jayinwww
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Support Replies posted by jayinwww
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So, really liking this plugin but it has one major issue for our server. People save up a lot of boom and HVs etc for Nightmare and Expert Bases. But a few times now the server restarted when they were half way through, and the base vanished. Please tell me there is a fix for this. Fingers crossed.
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Is there a way for the boss monsters to not show up on the map when you press G?
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I noticed heli loot bag of HVs and flares at junkyard, I imagine the heli just crashed? Is there a fix for this?
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heli comes but doesn't shoot, just flies around bases until they crash.
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20 hours ago, nivex said:
hi, Convert PVP to PVE is still set to false under Maintained Events
Scheduled Events:
- Not enabled (line 464) but you have wipe hours and PVE configured properly
Maintained Events:
- Set to spawn 50 bases (line 434)
- Only 5 out of the 50 are configured to spawn (line 63)
- No wipe hours are configured (line 435)
- Set incorrectly to spawn as PVP (change line 450 to true)
Buyable Events (line 412)
- 1 base is allowed to be purchased (line 416)
- Allow Players To Buy PVP Raids (line 413) is set to false when it should be true, the bases are not going to be PVP because they're being converted to PVE.
- Convert PVP to PVE (line 425) is set to true, so again, there's no need to block PVP raids when you have no PVE profiles.
Using a convert option doesn't make a profile PVE, it makes the event type PVE where you configured it. If you want a profile to be PVE then change Allow PVP to false in the profiles, but there's no reason to do this until you have PVE and PVP profiles. That is what the Allow Players To Buy PVP Raids option exists for, to distinguish between the two. Otherwise, Convert PVP to PVE will always override Allow PVP. Only a permission or Chance To Randomly Spawn PVP Bases can override a convert option. Yes, a very complicated but feature rich plugin
Nevix, you are a beauty. I'm still digesting what you said, but for now I think I am okay hehe.
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1
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RaidableBases.jsonHopefully this worked, i believe I attached the file.
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This is what it is set to now:
"Chance To Randomly Spawn PVP Bases (0 = Ignore Setting)": 0.0,
"Include PVE Bases": true,
"Include PVP Bases": true,
"Minimum Required Players Online": 1,
"Maximum Limit Of Players Online": 300,
"Permission To Ignore With Players Online Limit": "",
"Time To Wait Between Spawns": 15.0,
"Convert PVE To PVP": false,
"Convert PVP To PVE": true,
"Ignore Safe Checks": false,
"Ignore Safe Checks In X Radius Only": 0.0,
"Ignore Player Entities At Custom Spawn Locations": false,
"Spawn Bases X Distance Apart": 100.0,
"Spawns Database File (Optional)": "none" -
All the bases are showing up as PVP and I would like them as PVE.
I tried to change a few settings but nothing seems to be working.
Can someone point me in the right direction?
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I have pvp event on cargo when crate is open, but the red bubble doesn't follow the boat or update, just stays at original location of the locked crate when activated.
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On 10/12/2025 at 8:39 PM, jayinwww said:
I imagine that is in the config? I will check, thanks.
supply.signal worked for the shortname, all good, thank you.
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supply.signal worked, thank you
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Would this be correct then? I don't see how it deciphers between easy, medium hard difficulties though.
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i am trying to add the heli signal plugin. But in the short name it doesn't allow me to change it to 'helisignals.easy' or 'Heli Signal (Easy)'.
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5 hours ago, The_Kiiiing said:
Did you check if the custom loot table is actually enabled?
I imagine that is in the config? I will check, thanks.
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hello, on my server I just want to add heli signals to locked crates. But I don't want to change the regular vanilla loot. Is that easy and possible to do with your plugin?
i used "blood" instead of scrap and I see it in the table but it doesn't work as per your example.
I'd like to add it as a percentage to drops, but you can see bottom picture it doesn't work.
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In the example for the plugin it showed Blood for the short name.
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I like to keep the loot as vanilla, but I just want to add a percentage chance for some heli signals to spawn in locked crates. Is that possible?
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I installed the plugin and put default player to be able to "use". I fished until my fishing rod was half damaged and caught nothing. I wouldn't want it too be too easy I guess to get loot. But is this normal?
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Any update?
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No fix I take it?
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is it possible to add more skins from the workshop?
like 'add wallpaperskin RustID 00000000' etc?
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Any update?
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Everything seems to be working but when I hit a barrel it doesn't give me 10X loot.
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How to install and get working?
I don't see any install instructions
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Anyone have a step by step guide to get this working? I tried for hours and hours and I just can't get it working.
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I used Day and Night plugins before. This one you have I like better. But gives the same issues all day and night plugins give me.
1. People starve quick for no reason
2. Markers on the map bug out.
3. People getting kicked killing an NPC.
4. People freezing to death quickly for no reason.
Im not sure why these things happen on my server when I mess with Day / Night plugins. I remove them everything works fine.
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I used Day and Night plugins before. This one you have I like better. But gives the same issues all day and night plugins give me.
1. People starve quick for no reason
2. Markers on the map bug out.
3. People getting kicked killing an NPC.
4. People freezing to death quickly for no reason.
Im not sure why these things happen on my server when I mess with Day / Night plugins. I remove them everything works fine.
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Loot
in WalkingDead
Sweet, thank you.
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Loot
in WalkingDead
They seem to spawn a lot of loot. To stop people from killing each other over and over for loot can i assume the following?
"Zombie spawn cooldown (seconds)": 300,
Does this mean a player can't be killed twice in a row and a zombie spawns again? Can I turn this to 3600 for an hour? And a player can't be a zombie for an hour?
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Does this plugin work?
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I think normally it's 45 minute day and 15 minute night totaling a 60 minute cycle. If I changed the config to 50 and 10. Would that mess anything up?
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Well your plugin makes day and night 2 hours instead of 1 hour. So does the Cargo no spawn twice as less with your plugin?
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I see in the config that low quality joint should give wood boost, but it appears it only gives a boost to horse running speed. Am I missing something here?
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What about spawning a multi heli easy or wave heli easy?
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If feels like cargo now takes a long time to spawn. Does this mess with cargo spawn rates?
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I'd like to just have one page with all info on that one page for my server. But when I remove the buttons on the left in the json file I get this error when I reload the plugin.
WelcomePanel v4.3.6: Failed to load config file (is the config file corrupt?) (JsonToken EndArray is not valid for closing JsonType Object. Path '', line 181, position 3.)
Could not initialize plugin 'WelcomePanel v4.3.6' (NullReferenceException: Object reference not set to an instance of an object)
at Oxide.Plugins.WelcomePanel.LoadConfig () [0x0001d] in <218282eb643d4880a0a96ade4942b52b>:0
at Oxide.Core.Plugins.Plugin.HandleAddedToManager (Oxide.Core.Plugins.PluginManager manager) [0x0000f] in <beb2b64691c64e2b95b99491bd85442c>:0
at Oxide.Core.Plugins.CSPlugin.HandleAddedToManager (Oxide.Core.Plugins.PluginManager manager) [0x00000] in <beb2b64691c64e2b95b99491bd85442c>:0
at Oxide.Plugins.CSharpPlugin.HandleAddedToManager (Oxide.Core.Plugins.PluginManager manager) [0x00000] in <206a0f2c6ee141f38e2ad549cde44d70>:0
at Oxide.Plugins.RustPlugin.HandleAddedToManager (Oxide.Core.Plugins.PluginManager manager) [0x0028e] in <003e098c427441da8dea4c89e38289d2>:0
at Oxide.Core.Plugins.PluginManager.AddPlugin (Oxide.Core.Plugins.Plugin plugin) [0x00027] in <beb2b64691c64e2b95b99491bd85442c>:0
at Oxide.Core.OxideMod.PluginLoaded (Oxide.Core.Plugins.Plugin plugin) [0x00035] in <beb2b64691c64e2b95b99491bd85442c>:0
Previous version of plugin failed to load: WelcomePanelIs it not possible to remove the buttons and just have one page of info?
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7 minutes ago, Jbird said:
Again, BetterNpc does not spawn cargo ships.
The RPC error you shared twice, for kicks and joining errors, BetterNpc does not add markers in any way. So this could also not be a result of the plugin.
BetterNpc has nothing to do with damage to players. Arctic Suits are not total cold protection either it's just the highest protection you can get if I remember correctly.
As far as the monuments that you have set to false that are spawning NPCs would need examples and to know if you're talking about BetterNpcs spawning there or just default NPCs. Need specific examples though. You're welcome to come to the Mad Mapper Discord and create a ticket so you can less publicly share config files and that sort of thing but you can share one as an example here and I can look over it.
I removed the plugin and the Cargo ships stopped spawning. Very strange as if what you say is true, then I don't know what is causing the issue. After BetterNpc was removed all issues stopped except the issue with markers on the map. They seem to be bugged. So perhaps something went corrupt or I don't know. It doesn't make sense. I will reinstall the entire server and try again.
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After the update it started spawning cargo ships like crazy again.
I had some monuments as false so no npcs should be there. but was spawning npcs anyways.
Also some people were getting this error rpc error in server_addmarker
Some where freezing to death in the snow biome day or night with arctic suits
I removed the plugin and everything is working fine now.
Some had this error when trying to join 'rpc error in server_addmarker'
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I installed the plugin, I spawned the traveling vendor "spawn travellingvendor" but I don't see the items listed in your config file.
i see there is 5 items per listed below equal to 20 items. How can I do 25 items but still only list 5 at a time?
"RESOURCE_VENDOR": 50,
"ATTIRE_VENDOR": 50,
"TOOLS_VENDOR": 50,
"WEAPON_VENDOR": 50Also, I don't believe this is working "Time (seconds) for replenishing N amount of goods": 1200 as you can buy the same item right away afterwards.
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I have a strange issue where the plugin is spawning multiple cargos. Sometimes there is 3 cargos on my server at one time. I reloaded the plugin just to test this theory and sure enough every time I reloaded the plugin it spawned another cargo. What's strange is that I have the NPCs disabled for cargo.
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I added you on discord, maybe we can chat there?
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6 hours ago, Jbird said:
Honestly there are a lot of ways to do it, just depends on what works best for you.
One thing you can do with option 4 is to just pick a different prefab path to maybe a normal scientist for example, to give basic scientist drops.
You can also use the option to create your own loot table, and use the configuration to make a specific loot table to your choosing.
There are more ways to do it beyond that but those are the easiest recommendations I can make.
Correct minimum and maximum timer for respawn, and yes it is in seconds.
Yeah for tier 1 monuments I just want to have basic loot for the npcs to drop. What's the easiest way to do that?
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Is it possible to make the npcs have different weapons at the same monument? like if I added two of these below just as an example. Some npcs will have a shotgun and some will have mp5?
{
"ShortName": "smg.mp5",
"Amount": 1,
"SkinID (0 - default)": 2373921258,
"Mods": [
"weapon.mod.flashlight",
"weapon.mod.holosight"
],
"Ammo": ""
},{
"ShortName": "pump.shotgun",
"Amount": 1,
"SkinID (0 - default)": XXXXXXXX,
"Mods": [
],
"Ammo": ""
}, -
Also is there a way to extend npc respawn time after killed?
"Minimum time of appearance after death (not used for Events) [sec.]": 1000.0,
"Maximum time of appearance after death (not used for Events) [sec.]": 2000.0,Does that mean 1000 seconds before they spawn back min.?
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Is there a way to have the NPCs spawn less loot at tier 1 monuments. Would Loot table number 4 do that? I was looking around but I don't see where I can selected 1 though to 5.
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I appears that no one can train anything, but they can still see the tech tree.
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Does this still not work?
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When someone attacks a player or an animal this happens they get kicked from the server.
Expected: Value was not Null)
at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00107] in <beb2b64691c64e2b95b99491bd85442c>:0
at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0
AssertionException: connection != null
Assertion failure. Value was Null
Expected: Value was not Null -
Not fixed in 1.1.14, just fyi, thanks though!
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1 hour ago, realedwin said:
0.75 means 25% protection. What is your issue?
Yes, but I set that for online protection. Offline should be 100.l first 6 hours
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Not sure why, but the offline raid protection follows the valve for online raid protection when turned on. So if I set 0 to 23 for hours and them all at 0.75. The offline protection is 25% not 100 percent for the first 6 hours to what I have it set to.
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One of the satellites was 1 square on shore from water, guys driving a boat were 1 square out in the water on a boat, and they kept hitting invisible things in the water and a few of them died for no reason. I have noticed extra lag on the server as well. I only changed 1 setting in the config and that was to remove broadcasting to chat.
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33 minutes ago, Iftebinjan said:
I can disable this free crated from my plugin. Soon there will be a update
Thank you so much, do you have a discord or something? I'd love to discuss your Raid Sim plugin with you on some ideas I have.
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8 hours ago, Iftebinjan said:
This plugin removeing thr chinkook thats why its not ending the event or stuck
I removed that plugin, I figured that might be what it was. Is there a way this plugin can add a few NPCs to protect the chinook dropped crates that the game regularly drops or somehow to disable it? I like the way your plugin adds some PVE to getting a crate and not just getting a free crate for nothing. People were doing your even plugin but when the free crate drops, then people don't bother with your monument plugin they just go for the free crate then complain they are bored hehe
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Not sure why but this plugin stopped working. I do have another plugin that disables the chinook locked crate at Train Yard and Power Plant shown below: Not sure if that is causing the issue or not. If I reload the plugin one monument starts but another one doesn't.
using System;
using System.Collections.Generic;
using UnityEngine;namespace Oxide.Plugins
{
[Info("ChinookCrate", "Ryuk", "1.0.0")]
[Description("Remove hackable crate when the chinook drops it.")]
public class ChinookCrate : RustPlugin
{
void OnCrateDropped(HackableLockedCrate crate)
{
NextTick(() =>
{
if (crate != null && !crate.IsDestroyed)
{
if (IsChinookNearby(crate.transform.position, 20f))
{
crate.Kill();
}
}
});
}private bool IsChinookNearby(Vector3 position, float radius)
{
var entities = new List<BaseEntity>();
Vis.Entities(position, radius, entities, Rust.Layers.Mask.Vehicle_World);foreach (var entity in entities)
{
if (entity is CH47Helicopter)
{
return true;
}
}
return false;
}
}
} -
We made it so the Monument Events last longer, 2 hours, to give players a chance to gear up and head over etc. If it's a event that has a heli, the heli sometimes vanishes before the event ends, not sure if that is possible to fix or not. Another thing we noticed is when fighting the heli, at a monument beside the event monument. The heli will run away back to the event monument when it looks to have full damage, both routers burning, but it stays flying when we expected it to crash.
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I installed the plugin, I made it so players can't buy this plugin only get it using a /kit. I used perms to give admin full access.
I then went to console and typed
'inventory.give "helisignals.easy" "1"' but didn't work.
I then tried '/hsgive helisignals.easy steamid amount' and that didn't work, it says not recognized.
I just want to add these to my inventory so then I can copy a custom kit.
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The auto default for night still turns off and on when I turn off and on weapon laser.
Also now players seem to be able to wear a facemask for example and miners helmet together at the same time, not sure if that will cause player issues or server crashes.
oh I forgot to mention another suggestion, instead of /headlight on/off, maybe make it /hl on/off just so it's more easy to toggle on and off.
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Great, thanks!
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Is there a way to stop the plugin from broadcasting to local chat?
And is there a way for the event to last just a bit longer? I like people finding it just by looking at the map.
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We found with the offline protection, if a car has offline protection and gets pushed into a few trees it will lose the offline protection. Also be nice if someone raided a base it would be nice to give them some what of a penalty, like they lose a certain amount of offline protection, be nice to make it stackable. Is there a way to do a command that will give a user no offline protection if they break the rules by putting a wall around someone's base?
So far the plugin works great though, thank you. You should make it a pay to buy plugin.
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I went to previous version and is working fine. It seems the new version doesn't seem to make a config file.
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I am having this same problem
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I uploaded all the files but no config file was made, I typed caravanstart in console but no response.
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I uploaded the cs file in plugins folder, then picked one of the json files and put in config, I reloade oxide plugins. I joined the server and no welcome message came up?
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Also, what does this do? Include players that are whitelisted on Codelocks.
I was doing some testing. A person who shares 3 bases only had offline protection on 1 of the 3 bases. I am not sure why that is...
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i reloaded oxide and it's working... I think.
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Plugin doesn't make a config file?
I installed this plugin but it didn't make any config file, and also no evidence it even works?
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Is it possible to add a penalty if someone did raid? Like if they destroyed a certain amount of a base like a stone wall or two they themselves won't get offline protection for 12 or 24 hours? Also perhaps make it stackable? so if they raided two bases, they themselves have 24 or 48 hours of no protection?






Raid base vanished after restart
in Raidable Bases
Posted
Thanks for responding, that's too bad. We will try and look into alternatives. Be nice if bases could just spawn in and decay on there own. But larger bases would need a lot of upkeep. Or if these bases could spawn in that require no upkeep. Once TC is destroyed or if it's not raided after a certain amount of time, they just decay.