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Raidable Bases 3.0.2

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nivex

Posted

@miniMe_rust

thanks, that's good info, and it makes sense why they can walk through in those conditions. i'll see what i can do

@Hakkai

hi, that's caused by an outdated copypaste file. rust has changed horses to the new horse. you can remove the existing horse, or update it to the new prefab.

oxide/data/copypaste/perfecttower.json

change: assets/rust.ai/nextai/testridablehorse.prefab

to: assets/content/vehicles/horse/ridablehorse2.prefab

@Vasilyi Yrupin

hi, this is fixed in the next update, in .cs

change: s

to: if (!Has(entity) && !raid.BuiltList.Contains(entity))

  • Like 1
Deicide

Posted

6 hours ago, Hakkai said:

some of our rbe-bases stop spawning in, there is this error in one of the defektive ones:
 

 

ive also had players report this issue.

nivex

Posted (edited)

@Deicide

hi, same response, that's caused by an outdated copypaste file. rust has changed horses to the new horse. you can remove the existing horse, or update it to the new prefab.

oxide/data/copypaste/

change: assets/rust.ai/nextai/testridablehorse.prefab

to: assets/content/vehicles/horse/ridablehorse2.prefab

Edited by nivex
  • Like 1
Andariel

Posted (edited)

Hi Nivex,

is there an option to stop autodeploying all Bases?
 

Cheers

Edited by Andariel
Grumpy_old_man

Posted

My Good Friend nivex . whos so great and perfect and nice and all of it. 🙂 

Ok now that i have your attention, Question. 
we are trying to have raid base spawn on a floating Island. but for some reason they spawn in the water. 

I was wondering if its possible to make them spawn there? Or i see you have Sky Base now ? how to activate it ? i search for sky in the plugin i did not see anything.  was wondering if we could make them spawn at a exact place in the sky?

Thank you 

Great man! . 🙂 

Capture d’écran 2025-02-17 111537.png

Capture d’écran 2025-02-17 111553.png

nivex

Posted

@Andariel

hi you can disable Always Maintain Max Events and Scheduled Events in the config

@Grumpy_old_man

hi how are you trying to spawn them there?

sky bases are the same as before, you use the height settings to spawn it in the sky

Hawkhill

Posted

Hi Nivex.
Im currently designing a new raidbase and working on the interior of the rooms.
In one of the rooms i plan to have planterboxes with sprinklers and stuff.....
Is it nessesary to connect the sprinklers with watercatcher to make it work?
Or kan i just place the sprinklers and they will just work like the electricity does? 
And will the plants i place in the boxes be copied with the copy/paste plugin?

nivex

Posted

@Hawkhill

hi, sorry, I don't really know. there's no special support for those. so if copypaste doesn't support them then I don't know that it'll work. you'll just have to try and find out 🙂

 

ChardaZAR

Posted

8 hours ago, Hawkhill said:

Is it nessesary to connect the sprinklers with watercatcher to make it work?

There's a Waterless Sprinklers mod on Umod that might be able to help you with this

  • Like 1
Hawkhill

Posted

19 minutes ago, ChardaZAR said:

There's a Waterless Sprinklers mod on Umod that might be able to help you with this

Has to work only on raidable bases........ Players should connect their water as usual.

nivex

Posted

@Hawkhill

confirm it works, and I will add it for RB. 

.cs

                    else if (e is FogMachine fm)
                    {
                        SetupFogMachine(fm);
                    }

change to

                    else if (e is FogMachine fm)
                    {
                        SetupFogMachine(fm);
                    }
                    else if (e is Sprinkler sprinkler)
                    {
                        sprinkler.SetFuelType(WaterTypes.WaterItemDef, null);
                        sprinkler.TurnOn();
                    }

 

  • Love 2
Hawkhill

Posted

I will need to complete designing the base before i can confirm..... none of the other bases i got have sprinklers....
I let you know when i can

  • Like 1
miniMe_rust

Posted (edited)

Hi there,

I might have just another stupid question. I'm running Raidable Bases on Carbon, and since I switched from oxide to carbon I've got a strange behavior of entity ownership in Raidable Bases. When players get killed by auto turrets or flame turrets through Death Notes there is broadcast that the raider was killed by "miniMe's autoturret". This is crazy. When I "/prod" the respective turret it is owned by "unknown" 0 as expected.

I made it a habit to "/unown all" a built base before it is added to the raidable bases. I even switched

    "EntityOwner (true/false)": true
changed to
    "EntityOwner (true/false)": false

in CopyPaste.json, and went so far as to edit each and every raidbase and made sure in the json all occurences of

      "ownerid": 76561197972574740,
(which is my SteamID64) is changed to
      "ownerid": 0,

but still my name gets called out through Death Notes. I have no clue how the server knows that I copied those files and added them to the server.

image.png.60a5c6936ffd0eb2901e52b7c1c31ae9.png

I never had this with oxide. I'm completely puzzled.

Any ideas? Maybe something I should check in Raidable Bases config?

Edited by miniMe_rust
phlex

Posted

1 hour ago, miniMe_rust said:

Hi there,

I might have just another stupid question. I'm running Raidable Bases on Carbon, and since I switched from oxide to carbon I've got a strange behavior of entity ownership in Raidable Bases. When players get killed by auto turrets or flame turrets through Death Notes there is broadcast that the raider was killed by "miniMe's autoturret". This is crazy. When I "/prod" the respective turret it is owned by "unknown" 0 as expected.

I made it a habit to "/unown all" a built base before it is added to the raidable bases. I even switched

    "EntityOwner (true/false)": true
changed to
    "EntityOwner (true/false)": false

in CopyPaste.json, and went so far as to edit each and every raidbase and made sure in the json all occurences of

      "ownerid": 76561197972574740,
(which is my SteamID64) is changed to
      "ownerid": 0,

but still my name gets called out through Death Notes. I have no clue how the server knows that I copied those files and added them to the server.

image.png.60a5c6936ffd0eb2901e52b7c1c31ae9.png

I never had this with oxide. I'm completely puzzled.

Any ideas? Maybe something I should check in Raidable Bases config?

Someone before you entered zone of raidable bases was there. This message has confused players on my server too thats why i have deactivated death notes at AutoTurret.

  • Like 1
miniMe_rust

Posted

56 minutes ago, phlex said:

Someone before you entered zone of raidable bases was there. This message has confused players on my server too thats why i have deactivated death notes at AutoTurret.

Thanks for the hint. I just reconfigured Death Notes to use the same text for turrets and gun traps. Will see how that works, should anyway solve my problem.

nivex

Posted

ya that's very interesting. I'm not sure how it would know 😄

 

nivex

Posted

npcs walking through high walls will be fixed next update!

working on turret fix while mounted now

other issues are fixed in next update too

  • Like 1
  • Love 1
queenognid

Posted

Thought I would try to describe our current fix for NPC walking through walls. I have set the Advanced Protection Radius to 36 for example which is slightly larger than the Wall Radius of 35. They no longer exit the walls. However I set it to where we can do damage to NPC from outside the protection radius.

Other than that, we had to disable turrets because when we get inside the walls all turrets, shotgun traps, go off and flame turrets are detecting through the walls.  I have set turrets to require power so only some work.

Sorry for the headache Nivex and thank you for your hard work trying to fix these issues.

nivex

Posted

@queenognid

heya, npcs walking through walls is fixed next update

turrets, shotgun traps and flame turrets detecting through walls etc is not caused by RB.

as I said before, I don't mind logging into your hosts web panel to sort out the issue.

queenognid

Posted (edited)

[removed]

Edited by queenognid
  • Like 1
queenognid

Posted (edited)

[removed]

Edited by queenognid
nivex

Posted

@queenognid

i got it working. I sent a DM

nivex

Posted

hi, turrets and traps shooting at players behind walls is caused by the WarMode plugin. I've informed the dev 🙂

turrets not shooting at players is not related. that is fixed next update

  • Like 1
Oldbtchsgaming

Posted

ok..its been awhile since i set up Raidable  Bases so i forget what goes where- i took out Hard because it was spawning hard for easy when purchased so im trying to add Hard back in (no longer purchased just spawn) and i get error that hard base is missing entitity?

nivex

Posted

@Oldbtchsgaming

you need to set the difficulty and difficulty level in each profile. that's the first two options in each file

missing entity is a bit too vague

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