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Everything posted by Wile E.
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@Death There is zero information on the bases page indicating what you learn when you extract the base files. For example, this is in the Nightmare base folder: Please note: Some bases have twig so find "Change Building Material Tier To" in oxide/data/RaidableBases/Profiles/.json and use a grade that works for your server in each profile. I don't believe a customer should learn after making this purchase that they will need to edit all the base files to deal with twig.
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We chatted about the node version and you linked a version you said should work. It did not for me. You were then going to reach out the following day to help through Discord but i never heard from you until this comment now. Can this "project" not be updated to work with the newer Node version ? Mind you, this all sounds rather odd to me. I figure it must have worked for you at some point or you would probably not have released it. Did anyone test it ? If anyone else is paying attention to this thread that has had success setting up this bot please contribute what you know because it may well help.
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Anyone else notice this in Console: [EventsManager] Config update detected! Updating config values... [EventsManager] Config update completed! Those lines show up every time the plugin is loaded. Not sure if anything actually is changing/updating but you would think it would not be there every time the plugin loads.
- 219 comments
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- #eventmanager
- #manager
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Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.RaidProtection+ProtectedEntity.get_FounderUserId () [0x00006] in <2aed0b6af59b4315a3984b24f174aa83>:0 at Oxide.Plugins.RaidProtection+ProtectedEntity.get_HasFounder () [0x00000] in <2aed0b6af59b4315a3984b24f174aa83>:0 at Oxide.Plugins.RaidProtection+ProtectedCupboardManager+<>c__DisplayClass8_0.b__0 (Oxide.Plugins.RaidProtection+ProtectedEntity x) [0x00000] in <2aed0b6af59b4315a3984b24f174aa83>:0 at System.Linq.Enumerable+WhereEnumerableIterator`1[TSource].ToList () [0x0001b] in :0 at System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in :0 at Oxide.Plugins.RaidProtection+ProtectedCupboardManager.GetCupboardsForFounder (System.UInt64 userId) [0x00028] in <2aed0b6af59b4315a3984b24f174aa83>:0 at Oxide.Plugins.RaidProtection+<>c__DisplayClass175_0.b__0 () [0x00018] in <2aed0b6af59b4315a3984b24f174aa83>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in :0
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For me I can't edit any of the File_Cabinet_C prefabs as noted in the attached video. I spent a bit of time trying to see if any other prefabs show similar issues but so far File_Cabinet_C prefabs are the only ones. File_Cabinet_C No Edit.mp4
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This issue is persisting and the NPC will shoot at and kill players flying in minis.
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Should be fixed in next Raidable Bases update
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I was aware of the default timing for air drops but since there was no mention on the plugin page I did not think anything about this. Appreciate you looking into an option though.
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A player just reached out to me to say: "Hey, I just ran 34 barrels in excavator I got to call 1 supply drop and that was because the excavator was at 100% when it started so I ran 34 barrels and the supply drop percentage was at 97% when the last barrel completed Am I missing something here ? I had set Excavator to speed up a bit with these settings: "Excavator": { "Excavator fuel time per diesel (seconds)": 20, "Excavator resource tickrate": 1, "Excavator resource multiplier": { "Stone": 1, "Sulfur": 1, "Metal fragments": 1, "High quality metal": 2.7 } }, "Use excavator settings if GatherManager exists": true
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These base are excellent and used together make a very cool frontier-style town. The design on all parts is very well done with a lot of thought going into details which gives a strong western feel with all the small touches joined together. At $2.99 these are a tremendous bargain and I highly recommend these. I would love to see more buildings in this style. Perhaps a bank, jail with sherrif/npc's protecting an elite crate, something along those lines. Nice work
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- 67 comments
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- #restart
- #rustplugin
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- 67 comments
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- #restart
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- 67 comments
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- #restart
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- 67 comments
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Is there any way with Dynamic Monuments to prevent this ? I am reaching out to Raidable Bases support as well.
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- 67 comments
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- #restart
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- 67 comments
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- #restart
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I don't recall the hotel being like this once pasted but my Admin brought this to my attention. The top floor has 4 or 5 like the pic as well as floors below. Trying to fix these did not work. They just went back to a few planks as shown in the pic. Have I missed something with these bases ? Is there something I can fix ?