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Raidable Bases 2.9.8

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ZEODE

Posted (edited)

3 hours ago, Zoreeno said:

They fixed issues for the OnEntityBuild hook with the newest oxide patch. Update your oxide and the error should go away. 

No, this is new since that update. They are aware and working on it now though I believe. Hopefully another Oxide update soon to fix.

Edited by ZEODE
Zoreeno

Posted

5 hours ago, ZEODE said:

No, this is new since that update. They are aware and working on it now though I believe. Hopefully another Oxide update soon to fix.

Ah yeah you're right. I think they recently posted a new (new) oxide update that hopefully fixes. 

nivex

Posted

yeah there's nothing I can do to fix that error afaik. Rust or Oxide will have to

Xandra

Posted (edited)

nm

 

Edited by Xandra
nivex

Posted

i assume an update fixed the hook error?

Swedish Chef

Posted

does the 

(21:27:12) | Failed to call hook 'OnEntityBuilt' on plugin 'RaidableBases v2.6.6' (NullReferenceException: Object reference not set to an instance of an object)
  at UnityEngine.GameObjectEx.ToBaseEntity (UnityEngine.GameObject go) [0x00000] in <7c6dbdd86dc740d3848b044916cfe4b2>:0 
  at Oxide.Plugins.RaidableBases.OnEntityBuilt (Planner planner, UnityEngine.GameObject go) [0x0000d] in <f888a7802de54d038a31c0363a7152fa>:0 
  at Oxide.Plugins.RaidableBases.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00986] in <f888a7802de54d038a31c0363a7152fa>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <bae5f1223fce49c493b01571c99dce02>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <bae5f1223fce49c493b01571c99dce02>:0

actually hurt anything?

i cant remember if i updated oxide recently or not.. will do , but ppl on server right now..

but yea i was wondering if it does anything bad

Neighigh

Posted

8 hours ago, Swedish Chef said:

does the 

(21:27:12) | Failed to call hook 'OnEntityBuilt' on plugin 'RaidableBases v2.6.6' (NullReferenceException: Object reference not set to an instance of an object)
  at UnityEngine.GameObjectEx.ToBaseEntity (UnityEngine.GameObject go) [0x00000] in <7c6dbdd86dc740d3848b044916cfe4b2>:0 
  at Oxide.Plugins.RaidableBases.OnEntityBuilt (Planner planner, UnityEngine.GameObject go) [0x0000d] in <f888a7802de54d038a31c0363a7152fa>:0 
  at Oxide.Plugins.RaidableBases.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00986] in <f888a7802de54d038a31c0363a7152fa>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <bae5f1223fce49c493b01571c99dce02>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <bae5f1223fce49c493b01571c99dce02>:0

actually hurt anything?

i cant remember if i updated oxide recently or not.. will do , but ppl on server right now..

but yea i was wondering if it does anything bad

I have this showing up as well, I noticed it appeared when I was trying to place things on buildings where vanilla fp build ruling would block me. Doesn't appear anything is actually breaking or glitching when this comes up on my end.

  • Like 1
nivex

Posted

its harmless. the rust update broke it so the game object can be null which cause it to throw a null error. previously it could never be null so it was never thrown. i've added a check for it next update

  • Like 3
Dr.D.Bug

Posted (edited)

Is it possible that samsite does not work since last update or since version 2.6.5?
I can remember them working, but not exactly until which version 🤷‍♂️

pls. help 🥺

...could it also have something to do with the zone manager? I have now worked with zones for the first time. But outside these zones the behavior is the same 😩

Edited by Dr.D.Bug
Swedish Chef

Posted

just realized i didnt describe it properly..

when i asked if you could add a 'force door skins to match' option, it would be great if they came from a list of chosen skins, (theres so much garbage in the workshop..)

merry xmas, ta

nivex

Posted (edited)

@Dr.D.Bugheya, this is fixed in the next update already =]

@Swedish Chefahhh ok, yes it's good that you clarified, and merry xmas to you and any others that celebrate it as well 😛

 

Edited by nivex
  • Like 1
Vengadorweb

Posted

Hey man! Dumb question over here, do you know if i move my server to community if i can still use this event plugin?

Xandra

Posted

Hello 🙂 I'm having an issue with SAM sites not firing. 

"Mounts Can Take Damage From SamSites": true,

 "Weapons": {
    "Infinite Ammo": {
      "AutoTurret": true,
      "FlameTurret": true,
      "FogMachine": true,
      "GunTrap": true,
      "SamSite": true
    },
    "Ammo": {
      "AutoTurret": 256,
      "FlameTurret": 256,
      "FogMachine": 5,
      "GunTrap": 128,
      "SamSite": 24
    },
    
    "SamSite Repairs Every X Minutes (0.0 = disabled)": 5.0,
    "SamSite Range (350.0 = Rust default)": 75.0,
    "SamSite Requires Power Source": false,
    "Test Generator Power": 100.0

I am using TruePVE and these flags are enabled  "SamSitesIgnorePlayers, TrapsIgnorePlayers, TurretsIgnorePlayers", but inside the raid bubbles, turrets and traps hurt players but samsites do not.

Any idea what I might have wrong? 

Also, a little while ago I asked about the tree being removed when I added a treehouse build to RaidableBases. You asked what tree and I responded but didn't hear anything more. Is this something that might change in the future or should I hang up my treehouse dreams? 

Thank you!! 😄



 

Neighigh

Posted

44 minutes ago, Xandra said:

Hello 🙂 I'm having an issue with SAM sites not firing. 

"Mounts Can Take Damage From SamSites": true,

 "Weapons": {
    "Infinite Ammo": {
      "AutoTurret": true,
      "FlameTurret": true,
      "FogMachine": true,
      "GunTrap": true,
      "SamSite": true
    },
    "Ammo": {
      "AutoTurret": 256,
      "FlameTurret": 256,
      "FogMachine": 5,
      "GunTrap": 128,
      "SamSite": 24
    },
    
    "SamSite Repairs Every X Minutes (0.0 = disabled)": 5.0,
    "SamSite Range (350.0 = Rust default)": 75.0,
    "SamSite Requires Power Source": false,
    "Test Generator Power": 100.0

I am using TruePVE and these flags are enabled  "SamSitesIgnorePlayers, TrapsIgnorePlayers, TurretsIgnorePlayers", but inside the raid bubbles, turrets and traps hurt players but samsites do not.

Any idea what I might have wrong? 

Also, a little while ago I asked about the tree being removed when I added a treehouse build to RaidableBases. You asked what tree and I responded but didn't hear anything more. Is this something that might change in the future or should I hang up my treehouse dreams? 

Thank you!! 😄



 

75 is a very low range, I think most turrets outrange this by default so I'd suggest first trying to increase that.

I'm pretty sure you can't copy the Big Swamp Trees into a base file so that won't be a thing. There are some creative approaches to putting bases on stilts but those giant swamp trees aren't usable right now. There may be a way to get the prefab to spawn outside of this plugin, from there you could force the spawn point for your design, although... Placement and rotation would be mighty hard to get right..

Xandra

Posted

46 minutes ago, Neighigh said:

75 is a very low range, I think most turrets outrange this by default so I'd suggest first trying to increase that.

I'm pretty sure you can't copy the Big Swamp Trees into a base file so that won't be a thing. There are some creative approaches to putting bases on stilts but those giant swamp trees aren't usable right now. There may be a way to get the prefab to spawn outside of this plugin, from there you could force the spawn point for your design, although... Placement and rotation would be mighty hard to get right..

Thank you for your response! I have not altered the ranges on the autoturret or the samsite - those are the defaults w/ RaidableBases. But, that said, my friend flew his mini right into the bubble and right on top of the samsites without them reacting at all.

As for the treehouse, during a recent update of CopyPaste, the option to copy a tree with a base was added which is why I was inspired to make the treehouse in the first place. I was using one of the oak trees - not a swamp tree and I was able to paste the treehouse successfully with the tree but when added to RaidableBases, the tree did not spawn. Nivex confirmed that the plugin deletes the trees but my question was to ask if maybe that might change in the future given the update to CopyPaste.

  • Like 1
Neighigh

Posted

Copy! I see what you mean. Not sure why the SAMs aren't firing at all, those settings are valid and should be doing what you want(I think lol).
Raidable Bases clearing trees for the spawn makes sense. Maybe it's possible to omit pasted trees during that deletion or clear the trees before the base is pasted. Wouldn't want to turn that off entirely, could end up with an oops.

Delltus

Posted

I wanted to know if it was still possible to make the furnaces lootable in ores and the clothing lockers if so how?

 

nashslash

Posted

53 minutes ago, Delltus said:

I wanted to know if it was still possible to make the furnaces lootable in ores and the clothing lockers if so how?

 

Make sure this is set to false

  "Empty All Containers Before Spawning Loot": false,

its found in your data folder profiles.

recopy and re save raidbases including the loot you wanted into the cupbaords and furnaces.

Swedish Chef

Posted

2 hours ago, Delltus said:

I wanted to know if it was still possible to make the furnaces lootable in ores and the clothing lockers if so how?

to move the ores to furnaces:

"Move Cookables Into Ovens": true,

to have items moved to lockers:

      "Move Items Into Lockers": true,

both found in  in config/RaidableBases.json

  • Like 1
Swedish Chef

Posted

1 hour ago, nashslash said:

"Empty All Containers Before Spawning Loot": false,

2 hours ago, Delltus said:

possible to make the furnaces lootable in ores and the clothing lockers

might be language misunderstanding,

i think deltus is asking 'how do i get ores to spawn into furnaces and also items spawning in lockers'?

nashslash is saying how to put items into the furnace and lockers before the loot has spawned (loot will be static same every time)

sorry if confusing?

  • Like 2
Delltus

Posted

yes that's exactly her thank you

nivex

Posted (edited)

On 12/15/2022 at 7:23 PM, Xandra said:

@nivex The one I used in my build is oak_b.prefab that I spawned in using the Build plugin.

 

ah well I missed this response sorry about that. I would need the full NRE to figure out what's going on. you can find that in the server log file (not oxide log)

it's probably best to send me that specific file in DM

Edited by nivex
nivex

Posted (edited)

On 12/28/2022 at 2:11 PM, Xandra said:

Hello 🙂 I'm having an issue with SAM sites not firing. 

"Mounts Can Take Damage From SamSites": true,

 

thanks, this is fixed in the next update already

On 12/28/2022 at 5:09 PM, Delltus said:

I wanted to know if it was still possible to make the furnaces lootable in ores and the clothing lockers if so how?

 

as per the patch notes, Move Cookables Into Ovens has been disabled for now. you can of course still add items to the copypaste file

Move Items Into Lockers would allow items frequently used in player kits to spawn into lockers 

Additional Containers To Include As Boxes could be enabled (if Destroying The Cupboard Completes The Raid is not enabled) so that lockers are required to be looted in order for the raid to end if you place high value on items in lockers

lockers can hold a substantial amount of items so you must understand that you will have far fewer items in boxes as a result

Edited by nivex
Swedish Chef

Posted

5 hours ago, nivex said:

as per the patch notes, Move Cookables Into Ovens has been disabled for now

Doh! Missed that.. always the way.. usually do.. but not when it matters

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