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Raidable Bases 3.0.6

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nivex

Posted

Post #3901

3.0.6 has been released. ❤️

This requires the Rust update to compile.

Also, please read the update notes! 

  • Love 4
miniMe_rust

Posted

Thank you @nivex for all your hard work, especially to address concerns about changed ToS. Personally I will do both, enable the new option to suppress paid and DLC items, and additionally use cleaned loot tables (your original from the Tier 3 bases pack, cleaned using a loot table editor) because APIs can fail and I don't want to blindly trust an option. Nonetheless I find your level of support and commitment outstanding and inspiring. Thank you so much.

If you ever decide to sell support packages (= donation) to generate some extra income for your hard work, I'm pretty sure not only me will be happy to buy one once in a while. Such packages could be several sizes, depending on how much a user wants to support or can afford - not sure if codefling allows such "empty" packages. It has been about 2 years since I purchased your plugin and bases pack, and it feels a bit strange to have you working on and improving your fantastic plugin, and getting nothing in return.

Keep up the great work!

  • Like 2
nivex

Posted

@miniMe_rust

Thank you! I agree with everything you've said. 

Just a reminder to everyone: 3.0.6 update requires the Rust update to compile.

  • Like 1
Craft

Posted

After the update, the loot set in Difficulty_Loot will always appear, regardless of its probability

nivex

Posted

Known bug: metal detector sources and other such entities with enableSaving set to false will block custom spawn points. I will fix this, but I'm going to wait a bit and see if any other issues pop up first. 

Here's a fix for anyone that needs it now. On line 12615 change :

if (e is BuildingBlock || e.ShortPrefabName.Contains("wall.external.high") || !e.enableSaving || e.HasFlag(BaseEntity.Flags.Locked))

to:

if (e is BuildingBlock || e.ShortPrefabName.Contains("wall.external.high") || !e.enableSaving && e.HasFlag(BaseEntity.Flags.Busy) && e.HasFlag(BaseEntity.Flags.Locked))

I wish more developers would use dedicated or dummy skins instead, it would be easier to detect your events since I won't use any API for that as it would be too expensive in this method.

nivex

Posted (edited)

15 minutes ago, Craft said:

After the update, the loot set in Difficulty_Loot will always appear, regardless of its probability

Hi, send me the difficulty loot file and it's profile. I can check it out.

It's likely just rolling probability more than once in order to make up for insufficient loot due to DLC items. Probability was not changed otherwise.

I'm happy to look at your files and see what's going on though.

Edited by nivex
Craft

Posted (edited)

1 hour ago, nivex said:

Hi, send me the difficulty loot file and it's profile. I can check it out.

It's likely just rolling probability more than once in order to make up for insufficient loot due to DLC items. Probability was not changed otherwise.

I'm happy to look at your files and see what's going on though.

I sent you a message

Edited by Craft
  • Like 1

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