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Message added by IIIaKa,

This plugin can work without plugins from the "DEPENDS ON" section, but it is recommended to install them.

If you decide to purchase this plugin, please consider the Bundle purchase, as the price is the same, but in addition, you will receive other plugins as well.

P.S. Any suggestions for improvement will be taken into consideration.

Message added by IIIaKa,

Due to FP's 'brilliant' update, make sure to check item skins in newbie kits.

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This area is for discussion and questions. Please use the support area for reporting issues or getting help.

Recommended Comments



Tay

Posted

@IIIaKa Hi, I updated to the latest version of the RealPVE and RaidableBases plugins, and after the updates the RB plugin stopped working. Inside the raid I can’t deal any damage, while before it worked normally. The RB developer told me the issue isn’t on his side — could your latest update have affected this?

IIIaKa

Posted

On 9/18/2025 at 7:00 PM, Tay said:

@IIIaKa Hi, I updated to the latest version of the RealPVE and RaidableBases plugins, and after the updates the RB plugin stopped working. Inside the raid I can’t deal any damage, while before it worked normally. The RB developer told me the issue isn’t on his side — could your latest update have affected this?

Hello! I don’t see you in the list of customers. Are you sure you purchased this plugin not from a pirated website?

Antag0nisticWomble

Posted

Would it be possible to have the notifications use NCP or Notify rather than the default rust banners?

Stark

Posted

This needs to be compatible with Server Rewards. 

IIIaKa

Posted

On 10/26/2025 at 2:56 AM, Stark said:

This needs to be compatible with Server Rewards. 

Hello. In the next update, support for the ServerRewards plugin will be added, but if both the Economics and ServerRewards plugins are present, Economics will take priority.

erdemkrdgn

Posted

Hello good day, I am thinking of buying it but I am just wondering if it works with a raidable base.

This question may have been asked many times, but I'm sorry, just curious.

They can raid the raid bases that appear, right?

And for example, players' houses cannot be raided, but players can kill each other in oil or missile silos, but they do not die in their homes.

 

IIIaKa

Posted (edited)

3 hours ago, erdemkrdgn said:

Hello good day, I am thinking of buying it but I am just wondering if it works with a raidable base.

This question may have been asked many times, but I'm sorry, just curious.

They can raid the raid bases that appear, right?

And for example, players' houses cannot be raided, but players can kill each other in oil or missile silos, but they do not die in their homes.

 

Hello, yes, this plugin works with RaidableBases.
In this plugin, the entire map is a PvE zone, but PvP zones can be created through 3rd party plugins(MonumentsWatcher, DynamicPVP, RaidableBases, AbandonedBases, Arena plugins and etc).
And most importantly, with this plugin you can keep server.pve true, which allows your server to have the PvE tag in the server browser.

Edited by IIIaKa
IIIaKa

Posted

On 10/16/2025 at 9:26 AM, Antag0nisticWomble said:

Would it be possible to have the notifications use NCP or Notify rather than the default rust banners?

Hello, the next update will include support for the UINotify and NCP plugins.

Kreavles

Posted

RealPVE - Failed to compile: 'BasePlayer' does not contain a definition for 'missions' and no accessible extension method 'missions' accepting a first argument of type 'BasePlayer' could be found (are you missing a using directive or an assembly reference?) | Line: 63, Pos: 40

IIIaKa

Posted

8 minutes ago, Kreavles said:

RealPVE - Failed to compile: 'BasePlayer' does not contain a definition for 'missions' and no accessible extension method 'missions' accepting a first argument of type 'BasePlayer' could be found (are you missing a using directive or an assembly reference?) | Line: 63, Pos: 40

Hello, are you sure you're using the correct Rust server branch? "missions" will only be removed in the Naval update, which has been postponed to February.

Kreavles

Posted

My bad, was testing on staging and assumed the compile issue would transfer into this update. Naval delay messed with the routine lol. All is running well

  • Like 1
StrongWolves

Posted

@IIIaKa

Hello,
I have been dealing with an issue with AbandonedBases for some time. When a player raids a base and finds a locked box, then destroys it, it turns into a grey stash that cannot be looted. I was wondering if this could be caused by a conflict with the RealPVE plugin. Do you know how you could help me with this?

IIIaKa

Posted

2 hours ago, StrongWolves said:

@IIIaKa

Hello,
I have been dealing with an issue with AbandonedBases for some time. When a player raids a base and finds a locked box, then destroys it, it turns into a grey stash that cannot be looted. I was wondering if this could be caused by a conflict with the RealPVE plugin. Do you know how you could help me with this?

Hello. Try do this:
https://codefling.com/files/sc/23387-does-this-plugin-work-with-abandoned-bases/#findComment-126000

StrongWolves

Posted

@IIIaKa

 

Hi, RealPVE is causing problems with Raidable Bases…
When I enter a raid while RealPVE is enabled, I don’t receive any cooldown after finishing the raid. But if I disable RealPVE and enter the raid normally, I do get the cooldown after completion.

I’ve been dealing with this for about a week, and only now I figured out that RealPVE is the cause. Is it possible to add some kind of ignore for RealPVE? It’s really breaking the system I have set up.

I’m sending the RealPVE + Raidable Bases config.



{
  "Is RaidableBases enabled?": false,
  "RaidableBases Console command": "rbevent",
  "Is it worth enabling forced auto-buy for raidable bases where the final price is greater than 0?": true,
  "Settings for the RaidableBases. WARNING: The first value will be used as a template for new levels": [
    {
      "Price": 0.0,
      "Language key for displaying the difficulty name": "MsgRaidableBasesEasy",
      "List of difficulty levels to which these settings apply": [
        0
      ],
      "Time in seconds (1-15) given to respond for purchasing a Raidable Base. Note: This is shown to everyone who enters, and the first person to buy it will claim it": 5.0,
      "Is it worth using a progress bar for bars with a counter?": true,
      "PvP - Sets the delay in seconds that a player remains in PvP mode after leaving a PvP RaidableBase. 0 disables the delay": 10.0,
      "Settings id for the status bar": "raidable_bases_easy",
      "Settings id for the progress status bar": "raidable_bases_easy"
    },
    {
      "Price": 0.0,
      "Language key for displaying the difficulty name": "MsgRaidableBasesMedium",
      "List of difficulty levels to which these settings apply": [
        1
      ],
      "Time in seconds (1-15) given to respond for purchasing a Raidable Base. Note: This is shown to everyone who enters, and the first person to buy it will claim it": 5.0,
      "Is it worth using a progress bar for bars with a counter?": true,
      "PvP - Sets the delay in seconds that a player remains in PvP mode after leaving a PvP RaidableBase. 0 disables the delay": 10.0,
      "Settings id for the status bar": "raidable_bases_medium",
      "Settings id for the progress status bar": "raidable_bases_medium"
    },
    {
      "Price": 0.0,
      "Language key for displaying the difficulty name": "MsgRaidableBasesHard",
      "List of difficulty levels to which these settings apply": [
        2
      ],
      "Time in seconds (1-15) given to respond for purchasing a Raidable Base. Note: This is shown to everyone who enters, and the first person to buy it will claim it": 5.0,
      "Is it worth using a progress bar for bars with a counter?": true,
      "PvP - Sets the delay in seconds that a player remains in PvP mode after leaving a PvP RaidableBase. 0 disables the delay": 10.0,
      "Settings id for the status bar": "raidable_bases_hard",
      "Settings id for the progress status bar": "raidable_bases_hard"
    },
    {
      "Price": 0.0,
      "Language key for displaying the difficulty name": "MsgRaidableBasesExpert",
      "List of difficulty levels to which these settings apply": [
        3
      ],
      "Time in seconds (1-15) given to respond for purchasing a Raidable Base. Note: This is shown to everyone who enters, and the first person to buy it will claim it": 5.0,
      "Is it worth using a progress bar for bars with a counter?": true,
      "PvP - Sets the delay in seconds that a player remains in PvP mode after leaving a PvP RaidableBase. 0 disables the delay": 10.0,
      "Settings id for the status bar": "raidable_bases_expert",
      "Settings id for the progress status bar": "raidable_bases_expert"
    },
    {
      "Price": 0.0,
      "Language key for displaying the difficulty name": "MsgRaidableBasesNightmare",
      "List of difficulty levels to which these settings apply": [
        4
      ],
      "Time in seconds (1-15) given to respond for purchasing a Raidable Base. Note: This is shown to everyone who enters, and the first person to buy it will claim it": 5.0,
      "Is it worth using a progress bar for bars with a counter?": true,
      "PvP - Sets the delay in seconds that a player remains in PvP mode after leaving a PvP RaidableBase. 0 disables the delay": 10.0,
      "Settings id for the status bar": "raidable_bases_nightmare",
      "Settings id for the progress status bar": "raidable_bases_nightmare"
    }
  ],
  "Version": {
    "Major": 0,
    "Minor": 1,
    "Patch": 3
  }
}

  • Like 1
nivex

Posted (edited)

Heya, regarding purchases... RealPVE's flow is enter -> purchase, but RaidableBases is purchase -> enter. Buyable Cooldowns block buying, not entry to a base (hence "cooldown"), so using Maintained or Scheduled Events for purchases can bypass the cooldown when those bases have already spawned.

RealPVE uses the setowner command from RaidableBases when purchasing, which effectively purchases the event at no additional cost and applies a Buyable Cooldown. When the event finishes, players end up with buyable cooldowns instead of player lockouts (which block entry, hence "lockout"). So when they go to another event and enter it, they are not ejected, because Buyable Cooldowns do not block entry. This is why the restrictions get bypassed in this flow.

First, this functionality should be optional (line 8111).

Second, I will add a new command in the next update that RealPVE can use:

  • rbe setowner <ID> lockout - purchases event at no additional cost, converts to a public event, applies a player lockout

This command currently exists (and is what RealPVE uses):

  • rbe setowner <ID> - purchases event at no additional cost, converts to a purchased event, applies a buyable cooldown

And some more API:

  • HasBuyableCooldown(BasePlayer player, string mode) (and an overload that takes int level instead of string mode)
  • RemovePlayer(BasePlayer player, bool justEntered = true, float tolerance = 1f) to forcefully remove a player from any event. If they just entered, pass justEntered = true. tolerance controls how much extra radius is used when checking for the player.

To be clear, neither plugin is broken. They are both behaving correctly given the options that currently exist. I respect the developer's kind words (and the community), so I will pay it forward by adding the new command. Unless there's some serious bug that requires patching, this will not be implemented until the next Rust update in March.

Edited by nivex
Stark

Posted

Anyone else having issues with Monument Ownership and sharing it with teammates?

Looks like some team members can't loot together in the same monument. 

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  • Like 3

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