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Everything posted by SirApesALot
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Version 1.0.0
4 downloads
About Christmas Bases by Apes (15+ Base Pack) All Tiers! Due to the new TOS: Please remove the ability for your players to pick up deployables in your raids! This pack uses several DLC content and skins to hide traps! Give your players the gift of many deaths this Christmas! Torture your players with these Christmas Bases that have death around every corner! Tons of sneaky traps and layouts guaranteed to make your players hate you! Hand crafted by the great SirApesALot these bases will leave your players running back naked over and over again, definitely not beginner friendly raids. Bring your skills (and grenades)! Because you will need every raiding trick in the book to conquer these. In the "Bases" Folder you will find 15+ raidable bases that you can add to your servers Raidable Bases by Nivex. All levels are included There is currently 6 - Easy / 4 - Medium / 3 - Hard / 2- Expert / 1 - Nightmare Raid costs: (Easy 6-8 mollies) (Medium 26-30 satchels) (Hard 14-18 rockets) (Expert 34-36 rockets) (Nightmare 55-60 rockets) Everyone of these torture chambers was created by me for my vanilla gather rate weekly server. These are best suited for servers that are more balanced loot wise, and a more advanced player base with experience raiding (beginners WILL rage quit). None of these are walk throughs, I have no mercy on my players....do you? I recommend giving more satchels and C4 in the lower tier raids to increase the effectiveness of traps (rockets ruin everything lol) and players are more likely to blow themselves up with satchels which is always entertaining. These are not simple raids for beginners, if they don't understand how to use twig and ladders to work around traps, or pay attention for eco raidable walls they will struggle. They also may never trust rugs or spiral stairs ever again! Understanding when to take your time, and when to jam a med stick in your arm and push past a trap is necessary! But, they will laugh and feel a sense of accomplishment after completing a raid! Raids in this pack marked with an s in the file to remember to turn stability to "true" on that base if you have it false. they have collapsing floor mechanics that requires it. (xmaseasy1s, xmashard1s and xmashard2s) Make sure to have your config set so autoturrets and sam sites do not require power. It is recommended you have NPC's spawn inside and configured to "spawn on bags" --- Easy - 1, Medium - 2, Hard - 3, Expert - 4, Nightmare - 5 Near everything is skinned for Christmas, with sound effects and more traps than you can shake a stick at! Traps are everywhere, containers already placed for loot If upgrading or replacing doors be sure to check if a door controller is attached. Loot Tables: As said on Raidable Bases plugin you need your own loot tables. All raids are tested on Planet of the Apes PvE. If you have any questions feel free to stop in our discord (https://discord.gg/M228N2F79m), or if you would like to test our raids that can be arranged Attached is a Raidable Bases configuration for those in need RaidableBases.json$4.50-
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- #base pack
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Bots spawning under textures at the Launch Site
SirApesALot replied to Stormo's Support Request in Support
I would open a ticket on his discord, they answer fast there. I'm told they do not answer tickets here anymore -
oddball not too important issue: if you have a door controller on shutters, they spring open when the base spawns. They are closed in the copy paste file, and the door controllers are working as intended, I have a trap that opens a door and shutter at the same time, the shutter is opening as soon as the base spawns and stays open. If you trigger the trap and the door opens, when it closes so does the shutter. sorry for the oddball traps lol
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Planet of the Apes: Advanced PVE And it functions fine other than the red text. So do not stress over it and take your time. I appreciate your responses and hard work! I feel better knowing it is just me lol
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MushroomEvent.json
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sorry, just saw the reply, yes, running it now, few minutes
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Like the litany of people before me, Time zone is not functioning properly. Leading to console spam along with not functioning properly. As everyone needs this to work for today, any plans on an update?
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I also purchased this today and am having the same issue...
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So i created a trap in my raidable bases using radioactive water. They are spawning in the raid base just fine, including still showing the radioactive water in the barrels. But the water coming out of the sprinklers is not radioactive nor is it drawing from the barrels. Any way to fix this? Thanks in advance. Edit: upon further investigation it seems to be an issue with the component fluid combiner in copy paste ( tried to use it because the game only allows 4999 radioactive water in a barrel for some reason) so for anyone trying to do this never use that component and go straight to the pump.
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NPC spawn update will be out sometime soon with a fix for anything that uses it
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after asking in his discord, he said he does not answer support here. I will be hesitant to buy from this vendor again. Nowhere on the site does it say no support here. Though he was very helpful in discord. Maybe this is an overreaction on my part. 2 months with no answer is a long time
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at the end the event every player on the server gets a giant red wall of text in the top left hand corner of our screen. As it does not appear in console,, I can't really tell you what it says other than a lot of letters lol
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Facepunch cracking down on non ownership of dlc/skins
SirApesALot replied to Swampy's topic in General
A bit late to the party here. So what is the Facepunch stance on using skins/dlc on our raidable base designs? That is not giving it to players (as long as you disable picking up deployables)? I have hundreds of base designs that use the skins to hide traps. Any guidance going forward? Thanks in advance! -
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before i reinstall this in my server, has this been remedied?
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Ok seems updating Vanish which had a similar issue, has fixed my compiling error. on restart this appeared then both plug ins loaded correctly: [Vanish] Automatically Harmony patched 'BaseNetworkable.GetConnectionsWithin_Patch2' method. (BaseNetworkable_GetConnectionsWithin_Patch) [Vanish] Automatically Harmony patched 'BaseEntity.SignalBroadcast_Patch2' method. (BaseEntity_SignalBroadcast_Patch) [Vanish] Automatically Harmony patched 'EffectNetwork.Send_Patch2' method. (EffectNetwork_Send_Patch) [Vanish] Automatically Harmony patched 'Item.SetItemOwnership_Patch2' method. (Item_SetItemOwnership_phrase_Patch) [Vanish] Automatically Harmony patched 'Item.SetItemOwnership_Patch2' method. (Item_SetItemOwnership_string_Patch) [Vanish] Automatically Harmony patched 'BasePlayer.Teleport_Patch2' method. (BasePlayer_Teleport_Patch) [Vanish] Load Data
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I was having the same issue, and getting a similar issue from vanish. I updated vanish and it fixed both, not sure why. But this did appear on my console on restart [Vanish] Automatically Harmony patched 'BaseNetworkable.GetConnectionsWithin_Patch2' method. (BaseNetworkable_GetConnectionsWithin_Patch) [Vanish] Automatically Harmony patched 'BaseEntity.SignalBroadcast_Patch2' method. (BaseEntity_SignalBroadcast_Patch) [Vanish] Automatically Harmony patched 'EffectNetwork.Send_Patch2' method. (EffectNetwork_Send_Patch) [Vanish] Automatically Harmony patched 'Item.SetItemOwnership_Patch2' method. (Item_SetItemOwnership_phrase_Patch) [Vanish] Automatically Harmony patched 'Item.SetItemOwnership_Patch2' method. (Item_SetItemOwnership_string_Patch) [Vanish] Automatically Harmony patched 'BasePlayer.Teleport_Patch2' method. (BasePlayer_Teleport_Patch) [Vanish] Load Data This may be totally useless to you, and sorry if i wasted your time. But now both plug ins load correctly on restart
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Plug in not compiling correct on restart
SirApesALot replied to SirApesALot's Support Request in Support
it appears vanish had a similar issue at update. maybe you can implement a similar fix? actually since i used the Vanish update it appears to have done something to my harmony or maybe there was a conflict. [Vanish] Automatically Harmony patched 'BaseNetworkable.GetConnectionsWithin_Patch2' method. (BaseNetworkable_GetConnectionsWithin_Patch) [Vanish] Automatically Harmony patched 'BaseEntity.SignalBroadcast_Patch2' method. (BaseEntity_SignalBroadcast_Patch) [Vanish] Automatically Harmony patched 'EffectNetwork.Send_Patch2' method. (EffectNetwork_Send_Patch) [Vanish] Automatically Harmony patched 'Item.SetItemOwnership_Patch2' method. (Item_SetItemOwnership_phrase_Patch) [Vanish] Automatically Harmony patched 'Item.SetItemOwnership_Patch2' method. (Item_SetItemOwnership_string_Patch) [Vanish] Automatically Harmony patched 'BasePlayer.Teleport_Patch2' method. (BasePlayer_Teleport_Patch) [Vanish] Load Data and now Pumpkinhead loads correcetly, any idea why. Does this help at all lol
