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Raidable Bases 2.9.8

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Myescape

Posted (edited)

json checker shows nothing what exactly is the command to regenerate the file 

edited: never mind

Edited by Myescape
  • Like 1
nashslash

Posted

backup first before deleting anything. but you could delete the file then copy the medium then just rename it EasyBases.json and re upload and edit accordinly. or try a "o.reload RaidableBases" to see if it re generates a blank easybase file for you ..

 

  • Like 2
Myescape

Posted

thank you so much i got it working 

 

  • Like 1
nivex

Posted

@Myescapeyou need to read the messages that you posted. It says you have a json error so you must fix it. json validators suck so look for yourself at any changes that you made. it cannot corrupt itself so someone modified it

olajmuvek

Posted

If a raidbase has been finished and raided, the base despawn, but the stashes and the dropped out loots are stays on the ground. We use spawndatabase file to the raid places. If spawn a new raidbase to this place the loots stays on the ground and can be loot by anything. Is it possible to despawn the loots and stashes from the ground if despawn the raidbase after raided? I think this feature is missing from plugin.

spacer.png

  • Like 2
nivex

Posted

@olajmuvekhi sorry this is intended and has always functioned this way where looted items stay on the ground. it is not possible to remove as there is no elegant way to determine what belongs to the player and what belongs to the base

  • Like 2
LandOfTheBlind

Posted

I'm not sure if this would follow under a suggestion or maybe there is existing functionality that I'm not aware of, but for the different difficulty levels, I have the base loot to contain items like explosives and resources, then the difficulty loot being everything else. I have the option in the profiles set to allow duplicate items so that the boxes would have a decent amount of items in them. I'm finding that the base loot also gets duplicated on certain bases with more loot containers. Is it possible to only duplicate the difficulty loot and not the base loot? I'm using the difficulty loot tables as more of filler, while the base loot is the primary loot the players are looking for. Thanks!

  • Like 1
Swedish Chef

Posted

The Skins section is giving me some grief, it seems to be doing opposite of what im asking

i have 

  "Skins": {
    "Boxes": {
      "Include Workshop Skins": true,
      "Preset Skin": 0,
      "Use Random Skin": false
    },

but the only box skins being used are official ones, no workshop ones are appearing.

also

there is 2 imported skins files being created in the raidablebase folder

Capture.PNG.c14155008ec7268283b8260bbff37a20.PNG

theyre both identical but they appear at different times

if i remove skins from my skinbox list, will they get removed from the RB imported list? i would rather them be seperate. i dont want it overwritten etc..

 

  • Like 1
nivex

Posted

13 hours ago, Adam Lewis said:

I'm not sure if this would follow under a suggestion or maybe there is existing functionality that I'm not aware of, but for the different difficulty levels, I have the base loot to contain items like explosives and resources, then the difficulty loot being everything else. I have the option in the profiles set to allow duplicate items so that the boxes would have a decent amount of items in them. I'm finding that the base loot also gets duplicated on certain bases with more loot containers. Is it possible to only duplicate the difficulty loot and not the base loot? I'm using the difficulty loot tables as more of filler, while the base loot is the primary loot the players are looking for. Thanks!

use config option: Do Not Duplicate Base Loot

nivex

Posted (edited)

6 hours ago, Swedish Chef said:

The Skins section is giving me some grief, it seems to be doing opposite of what im asking

i have 

  "Skins": {
    "Boxes": {
      "Include Workshop Skins": true,
      "Preset Skin": 0,
      "Use Random Skin": false
    },

but the only box skins being used are official ones, no workshop ones are appearing.

also

there is 2 imported skins files being created in the raidablebase folder

Capture.PNG.c14155008ec7268283b8260bbff37a20.PNG

theyre both identical but they appear at different times

if i remove skins from my skinbox list, will they get removed from the RB imported list? i would rather them be seperate. i dont want it overwritten etc..

 

its a typo that both are created. you can ignore it. Use Imported Workshop Skins File option must be enabled to use the ImportedWorkshopSkins file. yes, they are separate from skinbox plugin 🙂

Edited by nivex
Swedish Chef

Posted

9 minutes ago, nivex said:

you can ignore it. 

nice thanks,

about the box skins, i think something is backwards,  it seems to be doing opposite of what im asking

i have 

  "Skins": {
    "Boxes": {
      "Include Workshop Skins": true,
      "Preset Skin": 0,
      "Use Random Skin": false
    },

but the only box skins being used are official ones, no workshop ones are appearing.

  • Like 1
l0rdnic0

Posted

Is there a way to make the NPCs despawwn after X amount of time from the pasting of a base? Then once a raid is complete (IE: the player breaks TC (like it already does)) the NPCs respawn before the players get out of the base.

  • Like 1
nivex

Posted

22 hours ago, Swedish Chef said:

nice thanks,

about the box skins, i think something is backwards,  it seems to be doing opposite of what im asking

i have 

  "Skins": {
    "Boxes": {
      "Include Workshop Skins": true,
      "Preset Skin": 0,
      "Use Random Skin": false
    },

but the only box skins being used are official ones, no workshop ones are appearing.

thanks. fixed in next update

  • Like 1
nivex

Posted

7 hours ago, l0rdnic0 said:

Is there a way to make the NPCs despawwn after X amount of time from the pasting of a base? Then once a raid is complete (IE: the player breaks TC (like it already does)) the NPCs respawn before the players get out of the base.

there is no way to despawn the npcs. you can respawn them afterwards using Level 2 option though.

  • Like 1
Swedish Chef

Posted

On 11/18/2021 at 10:00 PM, nivex said:

respawn them afterwards using Level 2 option though.

thats nice, never knew that

  • Like 2
Rezanow

Posted

If I'm seeing floating doors after an RB despawns, would toggling this...

"Include Workshop Skins": true

...to false stop that problem? It only seems to be happening with double doors. I've seen that before with workshop skins and I'm hoping that's an easy solution. 

  • Like 1
nivex

Posted

17 minutes ago, Rezanow said:

If I'm seeing floating doors after an RB despawns, would toggling this...

"Include Workshop Skins": true

...to false stop that problem? It only seems to be happening with double doors. I've seen that before with workshop skins and I'm hoping that's an easy solution. 

I don't know tbh. It is very annoying. It happens even when not using Raidable Bases and only /paste from CopyPaste plugin.

Swedish Chef

Posted

im still dealing with skins.. deployables in particular, i have a list of deployables that are skinned, and sleepingbag is showing me that the config is correct, i remove it from the list and it is not skinned, put it back in and it is skinned fine.

but the fridge is not getting skinned at all, or the locker, or doors, or furnaces..

i had

"Deployables": {
      "Partial Names": [
        "barricade",
        "chair",
        "fridge",
        "locker",
        "reactivetarget",
        "sleepingbag",
        "rug",
        "table",
        "vendingmachine",
        "door",
        "furnace"
      ],

      "Include Workshop Skins": false,
      "Use Random Skin": true,
      "Skin Everything": true

and i was only seeing the sleepingbag changing, nothing else was getting skinned

and then i changed       "Include Workshop Skins": to True, and suddenly everything was skinned with Official skins

also a question, once the skins are working correctly, where does the workshop skins come from .. i mean does the ImportedWorkshopSkins.json only contain loot items skins? or does the workshop deployables list come from there as well.. or is the deployables workshop list just random number..

ta

  • Like 1
Swedish Chef

Posted

thought id just post what im looking for.. i realize the configs i shown aren't giving this, i ws just trying to get a handle on what was going on..

what i was seeing if i could get is that ill be able to use a workshop list for the deployables, no offical skins (reckon if you pay for them, no one else should have the free..) i love being able to have a list for the loot items, but was perusing garage doors in the workshop and id love to see some of these used for deployables.

the boxes match, thats awesome seeing larges the same and a different pair of smalls. theres no hope for doors too?

  • Like 1
Rust Admin

Posted

6 hours ago, nivex said:

I don't know tbh. It is very annoying. It happens even when not using Raidable Bases and only /paste from CopyPaste plugin.

They disappear eventually. I’ve seen this myself - but they always end up disappearing after a few minutes

  • Like 2
Swedish Chef

Posted (edited)

19 hours ago, Rezanow said:

seeing floating doors

ive seen these too, 99% of the time its on my test server, when im building bases and copying and pasting and removing etc. sometimes i have seen a raidablebase leave behind doors but then theyre gone after the next base is pasted down.. so i dont know lol. i had a feeling it was the copypaste plugin..

Edited by Swedish Chef
  • Like 2
nivex

Posted

@Swedish Chefthe issues with skin settings is fixed in the next update and will work as you described

 

  • Love 2
Swedish Chef

Posted

3 hours ago, nivex said:

as you described

youre a magician, thankyou

  • Like 2
Rezanow

Posted (edited)

How is the "chance to automatically spawn" calculated?  I get that I can mark each from 0% to 100%, but does the plugin go down the list in order? Use cumulative probability? I don't know how it works with or without it. 

Basically, I'd like there to be a chance profile like this for nightmare to easy = 1, 2, 4, 8, 16...

Simply put, I want more Easy raids and progressively less chances for the spawning of a Nightmare raid because few are raiding at that level and there's a touch of lag when one spawns. 

Would these settings accomplish what I'm kinda aiming for? Would I need to reduce the Easy from 1.0 to, say, 0.8 to allow others a small chance to spawn? I think with 1.0 I'd always have four easy and *then* a chance for a single other (I have max events at 5). 
 

      "Max Amount Allowed To Automatically Spawn Per Difficulty (0 = infinite, -1 = disabled)": {
        "Allow Max Amount Increase From Difficulties Disabled On A Specific Day Of The Week": true,
        "Easy": 4,
        "Medium": 3,
        "Hard": 2,
        "Expert": 1,
        "Nightmare": 1
      },
      "Chance To Automatically Spawn Each Difficulty (-1 = ignore)": {
        "Easy": 1.0,
        "Medium": 0.5,
        "Hard": 0.25,
        "Expert": 0.12,
        "Nightmare": 0.06,
        "Use Cumulative Probability": true
      },

 

Edited by Rezanow
  • Like 2
nivex

Posted

@Rezanowthe total % using cumulative probability should add up to 100% and yes, you could achieve that then. your chances would be something along the lines of 0.35, 0.3. 0.2, 0.1, 0.05 which would be 35%, 30%, 20%, 10% and 5% for example

 

Quote

A cumulative probability refers to the probability that the value of a random variable falls within a specified range. Frequently, cumulative probabilities refer to the probability that a random variable is less than or equal to a specified value.

disabling cumulative probability would therefore be the opposite. 0.2 would be 80%, 0.4 would be 60%, 0.6 would be 40%, and 0.8 would be 20%. and each value would be configured as such since the cumulative probability wouldn't be used if disabled

 

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