i will investigate rb.difficulty and use damage scale options in it,  i will research that thanks 

for the ammo, its just we have special LootEnhancer that make players avoid been hit by ammo on a % and I realized incendiary still hurt them haha  thats why i wanted to change . to make sure they get hurt lol 

 

but thanks for the rb.difficulty i will check that!! 

  • Like 2
Malkizid

Posted

1 hour ago, Grumpy Old Man said:

oh i will investigate rb.difficulty and use damage scale options in it,  i will research that thanks 

for the ammo, its just we have special LootEnhancer that make players avoid been hit by ammo on a % and I realized incendiary still hurt them haha  thats why i wanted to change . to make sure they get hurt lol 

 

but thanks for the rb.difficulty i will check that!! 

Look in your data/RaidableBases/Profiles/

Raidable base profiles will allow you to change these settings to essentially do what you were thinking, like Nivex suggested.
Some of the settings you will find in each profile that can help achieve a higher challenge:
 

"Foundations Immune To Damage": true,
"Player Damage To Base Multipliers": 
{ "Type": "Explosion", "Min": 0.3, "Max": 0.5 } 

I believe they are a variable with min and max values, though Nivex will have to confirm that.

Also reducing the numbers below 1.0 like in the above example for each damage type you want, 
will achieve the effect of increasing health of construction like  walls, roofs, etc.
 

  • Love 2
nivex

Posted

yes that's how you configure that setting 🙂 thanks!

  • Like 1
Grumpy Old Man

Posted

7 hours ago, Malkizid said:

Look in your data/RaidableBases/Profiles/

Raidable base profiles will allow you to change these settings to essentially do what you were thinking, like Nivex suggested.
Some of the settings you will find in each profile that can help achieve a higher challenge:
 

"Foundations Immune To Damage": true,
"Player Damage To Base Multipliers": 
{ "Type": "Explosion", "Min": 0.3, "Max": 0.5 } 

I believe they are a variable with min and max values, though Nivex will have to confirm that.

Also reducing the numbers below 1.0 like in the above example for each damage type you want, 
will achieve the effect of increasing health of construction like  walls, roofs, etc.
 

thank you 🙂 

  • Like 1
nivex

Posted

5 hours ago, 呆丸安口 said:

This is my settings file I don't know why it always only generates 1 base

hi, it spawns 5 bases for me. the issue is not the config. that will spawn 2 to 5 bases, not 1. so it's your profiles or copypaste files.

rb.config list

use that command to figure it out. it will tell you what's missing, and what's configured. if the filenames are wrong, then it's not configured right. if the files are missing, then they need to be added in the copypaste folder.

miniMe_rust

Posted

Not sure if this has already been asked - is it possible to dynamically replace now-blocked DLC items like for instance the "storage_barrel_c" (Frontier horizontal storage barrel) with the standard large storage box?

I have a number of bases where now-blocked DLC storages have been used, and now raids don't have enough storage to spawn the typical amount of loot for the difficulty. It would be a great help if you could make an option to replace such storages with a standard similar storage. If that is feasible at all - otherwise server owners need to either violate ToS and spawn blocked items, or manually update their bases' json files and replace the blocked item with a vanilla item.

Thanks in advance for looking.

miniMe_rust

Posted

One more question:
I've purchased a bunch of bases which came with autoturrets deployed - not good for easy difficulty. The creator pointed to the Raidable Bases config: "carbon/data/RaidableBases/Profiles/Easy Bases.json" and said in order not to have autoturrets you can set the option "Kill These Prefabs After Paste" like so:

    "Kill These Prefabs After Paste": [
      "assets/prefabs/npc/autoturret/autoturret_deployed.prefab",
      "autoturret_deployed"
    ],

However, after reloading or even server restart I still have autoturrets in my easy bases. Am I doing something wrong, or is the option misunderstood?image.png.05e73cdaf418e092516870c33315fcc1.png

rex

Posted

bonjour  j ai  uns question   je veux mettre   des récompense   avec  l economis    mais je vois ou  ce trouve la ligne    merci 

nivex

Posted

@miniMe_rust

hi, this should be implemented by copypaste plugin, not by raidable bases 🙂

yes, that is how you kill the turret, but only by the prefab's short name: autoturret_deployed

I tested it just now and the turrets are killed.

@rex

hi, search for rewards in the profiles. there is no specific line number, it varies 🙂

oxide/data/RaidableBases/Profiles/

 

miniMe_rust

Posted

17 minutes ago, nivex said:

@miniMe_rust

hi, this should be implemented by copypaste plugin, not by raidable bases 🙂

yes, that is how you kill the turret, but only by the prefab's short name: autoturret_deployed

I tested it just now and the turrets are killed.

@rex

hi, search for rewards in the profiles. there is no specific line number, it varies 🙂

oxide/data/RaidableBases/Profiles/

 

Thank you!

  • I get why you say CopyPaste should implement replacement of items, and I agree that such functionality should be placed there. However, I have some doubts that such replacement will ever be implemented, because there is no reason to limit what CopyPaste can do - just because one plugin (Raidable Bases) with their use case depends on it. Nonetheless it doesn't hurt to ask. 🙂 
  • Killing the autoturrets worked when I removed the first line with the full prefab path and only left the short prefab name as you suggested. I will send a notice to the creator and hint him to the correct configuration. 
  • Like 1
rex

Posted

Bonjour, je recherche des récompenses dans les profils. Il n'y a pas de numéro de ligne spécifique, cela varie.

oxyde/données/RaidableBases/Profils/

nivex

Posted

1 hour ago, rex said:

Bonjour, je recherche des récompenses dans les profils. Il n'y a pas de numéro de ligne spécifique, cela varie.

oxyde/données/RaidableBases/Profils/

its in the profiles. search for it 😛

CTRL + F

F3

etc

around 1500, near bottom of json.

  • Like 1
nivex

Posted (edited)

@miniMe_rust

its not necessary to block the spawn of deployables when the TOS option blocks it from being picked up by players

either way, its not a suitable option for raidable bases. its simply inefficient and bad on performance. spawning the entity to begin with is the only elegant solution. all others cause a further impact on performance

Edited by nivex
  • Like 2
机车喵

Posted

How to turn a stone building into steel, where do you need to change the building documents?

机车喵

Posted

Just now, 机车喵 said:

How to turn a stone building into steel, where do you need to change the building documents?

How do I need to change the building documents?

nivex

Posted

38 minutes ago, 机车喵 said:

How do I need to change the building documents?

hi, in the profiles

image.png.84e87546dfcd9ba626f3d27aa3cb5af1.png

Tnyrio22

Posted

I purchased it from Lone.design. Now, several buildings have appeared on the map without any prompts. There are only a few colored circles on the map without titles. I went to these locations to blow them up, but they turned out to be invincible. How can I solve this issue?

db54ad9b-eea1-4173-8c8b-763eed15ad1c.png

134e6c77-c085-40fe-b112-842c70339d9e.png

RaidableBases.json

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