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Dr.D.Bug

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Everything posted by Dr.D.Bug

  1. Dr.D.Bug

    Lights On

    Hi @Mals, no problem at all. I'll send you my config and the List of Plugins soon. Maybe there will be some conflicts with Everlight and No Decay. . I forgot to mention; in the current constellation with all these plugins the torches won't disappear. But at least I wouldn't keep Everlight as additional plugin just for the torches.
  2. Dr.D.Bug

    Lights On

    I haven't found whether this question has already been asked here. Unfortunately, torches of all kinds fall apart and disappear. Is there a way to keep them?
  3. Dr.D.Bug

    BotReSpawn

    Have you read the comments before and installed the newest Version uploaded today? We all had problems with the default names "Scientist".
  4. Dr.D.Bug

    BotReSpawn

    In the prior versions, the bots that I equipped with a kit always had individual names. That is no longer the case and now they are all just called Scientist. Did i missed something in the configuration?
  5. Dr.D.Bug

    Raidable Bases

    I'm sorry if I have to ask again at this point. How exactly do I configure the use of the SpawnsDatabae in the Raidable Bases Configuration? The SpawnsDatabase is relatively simple and I can set the spawn points quickly, but I'm a bit confused when it comes to the configuration here, sorry
  6. Dr.D.Bug

    Raidable Bases

    Ah, I wasn't aware that your plugin could work with the spawns database. That's a great tip, thank you very much. I'll be happy to try it out the next wipe. Thanks!
  7. Dr.D.Bug

    Raidable Bases

    How can I prevent a base from being created on the edge of an island? The designated zone by the Zone Manager is slightly smaller than the island itself, but the base often appears right on the island's edge. Unfortunately, even when I reduce the zone size, the plugin still uses the entire island area. Is there a parameter I can use to control this, besides the one that prevents building on water? best regards, Dr..D.Bug ~~ still in love with this plugin ~~
  8. Dr.D.Bug

    Raidable Bases

    My question was about which specific loot the individual profiles in the ""Spawn Alternate Default Scientist Loot": {" section could contain, if you activate this. I would like to have more knowledge about what our players can earn as yield, or at least get an idea how I can better control the loot to give to my players, even a vague idea of what they "could" expect from a base would be fine.
  9. Dr.D.Bug

    Raidable Bases

    Hi there, i also removed the "heavy" from our loot profiles because almost every second npc had a minigun in their backpack. Is it possible to find an overview somewhere of what can be included in the individual loot profiles? I would be grateful for any help.
  10. Dr.D.Bug

    Raidable Bases

    Is it possible to add an additional level to the RaidBases, like HELL, or just to rename the current available levels? We had multiple discussions especially on nightmare bases where some players are crying, these are to hard and some say it should be a bit harder. My thouhgts are; what if i could install a level "Hell", where i can say; if you try that level you're completely on your own and have no guarantee that you'll ever be able to do it.
  11. Dr.D.Bug

    Air Event

    Is it possible to prevent spwaning the event from over water?
  12. Dr.D.Bug

    Water Event

    Ist it possible to spawn an amount of bots under water with diving suit and harpoon?
  13. Dr.D.Bug

    Raidable Bases

    @nivex: Just for your information - if no one had reported this yet - in version 2.7.6 the scientists running around suddenly have more loot. This now roughly corresponds to the standard scientists loot and they now sometimes drop a weapon too. like I said, just FYI. I'm now going back to version 2.7.4, thanks
  14. Dr.D.Bug

    Raidable Bases

    Uups ... ... ... tnx!
  15. Dr.D.Bug

    Raidable Bases

    When i try the chat command /rb info i currently get this attached result. As far as i remember in the past i got the base filename there Do i have to check my configuration anywhere?
  16. Dr.D.Bug

    Raidable Bases

    Are the logfiles in "/oxide/logs/RaidableBases" are necessary for any analytics or leaderboard statistics? In other words; can i cleanup there periodically?
  17. Dr.D.Bug

    Raidable Bases

    Tesla Coils are now always on, although they should be activated by a hsbc sensor. Should i now set this always to true? ... "Tesla Coil": { "Requires A Power Source": false, "Max Discharge Self Damage Seconds (0 = None, 120 = Rust default)": 0.0, "Max Damage Output": 35.0, "Health": 250.0 },
  18. Dr.D.Bug

    Raidable Bases

    argh, I'm such a blind moron, thanks
  19. Dr.D.Bug

    Raidable Bases

    In which file can i find the lifetime stats? Last wipe we unfortunately wiped them though
  20. I could swear we had the plugin Rusty Bangers here from Codefling. Is Mike Hawke's plugin Rusty Bangers no longer available?
    A really nice piece of work. Great alternative to the original water treatment with nice key card puzzles. I look forward to putting this into our next wipe cycle map.
  21. Dr.D.Bug

    Raidable Bases

    Thanks
  22. Dr.D.Bug

    Raidable Bases

    Short question: Is the inner area of the raidbase dome protected against MLRS?
  23. Dr.D.Bug

    Raidable Bases

    Unfortunately, currently i have the problem that the zone defined by the zone manager is not being used as desired. First I created a flat zone on the map with RustEdit with a width of 200 and also defined a zone with this width via the zone manager. However, my current problem is that the zone of possible spawn points is always larger than the zone from the zone manager. Even if I reduce the zone to 150, the entire area of the created island is always used. May i have overlooked any parameter in the configuration? Zone 200: Zone 150:
  24. Dr.D.Bug

    Raidable Bases

    Do the stats of /rb ladder no longer reset after wipe (v2.7.0)? Can i reset them by command?
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