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Jackelmyer

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Everything posted by Jackelmyer

  1. Would really like some sort of feature where explosives try to move to a single box when filling containers in a base with items. Ideally close to the TC. Or "Move Explo into boxes with locks already installed". That way we could put a couple of boxes in a base with key locks attached, and explosives go to those boxes that already had key locks before key locks were added. Something like that so that we could simulate the whole "keep explo in the safer areas of the base" common situation. While also giving a player finding it the "holy crap! I found the boom!" experience.
  2. Feature Request: Summary Screen. Select Base Loot file. Select Difficulty Loot file. Summaries probabilities and min/max amounts of entries. Noting that double entries may exist in the loot tables. For example, a loot table with the opportunity to have low amount of loot spawning and high amount of loot spawning in the same table like the example below. Easy Base Loot Table { "shortname": "grenade.beancan", "name": null, "amount": 3, "skin": 0, "amountMin": 1, "probability": 1.0, "stacksize": -1 } Easy Difficulty Loot Table { "shortname": "grenade.beancan", "name": null, "amount": 15, "skin": 0, "amountMin": 3, "probability": 0.8, "stacksize": -1 }, { "shortname": "grenade.beancan", "name": null, "amount": 25, "skin": 0, "amountMin": 10, "probability": 0.05, "stacksize": -1 }
  3. So i've been working on trying to setup a collection of loot entries in Base Loot and Difficulty loot that gives opportunity for Dud (crap) loot, "Normal" loot, and a Loaded base full of loot. I'm doing things like this... Easy Base Loot Table { "shortname": "grenade.beancan", "name": null, "amount": 3, "skin": 0, "amountMin": 1, "probability": 1.0, "stacksize": -1 } Easy Difficulty Loot Table { "shortname": "grenade.beancan", "name": null, "amount": 15, "skin": 0, "amountMin": 3, "probability": 0.8, "stacksize": -1 }, { "shortname": "grenade.beancan", "name": null, "amount": 25, "skin": 0, "amountMin": 10, "probability": 0.05, "stacksize": -1 } Note: Easy Bases Profile: "Allow Duplicate Items": false - Hoping this means the base isn't by short name. Hoping that each item in the Easy Bases.json (base loot) and Easy.json (difficulty loot) are considered unique items to be rolled, even if the same short name. Alsol trying to prevent Bean Cans rolling 10 times from any of the loot tables. So the base loot is going to make sure whoever raids gets "something", because as far as I can tell, base loot loads into the base first. So the player will get "some" bean cans. Is that correct? Then I'm shooting for a very high probability that they'll get a "normal" roll on more bean cans. I'm hoping that they'll then potentially have the chance for a big payout on bean cans for a loaded base, but only 5% chance for the base to be loaded. My understanding is this... Looking to see where I may be wrong because this is really hard to test in game. Duplicate Items are turned off. Base Loot rolls first and get's loaded into containers (boxes,cupbard, furnaces, etc). With duplicate items turned off, the Bean Cans from the Base Loot will only roll once and load into the base. Difficulty Loot rolls. The high probability Bean Can item entry wins and is loaded into the base containers. With Duplicate Items turned to false/off, this high probability item entry won't roll again. Difficulty Loot rolls. The low probability (to make this a heavily loaded base) wins and loads into the base containers. Remaining amount of items for the base rolls along the same rule as bean can is demonstrating above. Is that how it should work? Does each item entry in the loot table get considered as a unique item according to duplication rules? Or does preventing Duplicates only go by Short Name so you'll only get certain items from the list? What I have experienced thus far is Base Loot will roll along with Difficulty Loot and if the same item is loaded into the base, Duplicate doesn't prevent it. The bigger question is, if I have two items, with the same short name, in a Difficulty Loot Table, do both have the opportunity to roll if Duplicate is disabled? The goal I'm shooting for is: Dud (horrible loot) bases exist as a possibility. "Normal" loot bases exist as a possibility. Loaded bases exist as a possibility. If there's a better way to do it, I'd love to find out what that is.
  4. Feature Request: If the item has been selected to be added to the loot table, don't show the icon as available to be selected or allow an option for this. Will make finding things that have not been added to the loot table much easier.
  5. Jackelmyer

    Invalid Position Error

    I figured this out. The CopyPaste file for the base being loaded had several of the following. I was building in the same spot and destroying buildings. So a bunch of these got added. Woops. This can be closed. { "flags": {}, "ownerid": 0, "pos": { "x": "-5.901207", "y": "-1.326435", "z": "2.616181" }, "prefabname": "assets/prefabs/misc/item drop/item_drop.prefab", "rot": { "x": "0.1494842", "y": "-0.02797583", "z": "6.270467" }, "skinid": 0 },
  6. Jackelmyer

    Base Turrets question

    Try adding sentry.interferenceradius 0 to your server.cfg file. 0 may disable the turret limitation. Or change the 0 to some larger number.
  7. I think you can do this two ways. One in the profile file, for each difficulty there's a setting: "Profile Enabled": true, Might be able to set that to "false" Otherwise, in your RaidableBases.json config file oxide/plugins/config, you could set the amount to spawn = 0. "Max Amount Allowed To Automatically Spawn Per Difficulty (0 = infinite, -1 = disabled)": { "Allow Max Amount Increase From Difficulties Disabled On A Specific Day Of The Week": true, "Easy": 5, "Medium": 5, "Hard": 4, "Expert": 3, "Nightmare": 3 }, I'd try the Profile Enabled first though.
  8. Jackelmyer

    Invalid Position Error

    Are you familiar with an error like what's shown below when a base is pasted onto the map? Only on things I've altered so I'm assuming that there's deployables that probably don't work so well. Like under Research Desks or something along those lines. You've successfully pasted the structure [RaidableBases] raideasy10_jack_v2 @ E7 : 67 items Invalid Position: item_drop[2355353] (-1117.21, -500.53, 628.87) (destroying) Invalid Position: item_drop[2355354] (-1116.72, -500.89, 631.14) (destroying) Invalid Position: item_drop[2355357] (-1113.65, -501.13, 632.93) (destroying) Invalid Position: item_drop[2355352] (-1114.56, -500.49, 630.86) (destroying) Invalid Position: item_drop[2355355] (-1113.47, -500.76, 631.05) (destroying) Invalid Position: item_drop[2355356] (-1113.56, -501.29, 633.64) (destroying)
  9. I figured out the setting config for more realistic walls. "Arena Walls": { "Enabled": true, "Stacks": 2, "Ignore Stack Limit When Clipping Terrain": false, "Use Stone Walls": true, "Use Iced Walls": false, "Use Least Amount Of Walls": true, "Use UFO Walls": false, "Radius": 25.0 },
  10. Would you be able to implement a wall placement mechanism that takes the lowest foundation in a pasted base, sets that as basically the top of the wall, then do just 1 stack on top of that? So for example, stone walls, the barbwire would sit at the top of the lowest foundation, perhaps offset by a small bit to help sink it into the ground some. Or barb wire poking out of the ground. Then stack only 1 set of walls on top of that, we'll call it a foundation of walls that are mostly or fully clipped into the ground. If that were possible, I think we'd eliminate the tubes around bases or the alternative, the nearly fully in ground wall. Or is this what "use least amount of walls" is doing?
  11. I was looking up more on the NPC Spawn plugin API that's used by Better NPC's and it seems like they're supporting all these types of things. I know it'd be a major change but if someone's dedicated to handling the NPC management which does base defense, it may be worth looking into.
  12. That's awesome! I'm so looking forward to your next update! I really wanted bows on my easy base NPCs. Thank you for all the work on this!
  13. I just tested the one liner change you provided and that made aaaaaaaaaall the difference in the world. Peacekeepers seem like the lowest level of loot in order to have the most limited little extra items. But holy heck. What a work out this week getting that sorted. oof.
  14. lol i was about to head to bed but I'll give that a try. If that works, is there a reason you wouldn't want to keep that change in place? or simply add a... if that works better to support both scientists and murderers? if(brain.isMurderer) raid.DropItems(corpse.containers, brain.isMurderer); else raid.DropItems(corpse.containers, brain.attackType != HumanoidBrain.AttackType.BaseProjectile);
  15. So went and did more testing with the Murder Items Drop On Death. I have Easy Bases and Medium Bases configured identically except for item lists. Peacekeeper helped a lot in both Easy and Medium. It's still random whether or not I'll get the peace keeper loot or a mix of Murderer Drop On Death and Peace Keeper loot. Easy Base NPC's are doing a much better job dropping loot. Medium isn't dropping anything from the Murderer Drop On Death Item list. Dunno.
  16. Here's my final Easy Bases profile if you want to poke at it. Easy Bases.json Medium Bases.json RaidableBases.json
  17. Yeah the Kit way didn't work as expected either. Looks like the kit loadout is wiped and the item list miiiiight get used? all weird. Back to the random list without kits and peacekeeper to keep the fluff down.
  18. Just to give you an idea as to what I'm working on, I'm shooting for a somewhat vanilla rust PVE experience. Where "easy" is wood day one. No one really has rifle ammo or even satchels. It's all bows and hide and bean cans and flame throwers etc. With difficulty scaling through the building tiers and "reasonable loot" at each tier. That's what I'm shooting for anyway.. Wood easy, stone medium, sheet metal hard, armored expert, nightmare bananas. Hence why I'm shooting for specifics on everything. None of the scientists loot tables fully pair up to what I'm after.
  19. Difficulties were all set correctly, unchanged from the Raid Tier 3 pack. Checked them repeatedly. I was able to fix it though. My Medium bases were working just fine and I standardized options between them. The only thing that I can thing would have gone sideways was I setup the torso or something to have three empty strings as values of wearables plus other items in the list for torso. I cleaned that up so it only has 1 empty string. To enable randomness. I've spent too much time on a lot of this so not going to dig into that one any more. However the loot drop is still a problem. See below. "Torso": [ "wood.armor.jacket", "wood.armor.jacket", "wood.armor.jacket", "jacket", "", "", "" ], But I still cannot consistently get my loot to drop off of the Murderer Items list correctly. Peacekeeper was able to stop Rifle.Ammo. But now it seems to swap back and forth between dropping Peacekeeper loot and dropping the Murderer Items. I'm going to give up on the random bits. I've spent way to much time on it. But if someone wants to get the Murderer Items Loot Drop list to drop exactly the loot table they want and nothing else, I can't say that I've been able to get that to work. It's been incredibly random for me. I'm going to give Kit's a shot and build 3-6 kits per difficulty so there's at least something random about it. Will let you know if that ends up being a functional path.
  20. Oof. I don't suppose you could send me your config so I could compare? I buggered something up. I've got expert based saying they're spawning but getting marked on map as easy bases. Something's all messed up. Working through it all again. 😩
  21. I get the peacekeeper. I'm trying to figure out how you got Scrap, Pumpkins, and Wood to spawn unless that's in peacekeeper loot. Which I see scrap, but not the rest. Items for scientistnpc_peacekeeper: flare, pickaxe, syringe.medical, scrap, semibody, keycard_green
  22. Testing now. But I've tested Scrap, Wood, and Pumpkin over and over and it's not dropped. Whaaat did you do to make that happen???? Is this with the new version you're working on?
  23. So I did that... And all that drops on the NPC's is Rifle.Ammo now. X-D dang it. lol. Also, it wipes out everything else I'm shooting to have dropped on NPC death so that isn't really the right way to go for this. Any other ideas? 😄
  24. Jackelmyer

    Force WIpe Major Issue

    Just mentioning that I'm hoping the change isn't going to disable that feature for the server as a whole, but only for raidable bases buildings that get spawned.
  25. I have scrap, wood (as a test for resources), and pumpkins all added to Murder Items Dropped on Death. I've done this both on Easy and Medium difficulty profiles. These 3 items don't drop and it seems like it may be specific to Resources and Food in general. I'm also still not able to get rid of Rifle.Ammo and weird loot showing up. I've tried roam, roamtethered in the Spawn Alternate Default Scientist Loot, with enabled set to true and false both. Something is injecting loot outside of my configured loot still that's beyond the loot tables of roam and roamtethered. I noticed there's a call to strip inventory when kits are used. I'm starting to look into dumping the randomized loot and load out to just go with a kit instead hoping I can control, with less randomness, the loot that's dropped. { "Difficulty (0 = easy, 1 = medium, 2 = hard, 3 = expert, 4 = nightmare)": 0, "Commands To Run With Assign Rank After X Completions": { "Commands": [ "inventory.giveto {userid} apple 1", "o.usergroup add {userid} specialgroup" ], "Assign To Owner Of Raid Only": false, "Enabled": false }, "Commands To Run On Event Completion": { "Commands": [ "inventory.giveto {userid} apple 1", "o.usergroup add {userid} specialgroup" ], "Assign To Owner Of Raid Only": false, "Enabled": false }, "Permission Required To Enter": { "Buyable Events": "", "Maintained Events": "", "Scheduled Events": "" }, "Advanced Protection Radius": { "Buyable Events": 50.0, "Maintained Events": 50.0, "Manual Events": 50.0, "Scheduled Events": 50.0, "Obstruction Distance Check": -1.0 }, "Advanced Setup Settings": { "Amount Of Entities To Spawn Per Batch": 1, "Amount Of Entities To Despawn Per Batch": 10, "Height Adjustment Applied To This Paste": 0.0, "Force All Bases To Spawn At Height Level (0 = Water)": -1.0, "Foundations Immune To Damage When Forced Height Is Applied": false, "Kill These Prefabs After Paste": [] }, "Despawn Options Override": { "Override Global Config With These Options For This Profile": false, "Minutes Until Despawn After Looting (min: 1)": 15, "Minutes Until Despawn After Looting Resets When Damaged": false, "Minutes Until Despawn After Inactive (0 = disabled)": 45, "Minutes Until Despawn After Inactive Resets When Damaged": true }, "Elevators": { "Enabled": true, "Anchor Min": "0.406 0.915", "Anchor Max": "0.59 0.949", "Panel Alpha": 0.0, "Required Access Level": 0, "Background Color": "#252121", "Title Background Color": "#000000", "Required Access Level Grants Permanent Use": false, "Required Keycard Skin ID": 2690554489, "Requires Building Permission": false, "Button Health": 1000.0, "Elevator Health": 600.0 }, "Entities Not Allowed To Be Damaged": [], "Entities Not Allowed To Be Picked Up": [ "generator.small", "generator.static", "autoturret_deployed" ], "Additional Bases For This Difficulty": { "raideasy_jack_2x2v2": [ { "Option": "stability", "Value": "false" }, { "Option": "autoheight", "Value": "false" }, { "Option": "height", "Value": "1.0" } ], "raideasy_jack_4x1_v2": [ { "Option": "stability", "Value": "false" }, { "Option": "autoheight", "Value": "false" }, { "Option": "height", "Value": "1.0" } ], "raideasy1_jack_v2": [ { "Option": "stability", "Value": "false" }, { "Option": "autoheight", "Value": "false" }, { "Option": "height", "Value": "1.0" } ], "raideasy2_jack_v2": [ { "Option": "stability", "Value": "false" }, { "Option": "autoheight", "Value": "false" }, { "Option": "height", "Value": "1.0" } ], "raideasy3_jack_v2": [ { "Option": "stability", "Value": "false" }, { "Option": "autoheight", "Value": "false" }, { "Option": "height", "Value": "1.0" } ], "raideasy4_jack_v2": [ { "Option": "stability", "Value": "false" }, { "Option": "autoheight", "Value": "false" }, { "Option": "height", "Value": "1.0" } ], "raideasy5_jack_v2": [ { "Option": "stability", "Value": "false" }, { "Option": "autoheight", "Value": "false" }, { "Option": "height", "Value": "1.0" } ], "raideasy6_jack_v2": [ { "Option": "stability", "Value": "false" }, { "Option": "autoheight", "Value": "false" }, { "Option": "height", "Value": "1.0" } ], "raideasy7_jack_v2": [ { "Option": "stability", "Value": "false" }, { "Option": "autoheight", "Value": "false" }, { "Option": "height", "Value": "1.0" } ], "raideasy8_jack_v2": [ { "Option": "stability", "Value": "false" }, { "Option": "autoheight", "Value": "false" }, { "Option": "height", "Value": "1.0" } ], "raideasy9_jack_v2": [ { "Option": "stability", "Value": "false" }, { "Option": "autoheight", "Value": "false" }, { "Option": "height", "Value": "1.0" } ], "raideasy10_jack_v2": [ { "Option": "stability", "Value": "false" }, { "Option": "autoheight", "Value": "false" }, { "Option": "height", "Value": "1.0" } ], "raideasy11_jack_v2": [ { "Option": "stability", "Value": "false" }, { "Option": "autoheight", "Value": "false" }, { "Option": "height", "Value": "1.0" } ], "raideasy12": [ { "Option": "stability", "Value": "false" }, { "Option": "autoheight", "Value": "false" }, { "Option": "height", "Value": "1.0" } ], "raideasy13": [ { "Option": "stability", "Value": "false" }, { "Option": "autoheight", "Value": "false" }, { "Option": "height", "Value": "1.0" } ], "raideasy14": [ { "Option": "stability", "Value": "false" }, { "Option": "autoheight", "Value": "false" }, { "Option": "height", "Value": "1.0" } ], "raideasy15": [ { "Option": "stability", "Value": "false" }, { "Option": "autoheight", "Value": "false" }, { "Option": "height", "Value": "1.0" } ], "raideasy16": [ { "Option": "stability", "Value": "false" }, { "Option": "autoheight", "Value": "false" }, { "Option": "height", "Value": "1.0" } ], "raideasy17": [ { "Option": "stability", "Value": "false" }, { "Option": "autoheight", "Value": "false" }, { "Option": "height", "Value": "1.0" } ] }, "Paste Options": [ { "Option": "autoheight", "Value": "false" }, { "Option": "height", "Value": "1.0" } ], "Arena Walls": { "Enabled": false, "Stacks": 1, "Ignore Stack Limit When Clipping Terrain": true, "Use Stone Walls": true, "Use Iced Walls": false, "Use Least Amount Of Walls": false, "Use UFO Walls": false, "Radius": 25.0 }, "Eco Raiding": { "Allow Eco Raiding Only": false, "Allow Flame Throwers": true, "Allow Bows": true }, "NPC Levels": { "Level 2 - Final Death": false }, "NPCs": { "Weapon Accuracy (0 - 100)": { "AK47": 15.0, "AK47 ICE": 15.0, "Bolt Rifle": 15.0, "Compound Bow": 15.0, "Crossbow": 15.0, "Double Barrel Shotgun": 15.0, "Eoka": 15.0, "Glock": 15.0, "HMLMG": 15.0, "L96": 15.0, "LR300": 15.0, "M249": 15.0, "M39": 15.0, "M92": 15.0, "MP5": 15.0, "Nailgun": 15.0, "Pump Shotgun": 15.0, "Python": 15.0, "Revolver": 15.0, "Semi Auto Pistol": 15.0, "Semi Auto Rifle": 15.0, "Spas12": 15.0, "Speargun": 15.0, "SMG": 15.0, "Snowball Gun": 15.0, "Thompson": 15.0, "Waterpipe Shotgun": 15.0 }, "Damage Multipliers": { "Explosive Damage Multiplier": 1.0, "Gun Damage Multiplier": 1.0, "Melee Damage Multiplier": 1.0 }, "Spawn Inside Bases": { "Spawn On Floors": true, "Spawn On Beds": true, "Spawn On Rugs": true, "Spawn On Rugs With Skin Only": 1, "Bed Health Multiplier": 1.0, "Rug Health Multiplier": 1.0, "Spawn Murderers Outside": true, "Spawn Scientists Outside": true, "Minimum Inside (-1 = ignore)": 0, "Maximum Inside (-1 = ignore)": 1 }, "Murderer (Items)": { "Helm": [ "wood.armor.helmet", "wood.armor.helmet", "hat.wolf", "hat.wolf", "hat.wolf", "hat.beenie", "hat.cap", "coffeecan.helmet", "hat.miner", "" ], "Torso": [ "wood.armor.jacket", "wood.armor.jacket", "wood.armor.jacket", "jacket", "", "", "" ], "Pants": [ "attire.hide.pants", "burlap.trousers" ], "Gloves": [ "burlap.gloves.new", "" ], "Boots": [ "attire.hide.boots", "burlap.shoes" ], "Shirt": [ "shirt.tanktop", "tshirt", "tshirt.long" ], "Kilts": [ "wood.armor.pants", "" ], "Weapon": [ "machete", "machete", "bow.compound", "spear.wooden", "pistol.revolver" ] }, "Scientist (Items)": { "Helm": [], "Torso": [ "hazmatsuit_scientist_peacekeeper" ], "Pants": [], "Gloves": [], "Boots": [], "Shirt": [], "Kilts": [], "Weapon": [ "rifle.ak" ] }, "Murderer Kits": [ "murderer_kit_1", "murderer_kit_2" ], "Scientist Kits": [ "scientist_kit_1", "scientist_kit_2" ], "Murderer Items Dropped On Death": [ { "shortname": "ammo.pistol", "name": null, "amount": 30, "skin": 0, "amountMin": 6, "probability": 0.15, "stacksize": -1 }, { "shortname": "grenade.beancan", "name": null, "amount": 6, "skin": 0, "amountMin": 1, "probability": 0.2, "stacksize": -1 }, { "shortname": "scrap", "name": null, "amount": 60, "skin": 0, "amountMin": 10, "probability": 1.0, "stacksize": -1 }, { "shortname": "wood", "name": null, "amount": 60, "skin": 0, "amountMin": 10, "probability": 1.0, "stacksize": -1 }, { "shortname": "lowgradefuel", "name": null, "amount": 40, "skin": 0, "amountMin": 5, "probability": 0.2, "stacksize": -1 }, { "shortname": "machete", "name": null, "amount": 1, "skin": 0, "amountMin": 1, "probability": 0.8, "stacksize": -1 }, { "shortname": "arrow.wooden", "name": null, "amount": 25, "skin": 0, "amountMin": 5, "probability": 0.8, "stacksize": -1 }, { "shortname": "pumpkin", "name": null, "amount": 5, "skin": 0, "amountMin": 1, "probability": 0.9, "stacksize": -1 }, { "shortname": "deermeat.cooked", "name": null, "amount": 10, "skin": 0, "amountMin": 5, "probability": 0.75, "stacksize": -1 }, { "shortname": "bandage", "name": null, "amount": 8, "skin": 0, "amountMin": 1, "probability": 1.0, "stacksize": -1 }, { "shortname": "antiradpills", "name": null, "amount": 2, "skin": 0, "amountMin": 1, "probability": 0.50, "stacksize": -1 } ], "Scientist Items Dropped On Death": [ { "shortname": "antiradpills", "name": null, "amount": 2, "skin": 0, "amountMin": 1, "probability": 0.50, "stacksize": -1 } ], "Spawn Alternate Default Scientist Loot": { "Prefab ID List": [ "roamtethered" ], "Enabled": false }, "Random Names": [], "Enabled": true, "Amount That Can Throw Weapons": 2, "Amount Of Murderers To Spawn": 3, "Minimum Amount Of Murderers To Spawn": 1, "Spawn Random Amount Of Murderers": true, "Amount Of Scientists To Spawn": 0, "Minimum Amount Of Scientists To Spawn": 0, "Spawn Random Amount Of Scientists": false, "Allow Npcs To Roofcamp": false, "Allow Npcs To Counter Raid": true, "Allow Npcs To Leave Dome When Attacking": false, "Allow Npcs To Shoot Players Outside Of The Dome": false, "Allow Npcs To Play Catch When Equipped With Explosives": false, "Aggression Range": 70.0, "Block Damage Outside To Npcs When Not Allowed To Leave Dome": true, "Block Damage Outside Of The Dome To Npcs Inside": false, "Despawn Inventory On Death": false, "Spawn Loadout In Corpses Inventory": true, "Health For Murderers": 150.0, "Health For Scientists": 100.0, "Kill Underwater Npcs": true, "Kits Are Unique When Applicable": false, "Player Traps And Turrets Ignore Npcs": false, "Event Traps And Turrets Ignore Npcs": true, "Use Dangerous Treasures NPCs": false }, "Rewards": { "Custom Currency": { "Enabled": false, "Item Shortname": "scrap", "Item Name": null, "Amount": 0, "Skin": 0 }, "Economics Money": 0.0, "ServerRewards Points": 0, "SkillTree XP": 0.0, "Do Not Reward Buyable Events": false }, "Change Building Material Tier To": { "Wooden": false, "Stone": false, "Metal": false, "HQM": false, "Use Adobe Skin": false, "Use Shipping Container Skin": false, "Use Brick Skin": false, "Only Apply Skin When Material Is Enabled": false }, "Change Door Type To": { "Wooden": true, "Metal": false, "HQM": false, "Include Garage Doors": false }, "Damage Scale": [ { "Entity Name": "autoturret_deployed", "Minimum Damage Multiplier": 1.0, "Maximum Damage Multiplier": 1.0 }, { "Entity Name": "sentry.scientist.static", "Minimum Damage Multiplier": 1.0, "Maximum Damage Multiplier": 1.0 }, { "Entity Name": "sam_site_turret_deployed", "Minimum Damage Multiplier": 1.0, "Maximum Damage Multiplier": 1.0 }, { "Entity Name": "sam_static", "Minimum Damage Multiplier": 1.0, "Maximum Damage Multiplier": 1.0 } ], "Auto Turrets": { "Aim Cone": 5.0, "Wait To Power On Until Event Starts": false, "Start Health": 1000.0, "Sight Range": 30.0, "Double Sight Range When Shot": false, "Set Hostile (False = Do Not Set Any Mode)": true, "Requires Power Source": false, "Remove Equipped Weapon": false, "Random Weapons To Equip When Unequipped": [ "rifle.ak" ] }, "Player Building Restrictions": { "Wooden": false, "Stone": false, "Metal": false, "HQM": false, "Use Adobe Skin": false, "Use Shipping Container Skin": false, "Use Brick Skin": false, "Only Apply Skin When Material Is Enabled": false }, "Water Settings": { "Allow Bases To Float Above Water": false, "Chance For Underwater Bases To Spawn (0-100) (BETA - WORK IN PROGRESS)": 0.0, "Prevent Bases From Floating Above Water By Also Checking Surrounding Area": false, "Maximum Water Depth Level Used For Float Above Water Option": 1.0, "Minimum Water Depth Level Used For Seabed Option": -20.0, "Maximum Water Depth Level Used For Seabed Option": -35.0, "Torpedo Damage Multiplier (Min)": 5.0, "Torpedo Damage Multiplier (Max)": 10.0 }, "Spawns Database": { "Spawns Database File (Optional)": "none", "Prevent Building Until Base Spawns": false, "Ignore Safe Checks": false, "Ignore Safe Checks In X Radius Only": 0.0, "Ignore Player Entities At Custom Spawn Locations": false, "Kill Sleeping Bags": true }, "Radiation": { "Enabled": false, "Damage": 1.0, "Rads": 2.0, "Protection Required": 6.0 }, "Sam Site": { "Repairs Every X Minutes (0.0 = disabled)": 5.0, "Range (350.0 = Rust default)": 75.0, "Requires Power Source": false, "Minimum Health": 1000.0, "Maximum Health": 1000.0 }, "Tesla Coil": { "Requires A Power Source": true, "Max Discharge Self Damage Seconds (0 = None, 120 = Rust default)": 0.0, "Max Damage Output": 35.0, "Health": 250.0 }, "Profile Enabled": true, "Maximum Land Level": 2.5, "Allow Players To Use MLRS": true, "Allow Third-Party Npc Explosive Damage To Bases": false, "Add Code Lock To Unlocked Or KeyLocked Doors": true, "Add Key Lock To Unlocked Or CodeLocked Doors": false, "Add Code Lock To Tool Cupboards": true, "Add Key Lock To Tool Cupboards": false, "Add Code Lock To Boxes": false, "Add Key Lock To Boxes": false, "Add Code Lock To Lockers": false, "Add Key Lock To Lockers": false, "Close Open Doors With No Door Controller Installed": true, "Allow Duplicate Items": true, "Allow Players To Pickup Deployables": false, "Allow Players To Deploy A Cupboard": false, "Allow Players To Deploy Barricades": true, "Allow PVP": false, "Allow Friendly Fire (Teams)": true, "Amount Of Items To Spawn For Buyable Events (0 = Use Default Value)": 0, "Minimum Amount Of Items To Spawn (0 = Use Max Value)": 60, "Amount Of Items To Spawn": 120, "Amount Of Items To Spawn Increased By Item Splits": true, "Flame Turret Health": 300.0, "Block Plugins Which Prevent Item Durability Loss": true, "Block Damage Outside Of The Dome To Players Inside": false, "Block Damage Outside Of The Dome To Bases Inside": false, "Block Damage Inside From Npcs To Players Outside": false, "Building Blocks Are Immune To Damage": false, "Building Blocks Are Immune To Damage (Twig Only)": false, "Boxes Are Invulnerable": false, "Boxes Are Invulnerable Until Cupboard Is Destroyed": false, "Spawn Silently (No Notifcation, No Dome, No Map Marker)": false, "Despawn Dropped Loot Bags From Raid Boxes When Base Despawns": false, "Protect Loot Bags From Raid Boxes For X Seconds After Base Despawns": 0.0, "Divide Loot Into All Containers": true, "Drop Tool Cupboard Loot After Raid Is Completed": false, "Drop Container Loot X Seconds After It Is Looted": 65.0, "Drop Container Loot Applies Only To Boxes And Cupboards": false, "Create Dome Around Event Using Spheres (0 = disabled, recommended = 5)": 5, "Empty All Containers Before Spawning Loot": true, "Empty All Containers (Exclusions)": [ "xmas_tree.deployed", "xmas_tree_a.deployed" ], "Eject Corpses From Enemy Raids (Advanced Users Only)": true, "Eject Corpses From PVE Instantly (Advanced Users Only)": false, "Eject Enemies From Purchased PVE Raids": true, "Eject Enemies From Purchased PVP Raids": false, "Eject Enemies From Locked PVE Raids": true, "Eject Enemies From Locked PVP Raids": false, "Explosion Damage Modifier (0-999)": 100.0, "Ignore Containers That Spawn With Loot Already": false, "Loot Amount Multiplier": 1.0, "Loot Amount Multiplier (raidablebases.buyable.vip.pve)": 1.0, "Loot Amount Multiplier (raidablebases.buyable.vip.pvp)": 1.0, "Maximum Respawn Npc X Seconds After Death": 0.0, "Minimum Respawn Npc X Seconds After Death": 0.0, "No Item Input For Boxes And TC": true, "Penalize Players On Death In PVE (ZLevels)": false, "Penalize Players On Death In PVP (ZLevels)": false, "Require Cupboard Access To Loot": false, "Require Cupboard Access To Place Ladders": false, "Skip Treasure Loot And Use Loot In Base Only": false, "Use Buoyant Boxex For Dropped Privilege Loot": false, "Use Buoyant Boxex For Dropped Box Loot": false, "Force Time In Dome To (requires raidablebases.time)": -1, "Remove Locks When Event Is Completed": false, "Always Spawn Base Loot Table": true }
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