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Raidable Bases 2.9.8

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olajmuvek

Posted

when about will be release the fix for the "shotgun trap not take damage to player" type bug? Some days or weeks?  I thinking to use an earlier verision where working fine the shotgun trap if you need more time.  Thanks 

  • Like 1
nivex

Posted

@olajmuveksoon. I must fix the issue with server performance degradation before I release the update

Swedish Chef

Posted (edited)

On 10/20/2021 at 2:45 AM, nivex said:

@Swedish Chefwhat would be better, a blacklist or an allowed list? also what items are you referring to that you don't want in it?

i guess either really, i was thinking of it from the point of "ive got the good loot items appearing as much as i want for this tier, but the boxes are a tad too empty. maybe i can stop some stuff appearing in the fridge so it will bulk the boxes up..  i just chose the things that were less foody (seeds, clones, berries)"  

i think i was staring at the tool cupboard blacklist.. so i just starting thinking along those lines. 

i think maybe blacklist would be less work for a user.. rust has already determined what is fridge-able

edit.. i was wanting all the items i can get because ive culled all the not appropriate items for that tier from the loot table, and ive already cut down the number of boxes to suit

 

Edited by Swedish Chef
  • Like 2
Swedish Chef

Posted

On 10/20/2021 at 5:29 AM, Autocucumber said:

Both? 

How about a "Do not spawn" list and an "always spawn" list for Fridge, BBQ, and Furnaces?

i think "always spawn" could be done by having those items in the base loot 100% as long as you have those MoveTo options enabled. 

the "Do not spawn" would be removing that item from the loot list completely.

have i understood what you were saying?

 

 

 

  • Like 2
Swedish Chef

Posted (edited)

deleted..

Edited by Swedish Chef
  • Like 1
nivex

Posted

@Swedish Chefvery well, I will note this for you and implement it after I fix the current issues 🙂

  • Like 1
Ateszahun

Posted

Hello @nivex

Could it be solved for scientists to run out off the wall? Maybe there is a setting for it or would it be possible in the future?

 

Thanks Ateszahun!

 

 

 

  • Like 1
nivex

Posted (edited)

run out off the wall? @Ateszahun

Edited by nivex
Autocucumber

Posted

4 minutes ago, nivex said:

run out off the wall? @Ateszahun

I've seen what he's talking about. Sometimes the bots will clip through stone/ice walls and run right towards you through them.

  • Like 1
Swedish Chef

Posted

3 hours ago, Autocucumber said:

I've seen what he's talking about. Sometimes the bots will clip through stone/ice walls and run right towards you through them.

Ive seen this happen too, the bots run through the external ring wall like theres no hitbox. I havent tried changing radius etc, i dont have walls or bots.

  • Like 1
olajmuvek

Posted

5 hours ago, nivex said:

run out off the wall? @Ateszahun

I think @Ateszahun means , hw want to the scientists NPC-s run out of the Arena walls. The player destroy the arena wall, and the NPC sometimes run out of the "arena wall circle" , and surprise the player. 

  • Like 3
Swedish Chef

Posted

27 minutes ago, olajmuvek said:

I think @Ateszahun means , hw want to the scientists NPC-s run out of the Arena walls. The player destroy the arena wall, and the NPC sometimes run out of the "arena wall circle" , and surprise the player. 

oh yea, i see, that would be very cool 

  • Like 2
Ateszahun

Posted

10 hours ago, nivex said:

run out off the wall? @Ateszahun

yes yes as it was written, if you blow up the wall nearby npcs will run out to attack.

  • Like 1
Fusion 3.64

Posted

@nivexI don't know what's happening. But guntraps aren't damaging players now. It's the same on my main and test server. I haven't changed anything.

  • Like 1
Solarix

Posted

2 minutes ago, thepiercedweirdo said:

@nivexI don't know what's happening. But guntraps aren't damaging players now. It's the same on my main and test server. I haven't changed anything.

It's fixed in the next update, but that update is still being worked on to solve another issue affecting server performance.

  • Like 4
Swedish Chef

Posted

1 hour ago, Solarix said:

It's fixed in the next update, but that update is still being worked on to solve another issue affecting server performance.

weird, i never realised there was an issue, im always getting blown away when i noclip around checking loot and forget to turn on godmode.. BLAMMO .. dammit

  • Like 1
  • Haha 1
Swedish Chef

Posted

what i want to have is Only have loot items skinned from the Imported Workshop Skins File, is this possible?

i want to put some workshop ak skins and a few others in, so only those items would get skinned. 

but im having trouble with which settings i should use, and if its even possible (do the offical skins or random workshop skins get thrown in too?)

these are the settings im dealing with ay?

"Skins": {
    "Loot Items": {
      "Include Workshop Skins": false,
      "Use Random Skin": false,
      "Use Imported Workshop Skins File": false
      
i just couldnt get it working, but im sure i must have been making multi changes at once and not getting it right.. so i thought id ask first..

cheers

  • Like 1
ZEODE

Posted (edited)

1 hour ago, Swedish Chef said:

what i want to have is Only have loot items skinned from the Imported Workshop Skins File, is this possible?

i want to put some workshop ak skins and a few others in, so only those items would get skinned. 

but im having trouble with which settings i should use, and if its even possible (do the offical skins or random workshop skins get thrown in too?)

these are the settings im dealing with ay?

"Skins": {
    "Loot Items": {
      "Include Workshop Skins": false,
      "Use Random Skin": false,
      "Use Imported Workshop Skins File": false
      
i just couldnt get it working, but im sure i must have been making multi changes at once and not getting it right.. so i thought id ask first..

cheers

I think you should probably post this in the Support section, this is really the discussion section. But the instructions you need to follow are here in the plugin info:

Loot Items

Include Workshop Skins (true)
Use Random Skin (true) - Skins items inside of boxes
Use Imported Workshop Skins File (false) - copy existing Imported Workshop Skins section from Skinbox to the Imported Workshop Skins json file to apply.

So I guess you should change Workshop and Random to false, then set Imported to true and do what it says with SkinBox data file to the one in "oxide/data/RaidableBases/ImportedWorkshopSkins.json".

Edited by ZEODE
  • Like 3
Swedish Chef

Posted (edited)

1 hour ago, ZEODE said:

Support section,

doh, thanks i didnt think of that

1 hour ago, ZEODE said:

change Workshop and Random to false, then set Imported to true and do what it says with SkinBox data file to the one in "oxide/data/RaidableBases/ImportedWorkshopSkins.json".

ill try that again, im sure i did, but got lost..

edit: yep that was it, thanks

Edited by Swedish Chef
  • Like 3
nashslash

Posted (edited)

installed update Maintained raidbase no longer auto spawning .?

o reload RB then rbe debug

(10:04:38) | Loaded plugin Raidable Bases v2.2.0 by nivex

(10:04:41) | Debug mode: True

(10:04:41) | Scheduled Events Running: False

(10:04:41) | Maintained Events Running: False

(10:05:20) | [Raidable Bases] Grid initialization completed in 42 seconds and 77 milliseconds on a 4000 size map. 11412 locations are on the grid.

(10:05:20) | NullReferenceException: Object reference not set to an instance of an object

 

Maintained Events  set correctly and on but fails to run

 

 

Edited by nashslash
  • Like 1
  • Sad 1
恶

Posted

Why the plug-in is in debug mode, it can be generated by command/rbe, but Maintained Events will not be generated.
 

Debug mode: True 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Scheduled Events Running: False 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Maintained Events Running: False 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

  • Like 1
chuck norris

Posted (edited)

hello some bases spawn with rocks inside 😞

is there any other plugin or possibility to create zones on the map where bases spawn in clean areas of the map?

I've seen on a server that the bases only spawned on islands but I don't know how to do it

Captura_de_Ecra_53.png

Edited by chuck norris
  • Like 1
chuck norris

Posted (edited)

.

Edited by chuck norris
  • Like 1
Swedish Chef

Posted

12 hours ago, chuck norris said:

some bases spawn with rocks inside

is there any way to help this not happen?

the vertical placement is fine, but the horizontal placement is too close to cliffs sometimes, (ive never seen a big rock freestanding rock in the base) 

im guessing there is no topology on that part of the map that denotes it as 'cliff' because the actual cliff is further away.. its just the 'cliff rock face' is jutting out further and swallows a piece of the base

but yea i was wondering if there was any config to help with the horizontal placement

 

 

  • Like 1

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