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Raidable Bases 2.9.2

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hey guys this is a question for all server owners who use this plugin. how do you handle the left over raid bases built by the players? i assume it affects the spawning of npc bases. thoughts? thank you

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29 minutes ago, saintmichel13 said:

hey guys this is a question for all server owners who use this plugin. how do you handle the left over raid bases built by the players? i assume it affects the spawning of npc bases. thoughts? thank you

I use spawn points on islands for my bases. Every morning after the restart, either myself or one of my admins will check all 16 spawn points and clean up and leftover parts of bases. If you are using random spawn points you would likely need either them to decay or some other plugin to identify the straggling pieces of bases around the maps. Once identified they would either need to be manually removed or allowed to be destroyed by players (simulating a decayed base).

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1 hour ago, saintmichel13 said:

hey guys this is a question for all server owners who use this plugin. how do you handle the left over raid bases built by the players? i assume it affects the spawning of npc bases. thoughts? thank you

my servers vanilla-ish, so i dont want bases to despawn too quick after the tc is gone, because there might be more boxes, or they might be eco-raiding, softsiding etc, so ive got pretty lax settings

"Minutes Until Despawn After Looting (min: 1)": 45,
"Minutes Until Despawn After Inactive (0 = disabled)": 45,
"Minutes Until Despawn After Inactive Resets When Damaged": true,

Edited by Swedish Chef
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Quote

Added `Minutes Until Despawn After Looting Resets When Damaged`

=p

fyi

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6 hours ago, nivex said:

Added `Minutes Until Despawn After Looting Resets When Damaged`

I copied my settings out of config.. are you saying theres supposed to be a different text in there? Or expanding/explaining.. 

 

 

Edited by Swedish Chef
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i'm saying I added this option in next update as a better solution. then you can set the despawn after looting to 5-15 minutes and not worry about it not being enough time, because it will reset if players are still active in the base. @Swedish Chef

Edited by nivex
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@nivex ahh nice, thats cool, ta. sorry i was a bit confused there for a bit.. (had a stroke a while ago, slow sometimes ) staring at the screen thinking, 'man, which one is he talking about, thats so many words in a row.. lol

makes sense now, ta. 'Minutes Until Despawn After Looting Resets When Damaged' is much nicer, then i can lower the 'Minutes Until Despawn After Inactive'... i think.

thanks

(ps just deleted a msg i sent you, had a question, solved)

 

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lol no problem bud. im still recovering from a STEMI so I understand

yea i'm no good at naming the options. they're long winded for sure, but they're meant to be self-explanatory so you don't have to look at the documentation repeatedly

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On 8/29/2022 at 1:20 AM, nivex said:

lol no problem bud. im still recovering from a STEMI so I understand

yea i'm no good at naming the options. they're long winded for sure, but they're meant to be self-explanatory so you don't have to look at the documentation repeatedly

wow holdup here!! you going to take it easy there bud. I bet that there are a few plugin owners more then happy to back you up until your back on track again and fully operational. You need that rest. Especially when you had that.

 

get well soon bud * sends digital hugs * 

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2.5.0 released

you must wait until Rust releases the update! it will not compile until then

if you have issues (including previously reported issues) then report them to me again

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13 minutes ago, TheAdmin said:

i only have 1 base spawning out of 20 that should spawn

 

have they ever spawned or you only just put the plugin on ? need more details post one of your profiles

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26 minutes ago, nashslash said:

have they ever spawned or you only just put the plugin on ? need more details post one of your profiles

not sure if its the map, Gravis Island, used to work just fine on my other maps,  not sure if the updated did something or if its the map

 

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Hello, it is possible to calculate loot in furnace? after the raid resources that were in furnaces do not count towards common loot, i found only lockers (*they have the same problem )

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48 minutes ago, TheAdmin said:

not sure if its the map, Gravis Island, used to work just fine on my other maps,  not sure if the updated did something or if its the map

 

log in in game as admin fly around abit and type /rb grid    to see spawns points that are available for RB i susspect its probably that garbage map if it used to work on proc gen

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No one else is having the problem of bases spawning in zones that should not spawn? (zone manager)

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Hey man i love this plugin! One thing, idk if is related to the new rust version, but when i use /undo, it disconnect me and display this error on the console:

Object reference not set to an instance of an object. at ConstructionSkin.SpawnGibs (BuildingBlock parent) [0x00000] in <00000000000000000000000000000000>:0 at BuildingBlock.SpawnGibs () [0x00000] in <00000000000000000000000000000000>:0 at Client.OnEntityDestroy (Network.Message msg) [0x00000] in <00000000000000000000000000000000>:0 at Client.OnNetworkMessage (Network.Message packet) [0x00000] in <00000000000000000000000000000000>:0 at Facepunch.Network.Raknet.Client.HandleMessage () [0x00000] in <00000000000000000000000000000000>:0 at Facepunch.Network.Raknet.Client.Cycle () [0x00000] in <00000000000000000000000000000000>:0 at Client.Update () [0x00000] in <00000000000000000000000000000000>:0

 

What could i do? It happens to me everytime i do /undo after i paste a base.

Edited by Vengadorweb
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if you /paste  then /undo thats copypaste plugin... dont think those commands would have anything to do with RB.

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hi all 🙂 Anyone else having problems spawning bases with specific spawn points using the spawns database plugin?
is that I always use 3 spawn points on islands that I create, but this wipe only 2 spawn points works, I've done several tests with the server I wiped the server and only 2 spawn points work.
Thanks to anyone who can help 😊

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it should be fixed next update @chuck norris

its most likely topology check blocking it. my bad =p

 

if (!spq.spawns.IsCustomSpawn)
{
    string topology;
    if (!SpawnsController.TopologyChecks(vector, spq.buildRadius, out topology))
    {
        LastMessage = $"Spawn is on blocked topology ({topology})";
        continue;
    }
}

this is the fix, the first line with its open and closed curly brackets go around the enclosed lines of code

Edited by nivex
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2 hours ago, nivex said:

it should be fixed next update @chuck norris

its most likely topology check blocking it. my bad =p

 

if (!spq.spawns.IsCustomSpawn)
{
    string topology;
    if (!SpawnsController.TopologyChecks(vector, spq.buildRadius, out topology))
    {
        LastMessage = $"Spawn is on blocked topology ({topology})";
        continue;
    }
}

this is the fix, the first line with its open and closed curly brackets go around the enclosed lines of code

This has nothing to do with bases spawning on zones created with zone manager does it?

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Hey Nivex! Can I ask why the command to remove the ui got removed? Also, If I made a new ui that's simplified would you be interested? 

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@Emigono, but that is fixed next update which will be out soon

@Tiddytoo many complaints about users accidentally turning it off. just sick of dealing with that. the ui class needs a rewrite anyway.

I would use a better UI yes. I suck at UI. =P 

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9 hours ago, nivex said:

@Tiddytoo many complaints about users accidentally turning it off. just sick of dealing with that. the ui class needs a rewrite anyway.

I would use a better UI yes. I suck at UI. =P 

@nivexSo here is some examples along the lines of what I had in mind. I have the photoshop file so anything can be adjusted. 🙂

Example 1.png

 

Example 2.png

Edited by Tiddy
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