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Raidable Bases 2.9.4

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3 hours ago, mark bergervoet said:

Some one knows how to dissable when you have a bag inside the sphere and respawn you get pushed out the sphere

Allow Teleport Ignores Respawning setting in config

@aimacakthat one is for player death

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On 5/3/2024 at 7:16 PM, nivex said:

@Hakkai

heya. that is heavy scientist prefab loot from the game. you need to use a different prefab or disable them in profiles

you must set Enabled to true if you want to use the list instead

    "Spawn Alternate Default Scientist Loot": {
      "Prefab ID List": [
        "cargo",
        "turret_any",
        "ch47_gunner",
        "excavator",
        "full_any",
        "heavy",
        "junkpile_pistol",
        "oilrig",
        "patrol",
        "peacekeeper",
        "roam",
        "roamtethered"
      ],
      "Enabled": false,
      "Disable All Prefab Loot Spawns": false
    },

 

Hi there, i also removed the "heavy" from our loot profiles because almost every second npc had a minigun in their backpack. Is it possible to find an overview somewhere of what can be included in the individual loot profiles? I would be grateful for any help.

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55 minutes ago, Dr.D.Bug said:

Hi there, i also removed the "heavy" from our loot profiles because almost every second npc had a minigun in their backpack. Is it possible to find an overview somewhere of what can be included in the individual loot profiles? I would be grateful for any help.

I'm sorry, could you clarify your question?

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By defeating NPCs around the base, you can loot the weapons equipped on the belt.
What settings would prevent this?

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nivex

Posted (edited)

@Dr.D.Bug

heya, you might be able to find the loot table for heavy on corrosionhour. otherwise it is in the AlphaLoot default data files.

@hid333

heya, the weapon (ANY weapon) loot cannot be disabled by itself. you must disable the entirety of the prefab loot, or use a prefab that has different loot. such as peacekeeper scientists, junkpile scientists, or roaming scientists. I think roam has the least amount of prefab loot but don't quote me on that. heavy scientist loot is used by default as every npc (scientist and murderers) is a heavy scientist

Disable All Prefab Loot Spawns (set true and no prefab loot from the game will spawn)
Prefab ID List (Enabled setting must be set to true to use this list of prefabs instead of the default heavy loot since every npcs (scientist and murderer) are heavy scientists.)

Edited by nivex
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1 hour ago, nivex said:

@Dr.D.Bug

heya, you might be able to find the loot table for heavy on corrosionhour. otherwise it is in the AlphaLoot default data files.

@hid333

heya, the weapon (ANY weapon) loot cannot be disabled by itself. you must disable the entirety of the prefab loot, or use a prefab that has different loot. such as peacekeeper scientists, junkpile scientists, or roaming scientists. I think roam has the least amount of prefab loot but don't quote me on that. heavy scientist loot is used by default as every npc (scientist and murderers) is a heavy scientist

Disable All Prefab Loot Spawns (set true and no prefab loot from the game will spawn)
Prefab ID List (Enabled setting must be set to true to use this list of prefabs instead of the default heavy loot since every npcs (scientist and murderer) are heavy scientists.)

@Dr.D.Bug
or here 😉 :
https://rustlabs.com/item/minigun
https://rustlabs.com/entity/heavy-scientist-with-minigun

Edited by aimacak
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10 hours ago, aimacak said:

I'm sorry, could you clarify your question?

My question was about which specific loot the individual profiles in the ""Spawn Alternate Default Scientist Loot": {" section could contain, if you activate this.

I would like to have more knowledge about what our players can earn as yield, or at least get an idea how I can better control the loot to give to my players, even a vague idea of what they "could" expect from a base would be fine. 😉

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@Dr.D.Bugyou can see my response above. I'm not sure how else to check what each prefab has. otherwise I could just generate a list of every item for each prefab. I don't know how to iterate it as my results differ greatly from what AlphaLoot correctly shows.

 

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@Dr.D.Bug
For players, you can indicate “in NPCs on raid bases, loot from heavy NPCs / military box / hackable box.” Yeah, i think u can use any prefabs in this list, like crate_elite and etc..
@nivex
It seems to me that there is no point in trying to describe each prefab for items, because there are enough information bases.
And if in a nutshell about loot change plugins, then they cannot repeat the “group spawning of items”, for example, a bow + arrows, a double-barreled shotgun + cartridges, as the standard Rust loot table necessarily does, i.e. there will be a mix, double-barreled shotgun + arrows, bow + cartridges ..

Edited by aimacak
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The idea is good, but currently this plugin has a CRITICAL issue, due to which I have deleted it and not going to use until it's fixed.

After the restart, all the loot from the Raidable Bases is just laying on the ground, without a base itself, free for anyone to pick it up.

I'm not advising for anyone else to use it for now as well, while this issue is present.

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nivex

Posted (edited)

1 hour ago, garz said:

The idea is good, but currently this plugin has a CRITICAL issue, due to which I have deleted it and not going to use until it's fixed.

After the restart, all the loot from the Raidable Bases is just laying on the ground, without a base itself, free for anyone to pick it up.

I'm not advising for anyone else to use it for now as well, while this issue is present.

hi, this is not an issue with this plugin. 2.8.5 has implemented a second redundant check for this just in case, too. your issue might be caused by another plugin, a server crash or otherwise a bad restart. if this were an issue then I would have had multiple reports.

Edited by nivex
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@nivex I do not say the plugin is triggering the restart or crash of a server. My server is restarted by schedule daily, and after each restart this exact plugin bases' loot is shattered all over the server without the bases themselves. So the bases that this plugin is spawning currently are not cleaned properly upon the restart.

Unfortunately, this makes this plugin impossible to use for my servers.

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@nivex I'll try to give it another shot by unloading this plugin 5 minutes before the restart, and it's 3 minutes before the save command. But that's an additional effort / manual work from server owners, who do a scheduled restart anyway. So they need to keep that in mind.

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nivex

Posted (edited)

@garz

that is not what I said. I said that your issue would be caused by a crash, a bad restart or a another plugin. unloading would likely stop it from happening, but would not fix whatever issue is causing it. 

you do not need to manually unload the plugin each time either. that can be scheduled with your restart, too. I recommend all servers to do this. it is beneficial for many reasons. it is not possible for me to fix issues outside of my control. it is common for there to be various issues with server restarts and this prevents the issue from occurring.

besides, there are redundant checks so that no box is destroyed until the loot is cleared first. it would not be possible for the plugin to have dropped your loot. therefore, it must be caused by the above.

image.png.ed8cd1bd87128edfee80caac2c1ee8c6.png

 

Edited by nivex
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Hey @nivexand thanks for keeping me posted on that.

By "additional manual work" I meant adding a script to my server that will be run by a cronjob to disable the plugin, before every restart.

Whatever checks you have in the plugin as of now, unfortunately they are not sufficient, it seems, in a case of a scheduled restart.

Have you tried to do a restart by yourself on a rust server with your plugin enabled? Did you not get this issue?

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@garz

the checks are sufficient, and the above code clearly shows this. the loot is cleared before the box is killed.

we do not have this issue during restarts because there is no such issue with the plugin itself as I've stated 3 times now.

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Okay, @nivex could you clarify what exact "issues in other plugins or in the server restart" can affect your plugin please? So that we could see and check whether our server is compatible with your plugin?

NB: I don't have a server crash during a restart, and the restart is not bad, it's just fine in terms of my other plugins, which I have like 90+. It's always a "Graceful stop" during the process, which takes 3-15 seconds, I've just checked the restart log.

And my other plugins do not have a relation to RaidableBases plugin, as far as I know. I.e. they are not calling it nor controlling its functions.

 

Edited by garz
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nivex

Posted (edited)

@garz

it is simply another plugin, a server crash or a bad restart such as killing the process or it being terminated early. there is nothing else to clarify regarding this specifically.

all servers are compatible with the plugin so long as the host installs the operating system and the required software correctly. linux servers must have the libgdiplus library installed. all servers must have proper file permissions. control panels, scripts and plugins all must restart the server by using the quit or restart commands.

Edited by nivex
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@garz
I agree and support @nivex, because. I am also quite pedantic about errors and bugs, I do not have and have not had similar situations. I can advise you to check this plugin for this situation only with the required set of plugins and without any others, both on hosting, if possible, and on a local server, which, I believe, every server administrator should have.

I will also take responsibility to ask you not to throw around negative recommendations, at least without understanding the situation. This, I believe, is, if not the most, then one of the most ambitious plugins in the entire community.
I also want to point out that your words, such as: “the plugin is not compatible with the server” and “other plugins have no control over this one,” show more of your incompetence than they provide any useful information about the error.
No negativity.

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nivex

Posted (edited)

@aimacak

testing with this as the only plugin may not be helpful if the issue is server related. regardless, the loot is deleted from the sav file prior to every restart. it doesn't exist after a normal restart.

I know that you do not have the issue, but you can test for yourself. this is how I know it is server related.

  1. spawn X number of bases.
  2. shut the server down.
  3. delete raidablebases so the bases cannot despawn. if you do not delete then Oxide will load it again during server startup.
  4. restart server.
  5. go look for loot inside of the existing bases.
  6. there won't be any because it is deleted prior to every restart.

if it did not restart correctly, or another plugin restored it then this is no fault of the plugin. it may have crashed, the process was killed or terminated early, the sav file was not saved, or the sav file rolled back. any rollback, even 1 second, could cause this. there could be other reasons, but these are the most common for plugin issues and map rollbacks.

results of the above test show that there is no loot as expected. this is what you will typically see when the plugin does not despawn the base, which is also caused by the above reasons.

image.png.80fd99759a671cc2b64dd554de76679c.png

Edited by nivex
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Hello, I have a problem with raidbases on my server, maybe someone has already encountered this? My walls are not destructible and I use turrets behind straw for players and at times these turrets stop causing damage to players completely, I can’t say what’s causing this, I can’t figure out the pattern. Bullets pass right through the player without causing any damage. It is behind the straw that the turrets sometimes behave this way. Tell me what this could be connected with?

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17 hours ago, garz said:

Okay, @nivex could you clarify what exact "issues in other plugins or in the server restart" can affect your plugin please? So that we could see and check whether our server is compatible with your plugin?

NB: I don't have a server crash during a restart, and the restart is not bad, it's just fine in terms of my other plugins, which I have like 90+. It's always a "Graceful stop" during the process, which takes 3-15 seconds, I've just checked the restart log.

And my other plugins do not have a relation to RaidableBases plugin, as far as I know. I.e. they are not calling it nor controlling its functions.

 

I've read most of your posts. I would not mind trying to help you. So long as you have a test server, know how to copy/paste, hop into a Discord call, and Speak English. My discord username is lizardmods 

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46 minutes ago, Wolf said:

Hello, I have a problem with raidbases on my server, maybe someone has already encountered this? My walls are not destructible and I use turrets behind straw for players and at times these turrets stop causing damage to players completely, I can’t say what’s causing this, I can’t figure out the pattern. Bullets pass right through the player without causing any damage. It is behind the straw that the turrets sometimes behave this way. Tell me what this could be connected with?

I'm not sure, but I think it was fixed either in Raidable Bases or Facepunch themselves.

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nivex

Posted (edited)

@Wolf

Turrets is a physics isssue with the game. It was fixed a couple months ago in the Rust update, but is still broken with prison cell gate, prison cell wall, and just yesterday I had it happen where turrets were shooting from the floor above me somehow.

Add wall.frame.cell.gate and wall.frame.cell to Kill These Prefabs After Paste in the profiles as a solution until Facepunch can fix it.

"Kill These Prefabs After Paste": ["wall.frame.cell.gate", "wall.frame.cell"]

I had this happen on vanilla, and sent the video to Facepunch but didn't receive a response.

Edited by nivex
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