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File Comments posted by miniMe_rust
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It seems update 1.7.8 re-introduced the vehicle bug - players can't mount or dismount their vehicles when inside a monument zone. Rolling back to version 1.7.6 solved that issue.
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14 minutes ago, LoneWolf71 said:
Where did you find 1.7.4? I don't have it anymore.
You can click Updates > See Changelog > 1.7.4 > Download
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16 minutes ago, LoneWolf71 said:
The latest update seems to have locked people out of minis, possibly other vehicles. You cant get in or out if you are in a monument area. This started right after I installed the update. Thanks.
Same here. I first thought the player's minicopter was bugged, but another player couldn't unmount their submarine (so yes, other vehicles are affected, too). It turned out players can't unmount their vehicles when inside a monument, but when they returned to their bases mounting and unmounting worked fine again. Went back to version 1.7.4 - that solved the vehicle problem.
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21 hours ago, Pepuni. said:
Hi, I'm interested in this plugin since I'm creating a PvE server, but I have a question: would this plugin prevent people outside your team from looting you if you die?
At the same time, I'm also looking for something so that if you kill an NPC, only you or your team can loot their loot. Does the plugin do this? Thanks.
Yes to the first question, no to the second.
You can configure who can loot owned items or teammates through the /sprules chat command. But - to my best knowledge - this doesn't apply to NPCs and who killed them. You can even prevent other players from looting your player-called supply drops (but not Excavator drops).
All in all this is a solid plugin. I use it myself on my 2 PvE servers and it just does the job.
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On 1/12/2026 at 8:35 PM, nivex said:
hi, np, I've included the guid at the end of each hook call in the next update
Guid guid
example
private void OnAbandonedBaseStart(Vector3 center, float radius, bool AllowPVP, List<BasePlayer> intruders, List<ulong> intruderIds, List<BaseEntity> entities, bool CanDropBackpack, bool AutomatedEvent, bool AttackEvent, Guid guid) { // attack event means someone started the event by attacking the base with the abandonedbases.attack permission. this will only convert a base when it has become abandoned }
You're the best!
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Hi @nivex,
I would like to suggest an idea - maybe this is something you can imagine to put into Raidable Bases:
It would be really nice if players could rate the Raidable Base they just did to help server owners, something simple like "did you like this base?" and yes/no or thumbs up/down. This could then allow for some ranking analogue to rb ladder with the most liked or disliked bases., maybe top 3 and bottom 3 per difficulty.
The benefit for server owners would be they see what to add more of, and which bases better to remove.
I currently ask my players to do the ranking in Discord but get too few answers. Not everyone is on Discord, and even a ranking there does not guarantee the player actually did that raid. Some just like to prank.
Thanks again for a great plugin worth every cent. Players love it!
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25 minutes ago, nivex said:
heya,
use the vector3 center as the unique ID for bases. use the network ID for tugboats. I can add a guid to the hooks but its really not necessary with those
I can add a hook to be called before any ownerid changes. you will still need to get the privs from the entities list.
private void OnAbandonedBaseStart(Vector3 center, float radius, bool AllowPVP, List<BasePlayer> intruders, List<ulong> intruderIds, List<BaseEntity> entities, bool CanDropBackpack, bool AutomatedEvent, bool AttackEvent) { // attack event means someone started the event by attacking the base with the abandonedbases.attack permission. this will only convert a base when it has become abandoned }
Im glad you are learning!
Hi Nivex,
I don't want to overcomplicate things, hence if nobody else requests anything please use your time for more important things. I actually used the Vector3 as key, but saw that it isn't stable for tugboats (yeah, no surprise
) but also not for normal bases. I then converted Vector3.ToString() to cut off every decimal but 2 places after the comma and use that as key. That works, perfect for bases ... good enough for tugboats. Overall this works for me.
However, I think getting the NetId for tugboats could be another nice exercise, even though I'm not entirely sure what I'm supposed to do with it. It is probably part of the entity list and might even vanish if a raider actually destroyed the tugboat while raiding it. I really don't know if such a corner case is worth the effort and I'm better off using the NetID for tugboats. So far I get the event start, completion and end. Tugboats often drift a fair bit, so that the position changed when the event ends, which is where I lose the ownerId. But really this is a corner case, and in Discord I have all the needed info when a player asks me what happened to their base. That is all I wanted.
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On 1/9/2026 at 7:03 PM, nivex said:
hi, the hook is called too soon for privs. Ill move it. you can find the privs in the entities list though.
Hi Nivex, thanks again for adding the hooks. I got my plugin working and get proper notifications - the key was to go through the entity list and look for privs in there, fall back to entities if no priv is found (tugboat, shelter). So far, so good.
I wonder if hooks could be improved if- bases had a unique id generated at event start
- ownerId and structure type (tc, tugboat or shelter) would be sent at event start
- subsequent hook fires would include the same unique id for the same base
If done in such way one could dump all needed information (especially base owner, base type) into a dictionary and have the info available throughout the entire raid event. The alternatives are a little ... unstable. The Vector3 is not necessarily stable, e.g. for a tugboat, so you can't use it as a key. The same goes for entities or even TCs - they often get destroyed. Also there can be entities from random players giving ambiguity while getting the ownerId. A unique ID for the base would potentially solve a lot of those problems (and maybe create new problems on your side, oof)
It might be my lack of experience, but implementing your hooks were a nice learning opportunity for me and gave me those ideas.
Thanks again Nivex, you rock!
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10 hours ago, fullwiped said:
Hello @Iftebinjan, the PvE GUI warning is triggered because bullets hit the armored train while shooting NPCs, not because NPCs are immune to damage. Could you please advise how we can prevent or fix this?
We noticed that when we set "Player Can Damage Other Player Buildings" to True, the GUI no longer appears when the train takes damage. However, since we are running a full PvE server, this setting is not really suitable for us.
Hey @fullwiped, I can't speak for @Iftebinjan but to me it looks more like a problem with Armored Trains not considering PvE environments. Plugins like SimplePvE recognize e.g. ZoneManager or other event zones like Raidable Bases etc. and let them manage damage and stuff regardless of the surroundings being PvE. This happens transparently and works fine. In my eyes the right call would be to reach out to the Armored Trains author and ask them to check whether they can establish such a zone around their event train to allow proper function also in PvE environments. Just my 2 cents.
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On 1/5/2026 at 7:11 PM, nivex said:
hi, it's only called when the base is skipped by an automated event. owners are included in the OnAbandonedBaseSkipped hook. owners are provided for all other hooks too. yes, the owner can be removed from the entity. this is unavoidable when the config option is enabled to remove the owner.
Can you please check your OnAbandonedBaseStarted hook? It seems "privs" is empty when that hook fires. I receive data from that hook, but no privs. In other hooks, e.g. OnAbandonedBaseCompleted or OnAbandonedBaseEnded privs is populated, and I can get the ownerId without problem. Thanks
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50 minutes ago, nivex said:
hi, it's only called when the base is skipped by an automated event. owners are included in the OnAbandonedBaseSkipped hook. owners are provided for all other hooks too. yes, the owner can be removed from the entity. this is unavoidable when the config option is enabled to remove the owner.
Thanks nivex, I will check my config and make sure the owner is not removed ("Remove Ownership From Bases" and "Remove Ownership From Containers" are both true by default). If I understand you right, I could get the ownerId for instance by checking the first element in privs (will likely contain only 1 in most cases) and reading the ownerId from there.
I'm asking because in line 846 there is a call to "TrySetOwner" if the boolean "anon" is false. This seems to depend on "saranon" and might be another pitfall to reliably get the ownerId.
Thanks again for your swift reply. I know how to go from here.
OnAbandonedBaseStarted(Vector3 center, float radius, bool AllowPVP, List<BasePlayer> intruders, List<ulong> intruderIds, List<BaseEntity> entities, List<BuildingPrivlidge> privs, bool canDropBackpack, bool automatedEvent, bool attackEvent)
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Hi @nivex thanks for adding the hooks. I'm currently looking into including those into my logging and got a quick question.
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"OnBaseSkipped" <- does this one only fire when a base is skipped and just despawned without conversion, or does it also fire when you manually run `/sab` (or when the periodic background scan runs) when the base is not yet eligible to become abandoned?
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If that hook would fire for "not yet eligible" bases, according to your description only the "OnAbandonedBaseDespawn(List<BaseEntity> entities)" would be usable to signal such a base being removed. But it wouldn't provide the base owner or location. Maybe I'm overthinking this
EDIT: It seems only for skipped Bases / Tugboats / Shelters the owner is passed in the signature. As I understand in that stage where e.g. OnAbandonedBaseStarted (or a subsequent hook) fires the ownerId would already have been removed from the entities so that the available info would be "a base became abandoned" but the original owner would be lost. Do I oversee something?
Thanks again for your great work!
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4 hours ago, Rush said:
{
"General Rules": {
"Allow Friendly Fire": false,
"Allow Suicide": true,
"Kill Sleepers": false,
"Player Radiation Damage": false,
"Allow Codelock Raid": false,
"Allow Wallpaper Damage": false,
"Allow BeeSwarm Damage": true
},
"Player Rules": {
"Player Can Hurt Players": false,
"Player Can Hurt Animals": true,
"Player Can Hurt NPC": true,
"Player Can Damage(Helicopters, Vehicles)": true,
"Player Can Damage Other Player Buildings": false,
"Player Can Damage Own Buildings": true,
"Player Can Damage Own Teammates Building": true,
"Player Can Damage Other Player Twigs": false
},
"Npc Rules": {
"Npc Can Hurt Players": true,
"Animal Can Hurt Players": true,
"Patrol Heli Can Hurt Player": true,
"Patrol Heli Can Hurt Buildings": false,
"Player SamSite Ignore Players": true,
"Player SamSite Hurt Players": false,
"Npc SamSite Ignore Players": false,
"Npc SamSite Hurt Players": true,
"Bradley Can Hurt Players": true
},
"Entity Rules": {
"Walls Entitys Can Hurt Players(Example: High External Wall)": true,
"Barricade Entitys Can Hurt Players(Example: Wooden Barricade)": true,
"MLRS Rocket Can Damage Players or Buildings": false,
"Vehicle Entitys Can Hurt Players(Example: Cars, Mini, ScrapHeli)": false,
"Disable Traps (BearTrap, LandMine, GunTrap, FlameTurret, AutoTurret)": true,
"Traps can damage Player": false,
"Enable Vehicle Collsion Damage": true
},
"Loot Rules": {
"Use Loot Protection": true,
"Admin Can Loot All": true,
"Teams Can Access Loot": true,
"Player can loot other player in PVP Zones": false,
"Anyone can open Player called SupplyDrops": false
},
"Zone Rules": {
"Use ZoneManager": true,
"Disable PVE Rules In Zones": true,
"Enable PVP Delay from ZoneManager": true
}
}
I did not unfortunately and these settings are the same that I used with the ingame gui
Your rules look fine. You prevent player to player damage, but NPCs should give damage.
Please check the output of server.pve in F1 console (should say false) as well as o.plugins (If you're on Oxide, or c.plugins if you're on Carbon) to list all the plugins you have installed.
Chances are you either set server.pve to true, or another plugin is preventing NPC to player damage.
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14 hours ago, Rush said:
{ "PVE Enabled": true, "Notifications": { "Prefix": "<color=#00ffff>[SimplePVE]</color>: ", "Chat Avatar": 0, "Show PVE Icon Overlay": true, "Show PVE Warning Messages": true, "Show PVE Warning Messages TIP": true, "PVE Warning Type(Chat/UI/Both(Chat & UI)/Toastify/Notify)": "Both(Chat & UI)", "PVE Warning Chat Message": "PVE enabled on this server, blocking damage.", "PVE Warning Tip Message": "PVE enabled on this server, blocking damage.", "PVE Warning Custom UI Message(Toastify/Notify)": "PVE enabled on this server, blocking damage.", "PVE Warning UI Settings": { "Anchor Min": "0.786 0.722", "Anchor Max": "0.99 0.815", "Warning Image URL": "https://i.postimg.cc/0jZNDr9x/Add-a-subheading-2.png" }, "Show Loot Protection Messages": true, "Show Loot Protection Messages TIP": true, "Loot Protection Type(Chat/UI/Both(Chat & UI)/Toastify/Notify)": "Both(Chat & UI)", "Loot Protection Chat Message": "This entity is protected!", "Loot Protection Tip Message": "This entity is protected!", "Loot Protection Custom UI Message(Toastify/Notify)": "This entity is protected!", "Loot Protection UI Settings": { "Anchor Min": "0.786 0.722", "Anchor Max": "0.99 0.815", "Warning Loot UI Image URL": "https://i.postimg.cc/SxSsS67s/Add-a-subheading-1.png" }, "PVE/PVP Icon UI Settings": { "Anchor Min": "0.5 0", "Anchor Max": "0.5 0", "Offset Min": "190 30", "Offset Max": "250 60" } }, "Loot Protection Excluded Entitys": [ "mailbox.deployed", "dropbox.deployed" ], "Schedules Setting": { "UTC Time Difference": 360, "Enable Weekly Schedule Only": false, "PVP On Notify Message": "<#990000>PVP ENABLED: You can now raid other bases and engage in combat!</color>", "PVE On Notify Message": "<#008000>PVE ENABLED: Raiding and fighting are now prohibited. Enjoy peace and safety!</color>", "PVP Purge Start Before Message": "PVP TIME APPROACHING: Only {TIMELEFT} minutes remaining until PVP begins!", "PVP Purge Ending Before Message": "PVP TIME ENDING: Only {TIMELEFT} minutes remaining until PVP ends!" }, "PVP Delay Setting": { "PVP delay time in seconds(If enabled from ZoneRules)": 10, "Show PVP Delay Message": true, "PVP Delay Message": "You will be removed from PVP state in <color=#DC143C>{delay}</color> seconds." }, "Discord Setting": { "Enable Discord Notification": false, "Discord Webhook URL": "", "Enable Message Before PVP Time Start": false, "Before PVP Time Start Minutes": 30, "PVP Message Embed Color(Hexa)": "#990000", "Before PVP Time Start Message Content": [ " **Attention Rust Survivors!**", "", "PVP purge approaching!", "In {Minutes} Minutes", "", "Prepare yourselves for intense battles! " ], "Enable Message Before PVE Time Start": false, "Before PVE Time Start Minutes": 30, "PVE Message Embed Color": "#32CD32", "Before PVE Time Start Message Content": [ " **Attention Rust Survivors!**", "", "PVP purge ending soon!", "In {Minutes} Minutes", "", "Make your final moves wisely!", "Collect your victories and gear up for the next day!" ] }, "Commands when PVP Purge Starts": [], "Commands when PVP Purge Ends": [], "Exclude Zone IDs From Rules": [ "999", "6969" ], "Status UI": { "Enable Status": true, "Interval Time In Seconds": 10, "PVE/PVP Status": { "Status Enable": true, "PVE Status": { "Enable Status": true, "Text List": [ "PVE ENABLED", "RAID IS DISABLED", "PVP IS DISABLED" ], "Text Color": "#FFFFFF", "Icon Image Url": "https://i.postimg.cc/4ymwFnSC/quality.png", "Icon Image Color": "#A4FE0A", "Status Color": "#718D48" }, "PVP Status": { "Enable Status": true, "Text List": [ "PVP ENABLED", "RAID IS ENABLED", "PVE IS DISABLED", "PVP IS ENABLED" ], "Text Color": "#FFFFFF", "Icon Image Url": "https://i.postimg.cc/50YVChxW/human-skull-with-crossed-bones-silhouette.png", "Icon Image Color": "#FFFFFF", "Status Color": "#B22222" } }, "Purge Schedule Status": { "Status Enable": true, "Purge PVP Status": { "Enable Status": true, "Text List": [ "PVP ENABLEING IN {TIMER}", "RAID ENABLEING IN {TIMER}", "PVP PURGING IN {TIMER}" ], "Text Color": "#FFFFFF", "Icon Image Url": "https://i.postimg.cc/0j2n3rzp/time.png", "Icon Image Color": "#FFFFFF", "Status Color": "#A30000" }, "Purge PVE Status": { "Enable Status": true, "Text List": [ "PVE ENABLING IN {TIMER}", "RAID DISABLEING IN {TIMER}", "PVE PURGING IN {TIMER}" ], "Text Color": "#FFFFFF", "Icon Image Url": "https://i.postimg.cc/rydRF7cc/time.png", "Icon Image Color": "#FFFFFF", "Status Color": "#718D48" } } }, "Config Version (Don't Edit This)": { "Major": 1, "Minor": 2, "Patch": 10 } }
Greetings,
I have been getting some reports that no one is taking damage. Everything was in working order before the update but now, it would appear that animals are the only thing giving damage. I would say that we run Halloween & Guarded Crates and I went in solo and yea, I took no damage.
Looked at the config and everything was straight that I could see
You posted your main config, but I don't see your [oxide/data/SimplePVE/RulesData.json] file which holds your configured rules. You will very likely find your answer there.
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12 minutes ago, Yaan said:
I don't see a question but a statement. What is the question?
SimplePVE shouldn't interfere with being able to loot anything you don't own or is outside your TC range. But you probably have another plugin that interferes.
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9 hours ago, chilakhsingh said:
Hi @miniMe_rust we are encountering this issue as well. Did you just stick with the generic gun trap message or did you ever find a fix? Thanks!
Hey there, no fix, no answer, only a workaround to silence false accusations and restore peace of mind.
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Hey there,
here is a quick feedback regarding your suggested configuration to get rid of autoturrets (especially for easy bases). The configuration snippet you provide for Raidable Bases does not work. I have asked in the Raidable Bases support area, and nivex pointed me to this corrected configuration snippet. I have tested it, and when configured like so the autoturrets are removed from my (easy) bases as intended:
"Kill These Prefabs After Paste": [ "autoturret_deployed" ],
The important part is, that you can only put the prefab shortname, but neither the entire path nor the prefab shortname with .prefab extension. I hope this helps to improve your config example, and ultimately other buyers of your bases pack.
Thanks again for putting up this nice collection of bases! There are some really nice bases in there, players love them!
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17 minutes ago, nivex said:
hi, this should be implemented by copypaste plugin, not by raidable bases
yes, that is how you kill the turret, but only by the prefab's short name: autoturret_deployed
I tested it just now and the turrets are killed.
hi, search for rewards in the profiles. there is no specific line number, it varies
oxide/data/RaidableBases/Profiles/
Thank you!
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I get why you say CopyPaste should implement replacement of items, and I agree that such functionality should be placed there. However, I have some doubts that such replacement will ever be implemented, because there is no reason to limit what CopyPaste can do - just because one plugin (Raidable Bases) with their use case depends on it. Nonetheless it doesn't hurt to ask.
- Killing the autoturrets worked when I removed the first line with the full prefab path and only left the short prefab name as you suggested. I will send a notice to the creator and hint him to the correct configuration.
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I get why you say CopyPaste should implement replacement of items, and I agree that such functionality should be placed there. However, I have some doubts that such replacement will ever be implemented, because there is no reason to limit what CopyPaste can do - just because one plugin (Raidable Bases) with their use case depends on it. Nonetheless it doesn't hurt to ask.
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One more question:
I've purchased a bunch of bases which came with autoturrets deployed - not good for easy difficulty. The creator pointed to the Raidable Bases config: "carbon/data/RaidableBases/Profiles/Easy Bases.json" and said in order not to have autoturrets you can set the option "Kill These Prefabs After Paste" like so:"Kill These Prefabs After Paste": [ "assets/prefabs/npc/autoturret/autoturret_deployed.prefab", "autoturret_deployed" ],
However, after reloading or even server restart I still have autoturrets in my easy bases. Am I doing something wrong, or is the option misunderstood?
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Not sure if this has already been asked - is it possible to dynamically replace now-blocked DLC items like for instance the "storage_barrel_c" (Frontier horizontal storage barrel) with the standard large storage box?
I have a number of bases where now-blocked DLC storages have been used, and now raids don't have enough storage to spawn the typical amount of loot for the difficulty. It would be a great help if you could make an option to replace such storages with a standard similar storage. If that is feasible at all - otherwise server owners need to either violate ToS and spawn blocked items, or manually update their bases' json files and replace the blocked item with a vanilla item.
Thanks in advance for looking.
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40 minutes ago, Klaxxon said:
So, I just read through the entire suggestion thread, and I have noticed a lot of issues in the past. Although it seems the issues are fixed fairly quickly. Also, the dev saying create a ticket in discord is kind of frustrating because then there is no public conversation about the fix for people with the same issue. I am really interested, but also a bit weary. One thing I really want to know is if the team ownership issue has been fixed. Has there been a team cooldown implemented? I think this is a very important feature so that teams cant hog a monument practically indefinitely.
Not exactly sure what you're referring to "Team Ownership". a) Every team member can do everything within the owned monument. b) Team cool downs are something the author promised to look into at some point, he called it "the next global version". This plugin has a lot of configuration switches which can lead to strange behavior, for example flipping ownership back and forth if one team member is in monument A and the other in monument B. All explained and handled nicely by the author in the discussion and support sections. It boils down to "settings do what they say / don't change too much at a time / think".
To sum it up, the plugin is very usable overall, and my personal experience with the author is that he is very active - as testified in my review. For me personally Monument Owner is a perfect fit for my servers. But every server is different. If your use case is different it may or may not suit your needs. -
1 hour ago, Klaxxon said:
Does this plugin support all native fp monuments? WaterTreatment, PowerPlant, Oxum's, Supermarket?
Yes it does
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nvm
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On 7/26/2025 at 1:44 AM, RIDGID said:
Also, in the plugin folder you can edit the MonumentOwner plugin... line 2120 i think... Add "Large Escavator", just like that to the list. It removes Monument owner from that prefab(monument). That way players have an equal shot at it. If you use zonemanager from umod by k1llyOu, I believe you can fix that problem.....maybe make it a purchase to enter and use, when times up, they get kicked out lol
No need to tamper the .cs source - Monument Owner can be enabled and disabled individually per monument through configuration. This is more sustainable across plugin updates.
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7 hours ago, Milfred said:
Hello, just wanted clarification on something from the sample config.
"Prevent a player from dealing damage to a target if he is outside the zone and the target is inside the zone"
Is this referring to if the owner leaves the zone and tries to deal damage while outside of it, or is it preventing someone from claiming ownership if they are outside the zone? I don't want players to be able to sit up in a tower and snipe stuff inside the zone to claim a monument from far away. I wasn't sure if this setting is for that, or if there is another setting that covers that.Careful with this option. It literally does what it says. Either turn on spheres around monuments or imagine an invisible border between inside and outside the monument zone. If you don't allow damage from outside the zone you might find yourself in situations where a junkpile scientist is just inside the zone and you're outside. He can damage you, but you can't kill him - unless you change position and also enter the zone.
This option is not about ownership.
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9 hours ago, fullwiped said:
Hello, when using the plugin, should the value "server.pve false" in the server.cfg file be set to false or true? Does it cause any conflicts?
Hey there! You should set server.pve to "false" or remove the line completely from your startup / server config. While SimplePVE may work to some degree, you otherwise should expect for example players getting damage reflected when they try to break their own bases (e.g. remove twig in order to build differently, and die from it). In addition immersion will be tampered with, because you could literally run a monument like Oil Rig with a water pistol, because NPCs don't cause real damage.
If you set server.pve as intended (= false) and leave damage handling to SimplePVE it will work just fine. Add "pve" to your server.tags to make your server show as PVE in the server list, if that is what you want.
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On 8/27/2025 at 8:06 PM, RoyalPvE5x said:
well everybody can raid each other, not only the admin.
Players can still raid players
{
"General Rules": {
"Allow Friendly Fire": false,
"Allow Suicide": true,
"Kill Sleepers": true,
"Player Radiation Damage": true,
"Allow Codelock Raid": true
},
"Player Rules": {
"Player Can Hurt Players": false,
"Player Can Hurt Animals": true,
"Player Can Hurt NPC": true,
"Player Can Damage(Helicopters, Vehicles)": true,
"Player Can Damage Other Player Buildings": false,
"Player Can Damage Own Buildings": true,
"Player Can Damage Own Teammates Building": true,
"Player Can Damage Other Player Twigs": true
},
"Npc Rules": {
"Npc Can Hurt Players": true,
"Animal Can Hurt Players": true,
"Patrol Heli Can Hurt Player": true,
"Patrol Heli Can Hurt Buildings": true,
"Player SamSite Ignore Players": false,
"Npc SamSite Ignore Players": false,
"Bradley Can Hurt Players": true
},
"Entity Rules": {
"Walls Entitys Can Hurt Players(Example: High External Wall)": true,
"Barricade Entitys Can Hurt Players(Example: Wooden Barricade)": true,
"MLRS Rocket Can Damage Players or Buildings": true,
"Vehicle Entitys Can Hurt Players(Example: Cars, Mini, ScrapHeli)": true,
"Disable Traps(BearTrap, LandMine, GunTrap, FlameTurret, AutoTurret)": false,
"Enable Vehicle Collsion Damage": true
},
"Loot Rules": {
"Use Loot Protection": false,
"Admin Can Loot All": true,
"Teams Can Access Loot": true,
"Player can loot other player in PVP Zones": true,
"Anyone can open Player called SupplyDrops": true
},
"Zone Rules": {
"Use ZoneManager": false,
"Disable PVE Rules In Zones": true,
"Enable PVP Delay from ZoneManager": true
}
}
Your settings look fine. But notice you've got loot protection disabled, hence unlocked boxes can be accessed by anyone. That is to be expected.
As per "everyone can raid everyone", this is true if attackers manage to auth on the victim's TC. If the TC is indeed locked and players can still raid there must be another plugin interfering.
Please post the output of o.plugins (if you are on Oxide) or c.plugins (if you are on Carbon)
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14 hours ago, Samael777 said:
Yes, reflecting damage to sleepers and players would be the best option.
Also, if we would like to add more customisation, like reflecting damage dealt to entities, it is an option, but only when the attacker is in range of the victim's TC. But there are a bit more "what if" in play.
There is a teedy tiny problem. Too many players in PvE leave their bases unlocked (you don't need priv to open a door) and even don't lock their TCs. In my eyes this is where a) the loot protection breaks, and b) damage reflection about entities back to the attacker ultimately fails.
So the real problem at hand is:
- players need to build sound and upgrade their twig asap
- players need to lock their TCs and not place them on a twig foundation
In my eyes it is impossible to hold the players' hand at all times. I could imagine preventing TC auth if no authed person is connected AND in TC range. This would prevent the attack vector of intruders just authing on an unlocked TC and then just accessing any unlocked loot container in the base, or taking it over. Furthermore unlocked TCs and taking auth on it prevents any meaningful "reflect damage to an entity where the attacker has no building permission".
Finally there are players who place their TCs on twig foundations. While a locked TC is pretty well protected an attacker can still break the twig foundation with the TC on it, and this way destroy the TC and build their own. SimplePVE fails to prevent destruction of twig foundations.
While I like the idea of protecting a player's entities inside their base, I think fitting that into an existing plugin can be quite challenging, whereas preventing player damage is already there. It is not a big step from preventing damage to reflecting it. Hence I believe that is easier and more likely to be implemented soon, should @Iftebinjan decide to do that. Having damage reflection would be nice indeed.
The problem with players bypassing loot protection through authing on the victim's TC could be solved by preventing a) OnCupboardAuthorize, b) OnCupboardClearList and c) OnCupboardDeauthorize while the TC is unlocked. This will force players to lock their TC, teach them better and this way solve the TC auth problem.
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4 hours ago, Samael777 said:
Please add the "reflect damage" option.
I think it should work like that: if damage is disabled for a specific entity and "reflect damage" is true, then the attacker gets damage from the attack.
Hey there,
just out of curiosity: what do you mean "add the reflect damage option"?
If you talk about reflecting all damage inflicted to players and sleepers back to the attacker I'm all in for this suggestion. But reflection of damage inflicted to entities back to the attacker is a bad idea.
Too easy to accidentally hit a player's entity while fighting a junkpile scientist... and dying from that? No thanks. That's a bad idea to begin with, was already bad in the vanilla server.pve mode.
But yeah, an option to reflect damage would be nice, if you can also configure what kind of damage to reflect.
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1 minute ago, nivex said:
I can look at making the hooks more fluid like with RaidableBases, and adding some additional hooks in key areas
OnAbandonedBaseEnded makes sense when you understand why. There are two lists for BasePlayer and ulong for when players are dead and offline (meaning the BasePlayer will be null, allowing you to still find them by the ulong). I can add the owners to the hook
That would be lovely. Ideal would be a full cycle, a hook for every stage of an Abandoned base, Makes it easy to log it with owner, position, why it became raidable, who raided it or if it just disappeared because it was not eligible. Thanks again for looking into this
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33 minutes ago, nivex said:
Heya, A and C do not exist, and B and D have the wrong signature which is why they don't work for you
void OnAbandonedBaseStarted(Vector3 center, float radius, bool allowPVP, List<BasePlayer> intruders, List<ulong> intruderIds, List<BaseEntity> entities)
void OnAbandonedBaseEnded(Vector3 eventPos, float radius, bool allowPVP, List<BasePlayer> participants, List<ulong> participantIds, List<BaseEntity> entities)OnAbandonedBaseStarted is called when the event is found which is 1 frame before it starts. I suppose I could add a Start and Started hook separately
OnAbandonedBaseEnded already serves as a completed hook, and is before the base is despawned
Thank you, that is super helpful. Trying to get away from parsing logs with a bash script, and Abandoned Bases was the last puzzle piece missing.
I think there should be 3 maybe 4 stages. When it comes to Abandoned Bases there is always a player involved who might return and ask what happened to their base (some players can't be bothered to check server rules with AB explanation).
- Base became abandoned but wasn't eligible to be converted into a raidable base
- Base was (manually?) converted / raid begins >> B OnAbandonedBaseStarted
- Raid was canceled (base owner came back while the raid was running, or someone ran /sar cancel)
- Raid was completed (all loot boxes emptied / broken)
- Raid ended >> D OnAbandonedBaseEnded
I'm super happy you hinted me to B and D. Not sure what signatures I have seen in your source.
Regarding the not-eligible bases which are directly destroyed I wrote in a support ticket, and I trust you will eventually add that when there is time. No rush. Also the conversion (manual / background scan, could be boolean) would be awesome to have, and maybe a hook for when the raid completed (by default a few minutes before the event ends).
Having all this info when a player asks you "hey admin, where is my base?" is super useful. But I would understand if you don't want (multiple) more hooks in your plugin, which might cause follow-up questions and effort.
However:
This hook doesn't look right: OnAbandonedBaseEnded(Vector3 eventPos, float radius, bool allowPVP, List<BasePlayer> participants, List<ulong> participantIds, List<BaseEntity> entities)I'm missing the base owner, and you got 2x a list about participants (1x BasePlayer, 1x ulong userID) in a row, which doesn't seem to make a lot of sense. I assume one of them should have owner information (?) -- The other hook also doesn't appear to have owner info. Maybe it is just me, but I don't get how you can have a list of intruders already when the Raid begins. Sorry for me asking probably stupid questions.
Thanks again!
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Hey @nivex I wonder if you could share hook methods I could subscribe to with my plugin.
I want to log some events to Discord, and in the .cs source I found some hook signatures, which seem to be more or less similar to what you have in Raidable Bases (those hooks I successfully subscribe to, that works like a charm). But Abandoned Bases does not seem to play nice. I'm looking for these signatures but on my Logger I get nothing at all. In your source I found this:
a) Potential base found
OnPotentialAbandonedBaseFound(Vector3 eventPos, ulong ownerId)b) Abandoned Base started
OnAbandonedBaseStarted(Vector3 eventPos, ulong ownerId, bool allowPVP, List<BaseEntity> entities)c) Abandoned Base completed
OnAbandonedBaseCompleted(Vector3 eventPos, ulong ownerId, bool allowPVP, Dictionary<ulong, BasePlayer> participants, int lootCount)d) Abandoned Base Event end
OnAbandonedBaseEventEnd(Vector3 eventPos, ulong ownerId, bool allowPVP)Currently I'm testing by manually running /sar convert - could it be that manual events trigger other hooks? Or do I need to pick other hooks? It would be great if you could shed some light and hint to which hooks to use for a) b) c) and d)
Thank you!
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Thank you @nivex for all your hard work, especially to address concerns about changed ToS. Personally I will do both, enable the new option to suppress paid and DLC items, and additionally use cleaned loot tables (your original from the Tier 3 bases pack, cleaned using a loot table editor) because APIs can fail and I don't want to blindly trust an option. Nonetheless I find your level of support and commitment outstanding and inspiring. Thank you so much.
If you ever decide to sell support packages (= donation) to generate some extra income for your hard work, I'm pretty sure not only me will be happy to buy one once in a while. Such packages could be several sizes, depending on how much a user wants to support or can afford - not sure if codefling allows such "empty" packages. It has been about 2 years since I purchased your plugin and bases pack, and it feels a bit strange to have you working on and improving your fantastic plugin, and getting nothing in return.
Keep up the great work!
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Hi @nivex any chance you update the included loot tables to address the changed Facepunch TOS? I followed your suggestion over on the Raidable Bases plugin page and got myself the loot table editor you suggested, also verified it's output with the online check tool for prohibited items (https://app.rustspain.com/facepunch/checkitems). The loot table editor did remove DLC items flawlessly and I got clean loot profiles. But there were warnings from the loot table editor after removing DLC items that bases likely won't have enough items to spawn.
I think the problem is that with the removal of the DLC items in the "Difficulty_Loot" profiles the number of available items actually is reduced, and could lead to player complaints about bases having too little and "not good enough" loot. I never changed the original loot profiles you provided with this bases pack, because it was just right and worked great, and players loved the resulting raids. It would be awesome if you could find the time and update the profiles in a sensible way. That would also help customers who buy now and run into the TOS drama. Thanks again
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Hi @nivex,
if I understand the rule
changesclarifications about Facepunch's TOS and their FAQ right it is all about not being allowed to drop skinned items in a Raidable Base's loot which the participant in the raid does not own. At the same time Facepunch states they have no problem with NPCs using such skins, or decorative elements using such skins. While you're thinking about how to detect which skins a raid owner has in their library, I think the most important configuration change lies within `carbon/configs/RaidableBases.json` within this snippet:"Loot Items": { "Use Identical Skins For Stackable Items": true, "Use Identical Skins For Non-Stackable Items": false, "Use Random Skin": true, "Use Workshop Skins": true, "Use Imported Workshop Skins File": true, "Use Approved Workshop Skins Only": false },
In my eyes all of these lines (except the first line) must be changed from "true" to being "false" - and, if I'm not mistaken - skinned items in a raid's loot should be gone.
What is your take on it? Are more configurations needed or suggested?
I'm thinking of the option which removes locks from doors when the raid is done, that should be in the raid profiles. That would allow players to pick up skinned doors before the base despawns. That should probably not be possible
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13 hours ago, VENIQQ said:
Thanks!
Did you get answer to your question above?
I would also like to have this cooldown on the whole team
Hey there!
Sadly there has been no response at all.
You know these players / teams who have a lot of Diesel accumulated and occupy Exca for a long time. Luckily the community on our server is very cooperative, but every now and then there is a selfish player / team. A minor issue to be fair. Overall players love this excellent plugin as it helps to organize the chaos and helps preventing conflicts and annoyances. There are so many configuration options which I still need to explore, but sadly it seems obvious cool-downs were only considered for individual players, not for teams.
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1 hour ago, VENIQQ said:
Hi,
Are teams supported in this plugin?
I mean - if Player A becomes monument owner - does his teammates Player B,C etc have full access to that monument?
Yes, team members do have the same access as the player who got ownership.
The behavior of monument ownership between team members can be configured - important if one team member loots A and another team member loots B. Can lead to ownership going back and forth quickly.
Per default should behave like you say and expect
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9 hours ago, nivex said:
I don't know. that's not my plugin, but if it still uses the PVE hooks then it should.
I'm using Abandoned Bases with SimplePVE for a long time already, and although there are some quirks, overall it works fine.
Quirks:
Sometimes players can't inflict damage, and SimplePVE warns that damage was disabled. Next minute the base can be damaged and raided, also rewards are given to raiders as expected when the raid is completed. Another problem is that sometimes the dome and map marker just disappear without a message that the raid completed. In such cases there is no reward given. But as I said, these quirks happen once in a long time, and usually Abandoned Bases just work fine with SimplePVE.
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Hi @TheGhostOfChaos I'm scratching my head trying to understand the use case for this plugin. Yes I understand that you can specify and add plugins to a list, which will cause them to be unloaded in a set interval. But I don't get why I would want that - could be my lack of imagination. I either want to have a plugin, then I install it and expect it to be there all the time. When I want to remove it I unload and remove it - no need to keep it unloaded when it is removed. What I understand from the plugin description appears to be a very niche use case, or I just don't get it.
I think your plugin could be really useful if you have dynamic rules on your server, maybe want to control the weather or events through other plugins, or disable PVE at certain times. In such a case profiles might be handy, and the ability to schedule over longer time periods - like, for example, every Thursday I want this profile to trigger, which should disable the set of plugins in that profile. When the scheduled duration is passed (e.g. "now" it is Friday) the previously disabled plugins should be loaded again. In the case of a server restart in between start and stop of a profile the intended profile status should be restored.
But maybe I'm making it too complicated. Can you give an example use case?
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Not going to argue with you guys @Aero70 @puddingking130 but let me thank you for your demonstration of ignorance.
First things first. It is of course possible to control the turret through a computer station. The turret has to be in Attack Mode, and you need to have set an ID. And of course you can fire the equipped gun from the Computer Station. And you can kill players this way depending on what you configured in /sprules. So ... what are you yapping about? And why should the author fix something that isn't broken?
You should use the /sprules command and make sure to set the "Disable Traps" option to "false" and "Traps can damage Player" to "true". You should also look at the "Friendly Fire" and "Player can hurt players" rule and set it as you like.
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Hey there,
this might be a stupid question, but I'm really struggling with getting a bit of justice to my player base (and peace-of-mind to myself). I'd like to make it so that players can own a monument for e,g, 10 minutes (600 seconds) and then have a cooldown of equal length, so that other players have a chance to become owner. While this might work for a distinct player with the cooldown, that player's team mate has no problem to gain ownership straight away. This makes it unfair to everyone else on the server.
How would I have to configure e.g. Launch Site, so that during a cooldown nobody from the player's team can become owner?
Here is my current config - it doesn't prevent team members to become owner:
--- snippet from "Launch Site.json" in [carbon/data/MM_Data/MonumentOwner/Monuments] --- "Monument settings": { "Timers": { "Cooldown timer after becoming monument owner during which the player cannot claim the title again in seconds": 1200.0, "Timed duration which the player will retaion ownership of the monument in seconds": 1200, "The amount of time which the owner can leave the monument area and retain their title in seconds": 120 }, "Settings for obtaining monument owner status": { "The number of points that the player must receive to become the owner of the monument": 60, "Points for time": { "On/Off": true, "Number of points per 1 sec": 1 }, --- snippet from "MonumentOwner.json" in [carbon/configs/] --- "Should the plugin ignore the admin inside the zone": false, "Should the plugin ignore a player with a Noclip inside the zone": true, "Should the plugin ignore the player with Vanish inside the zone": true, "Should the zone forget the player if he went beyond it": false, "Should the zone forget the owner if he went beyond it": false, "Prohibit the team from disbanding or changing its composition if there is a monument owner in it": false, "Prevent a player from entering an monument area if they are the owner of another monument": false, "Prevent a player from entering an monument area if he has a cooldown": false, "Prevent a player from dealing damage to a target if he is outside the zone and the target is inside the zone": false, "Prevent an NPC or Bradley from dealing damage to a target if it is outside the zone and the attacker is inside the zone": false, "Should the player be allowed to become the owner of another monument if he scored the required number of points? (In this case, the owner's status on the previous monument will be lost for him or his teammate)": false, "Can the player loot his backpack if he is in the locked monument zone": true, "The time during which the player can leave the secondary zone without consequences.": 15, -
On 6/10/2025 at 6:53 PM, Aero70 said:
Hello,
It is possible to control an automatic turret with a computer table. The plugin don't protect players from this technique when in PVE.
Is it possible to fix this flaw ?
Whether or not proper function of an auto turret is a flaw heavily depends on your use case. I think that's quite a stretch. Generally speaking you should be able to control an auto turrent from a computer table. The turret must be in attack mode, and there must be an ID set. It is not possible to control the turret if it is in peacekeeper mode.
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37 minutes ago, RickySpanish343 said:
yeah just wondering it the map voter would work with this is all like if it would change the map depending on the map picked if this was installed to do the wiping is all
This depends on what you use as map voter. For one you would have to make sure that the seed you've voted on is going into the configuration file of this plugin. Secondly your voter would have to issue a command to the server console, so that the wiper plugin knows to do it's foo. Having said that, something tells me the answer to your question is "no".
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2 hours ago, RickySpanish343 said:
Does this support the use of a map voter?
This plugin manages your wipe. Any voting for maps is outside of this plugin.
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Guys, if you want to add the new "Jungle Ziggurat" monument you can easily do that yourself! Simply copy one of the existing .json files in your "oxide/data/MM_Data/MonumentOwner/Monuments/" directory and rename it to "Jungle Ziggurat.json". For me the Abandoned Supermarket file worked nicely, the zone size fits the Ziggurat perfectly. Copy, adjust name of copied file, done! Thanks again to jtedal for a great plugin!
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15 hours ago, kingmilk said:
Hey there, the snippet you posted looks fine. However, you cut off the "Forced" section of that config file. It would have been better to provide the entire config file. Chances are your json is invalid, e.g. a misplaced or missing comma, bracket, or maybe incorrect indentation or even problematic character encoding. You might want to grab another (working) config file from another plugin in a text editor which is capable to show the used encoding, then verify what you have at hand with the wiper configuration. The "Weekly" section of that config however looks fine to me, even though I wouldn't know why you want to keep e.g. players vanished from wipe to wipe (the files you blacklisted from being deleted). But it is your server, and you probably have good reason to do so.
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1 hour ago, Bones64Z said:
I'm moving over from TruePve. I had the option to allow NPC's to kill each other, ie, NPC can hurt NPC, is it possible to add something like this.
Also, I used Abandoned Bases, so I don't really want the players bases to be raidable during PVP sessions.
Might be easier to create a ruleset editor similar to the one we have for editing the PVE rules.
Hi there, why don't you simply unload the Abandoned Bases plugin when PvP begins, and load it back in when PvP is over? Can be achieved easily in the config.
Valid point for the enhancements to the rule editor.
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18 hours ago, RickySpanish343 said:
does this edit the startup or the server config when it chooses the new map?
No, nothing is changed. This Server Wipe plugin simply overrides whatever map you have configured in your server config - reliably. If you don't add map seeds to the plugin config it will make and use a random seed. If you add a list of map seeds or URLs the plugin will choose either of the maps from your list and set it in it's own config file. The set map in the plugin config is used to override whatever map you have configured in the server config. That's all.
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4 hours ago, Wanderer9090 said:
Hi does this plugin work with SimplePvE
Works, but there are issues e.g. sometimes there is a delay before players can deal damage. But overall working fine with SimplePVE. Carbon here.
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56 minutes ago, phlex said:
Someone before you entered zone of raidable bases was there. This message has confused players on my server too thats why i have deactivated death notes at AutoTurret.
Thanks for the hint. I just reconfigured Death Notes to use the same text for turrets and gun traps. Will see how that works, should anyway solve my problem.
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Hi there,
I might have just another stupid question. I'm running Raidable Bases on Carbon, and since I switched from oxide to carbon I've got a strange behavior of entity ownership in Raidable Bases. When players get killed by auto turrets or flame turrets through Death Notes there is broadcast that the raider was killed by "miniMe's autoturret". This is crazy. When I "/prod" the respective turret it is owned by "unknown" 0 as expected.
I made it a habit to "/unown all" a built base before it is added to the raidable bases. I even switched
"EntityOwner (true/false)": true changed to "EntityOwner (true/false)": falsein CopyPaste.json, and went so far as to edit each and every raidbase and made sure in the json all occurences of
"ownerid": 76561197972574740, (which is my SteamID64) is changed to "ownerid": 0,but still my name gets called out through Death Notes. I have no clue how the server knows that I copied those files and added them to the server.
I never had this with oxide. I'm completely puzzled.
Any ideas? Maybe something I should check in Raidable Bases config?
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43 minutes ago, nivex said:
very strange that the debris spawned after death would have anything to do with physics before death.
please let me know if it happens again. I think it is coincidence
Hey @nivex you're correct. I observed more Raidable Base events, and saw NPCs phase through arena walls again. The change in the CS file was a red herring. Actually whether or not the NPC phases through the wall seems to depend on how deep the wall is sunken into the terrain. If most of the wall is above ground NPCs seem to stay on their side of the wall. But if the wall spawns deeper in terrain it seems they can walk through the wall as if it wasn't there. You can see the difference in both of my screenshots. In my last post the wall was mostly above ground. Here this side of the ring wall is deep in terrain, and NPCs ignored the wall.
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1 hour ago, nivex said:
heya, what you're explaining is how it should work. if you disable Divide Rewards Among All Raiders then everyone should get the total reward, not a divided amount.
Only Award Owner Of Raid will grant the reward to a single player, the owner, but this is not fair as no one else will get the ladder reward. I don't see a reason for that, so I'll make sure they get the ladder reward next update if that's enabled.
you will need to disable Not The Owner under Event Messages or it will tell them they didn't get a reward because they're not the owner.
Thanks for the explanation, you're legend!
I didn't consider the ladder and was only thinking of giving players something to do and let them use RP as means of payment. Therefore I expected the reward to only go to the player who purchased the raid, so that technically the raid would be cost-neutral (raid price is refunded at the end of the raid), players only bring their boom and what they need to raid, and take what they get from the raid as win. This is meant to motivate players to finish what they start (...)
I made the changes as explained by you. Since I had to reload the CS anyways I also did the proposed change to test if the "no debris in broken arena walls" have something to do with NPCs phasing through such walls. Will let you know the result asap.
Update:
The proposed change to the CS file did the trick for me. NPCs no longer phase through arena walls
Quotehi, you can delete this from the .cs if you think it's causing it and let me know
decay.debrisPrefab.guid = null;
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Hey guys, this might be a stupid question.
I have setup my bases that players can only buy raids for Reward Points, and when they finish the raid they get their RP back. Problem was that at default settings RP were shared between players, if more than 1 player was in the raid. That led to the reward being 3 RP for example being split between 2 players with 1.5 RP each. Since RP cannot be added in fractions 0.5 RP each were lost. So I disabled sharing RP between players.
Today players informed me that Raidable Bases now refunds 2x the amount of RP if 2 players were in the raid. I can only assume it would be 3x the reward with 3 team mates, and so on. My expectation however is, that if sharing the reward is disabled only 1 player - the one who bought the raid - would get the reward. Now I'm puzzled.
A hard raid costs 3 Reward Points, and when it was finished 2 players received 3 RP. Did I set something wrong?
carbon/configs/RaidableBases.json (a hard base can be bought for 3 RP)
... "Divide Rewards Among All Raiders": false, ... "Buyable Event Costs": { "Require Custom Costs": false, "Require Economics Costs": false, "Require Server Rewards Costs": true }, ... "ServerRewards Buy Raid Costs (0 = disabled)": { "Easy": 1, "Medium": 2, "Hard": 3, "Expert": 4, "Nightmare": 5 }, ...
carbon/data/RaidableBases/Profiles/Hard Bases.json (the reward for a hard base is 3 RP)
... "Rewards": { "Custom Currency": { "Plugin": { "Plugin Name": "", "Deposit Method (API)": "", "Withdraw Method (API)": "", "Balance Method (API)": "", "ShoppyStock Shop Name": "", "Currency Name": "", "Amount": 0.0, "Amount Data Type (API) - [ 0 - double | 1 - float | 2 - int ]": 0, "User Data Type (API) - [ 0 - ulong | 1 - string | 2 - player ]": 0 }, "Enabled": false, "Item Shortname": "scrap", "Item Name": null, "Amount": 0, "Skin": 0 }, "Economics Money": 0.0, "ServerRewards Points": 3, "SkillTree XP": 0.0, "Do Not Reward Buyable Events": false }, ...
carbon/logs/ServerRewards/serverrewards_spentrp-2025-02-14.txt (player Zelxor paid for the raid)
[2025-02-14 11:48:11] [11:48:11] 76561198364349909 - XiriKS has spent 1x RP [2025-02-14 12:53:10] [12:53:10] 76561198328618477 - Zelxor has spent 3x RP [2025-02-14 14:56:41] [02:56:41] 76561198364349909 - XiriKS has spent 1x RPcarbon/logs/ServerRewards/serverrewards_earnings-2025-02-14.txt (both team mates get full reward)
[2025-02-14 13:44:27] [01:44:27] 76561198328618477 - Zelxor has been given 3x RP [2025-02-14 13:44:27] [01:44:27] 76561198168880871 - morganfox has been given 3x RP
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1 hour ago, urbanviking said:
The walking through walls I haven't seen myself it was just reported by a player. They may have been mistaken nobody else has mentioned it happening.
I can confirm seen it myself, NPCs are phasing through arena walls as if they were not there. Might be related to an update to walls nivex did where walls would break without leaving debris. Haven't seen that before the recent update.
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On 2/10/2025 at 8:23 PM, rxzabyss said:
ist installiert es geht dennoch nicht es steht zwar jetzt da PVE aber das Interface üffnet sich dennoch nicht.
Sounds to me like you didn't give yourself permission "simplepve.admin" which is required to use the /sprules command
simplepve.admin - Required to enable or disable SimplePVE
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7 hours ago, RickJamesBitch said:
is there a way to remove that cheesy PVE status green button from appearing? I've turned all the trues to falses and still see it.
Hey there!
You can disable that PVE overlay by editing the config file (in either `oxide/config/SimplePVE.json` or `carbon/configs/SimplePVE.json`)
change this line "Show PVE Icon Overlay": true, to this "Show PVE Icon Overlay": false,Then reload the SimplePVE plugin
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Just now, hid333 said:
server.pve is naturally false.
As mentioned above, other settings are reflected normally.
Only the above damage is not reflected.Then idk I'm just a SimplePVE user not the author - @Iftebinjan might be able to give a better answer
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Just now, hid333 said:
Damage to players, turrets, mines, etc. occurs normally as set,
but damage such as wooden floor spikes and damage often placed on volcanoes in RUST EDIT do not occur.These will also be reflected correctly if you disable the SimplePVE plugin.
Sounds to me like you have set server.pve = true which should be false when using SimplePVE
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1 minute ago, hid333 said:
Damage from vehicles is occurring normally. Only fall damage from pogos is absent.
Traps are also set to cause damage.
However, no damage is actually occurring.And if you disable the simplePVE plugin, all of the above is resolved and damage is reflected normally.
Sounds to me like you have set server.pve = true which should be false when using SimplePVE
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On 1/28/2025 at 10:43 PM, phlex said:
Is it normal if you can do damage in pve mode to turrets of other players which are not with you in clan or friend?
Hey there, damage to players and player entities like turrets, barricades, etc. can be configured using the /sprules chat command.
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Hey there, damage to players from traps can be configured using the /sprules chat command.
On 1/17/2025 at 8:51 PM, hid333 said:When I switch to PvE mode, some traps and other things don't do any damage. Turrets and things like that work fine, but wooden floor spikes and things like that don't work. Is there a way to fix this?
Also, there will be no fall damage from Pogo or other similar items.
But tbh regarding your Pogo question I've got no clue. Fall damage is not handled by SimplePVE, but vehicle damage is. Might be that your Pogo stick is seen as vehicle.
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Hi @Zeeuss,
first of all thanks for making this plugin.
In day-2-day use it turns out that players either don't understand what they see, or they don't notice warnings as such. Oftentimes they connect and need more time to actually start playing, so that the warning message already disappeared unseen. This is unfortunate, as the warning to the player disappears into thin air.
Right now the only use I see as a server owner is that I can stick notes to players and treat it as first or second strike, and take action otherwise.
Would it be possible to make the warning more persistent, e.g. require the user to actually confirm it to make it go away? This could be an option, so that server owners can either decide to keep the current way of working or make the warnings persist until they were actually confirmed by the player.
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Dears, maybe this is a stupid question, but I wonder whether it is the game itself, another random plugin (like e.g. BoxLooters) or Raidable Bases which is causing this console spam:
[BoxLooters] Saved Boxlooters data ... more lines before ... Entity is NULL but is still in saveList - not destroyed properly? m249.entity Entity is NULL but is still in saveList - not destroyed properly? ak47u.entity Entity is NULL but is still in saveList - not destroyed properly? ak47u.entity ... more lines after ... Saved 99,591 ents, cache(0.32), write(0.07), disk(0.06). Saving complete
My observation is, that it must be somehow related to Raidable Bases. I am running 2 PvE servers where one has the Raidable Bases plugin, the other one not. Both servers use the BoxLooters plugin. Only on my server with the Raidable Bases plugin I see this kind of console spam. This console spam appears to be triggered every time BoxLooters saves.
A while ago nivex added the "/rb savefix" feature which appears to
solverelieve the issue, but sadly does not solve the underlying problem since only a few minutes later the same console spam shows again. Hence the savefix appears to be cosmetics to reduce the noise in the console.Is there already any insight, or are we still treating symptoms without knowing the root cause?
Thanks in advance for sharing your thoughts, and to nivex for this great plugin.
Update 2024-10-21:
I received a warning from Codefling for nothing - seems like somebody didn't like the comment above.
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On 8/4/2024 at 12:51 AM, Snaplatack said:
Okay so is there a way to have permissions added for use? I host a PVE and PVP server and would like the monuments to be blocked off for PVP players and PVE players when a PVE player owns the monument (The plugin will act like this when the owner has this permission). Then if a PVP player owns the monument, then the monument is free for other players that have the correct permission to counter the monument and take it over from the other player.
Honestly I don't get what you're trying to achieve here. In my eyes you can use the plugin on your PvE server and don't use it on PvP, but I don't see your point where permissions would make any sense. You probably meant to ask for some configuration to set, so that in PvP players can more easy take over a monument, like configure what happens when a player kills the current owner of a monument.
Since you didn't get a response yet, I assume I'm not the only one having problems with understanding your use case. It might make sense to elaborate a bit, or make a ticket in the author's Discord.
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Hi @golgolakk,
this looks like a good idea - even though I'd rather lean towards the way rustmaps.com handles map sizes on their URLs. Use of comma as a size/seed separator might have side effects - rustmaps is using an underscore _ to separate. Since this plugin overrides whichever seed you may have set in your server config, it should also be able to override which ever world size you have configured.
However, I can't speak for the developer, but I think that's a good idea. Would be great to have that as a feature.
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4 hours ago, Infidel said:
How do we disable map markers(the trolly shop marker) ? It makes the map look untidy and cluttered.
You can disable map markers by editing the config files for each zone in oxide/data/MM_Data/MonumentOwner (subfolders Events or Monuments). Look for this section in the *.json files and change according to whether you want markers to be shown or not:
"Display settings": { "Enable the display of the radius of the zone on the map": true, "Enable the display of the zone marker on the map": true, "The position of the marker relative to the position of the monument": "(0, 0, 0)", "The text that will be displayed in the marker": "Owner:" },-
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Hi @kasvoton,
would it be possible to add support for "Travelling Vendors"?
In July-2024 update notes (rust.facepunch.com/news/road-renegades) it says that the "Travelling Vendor" spawns if there is a ring road present on the map, which should be the case on maps >= 4000. However, most of us use your excellent Harmony plugin to enrich our maps with surface train rails, even though map size would be too small. It would be awesome if you could update (or make another paid plugin) so that we also get a ring road.
QuoteWe've added a brand new event! The Travelling Vendor. The vendor will spawn naturally on maps with ring roads (4000+) and traverse the roads.
server.worldsize server.worldsize: "3750" travellingvendor.startevent Can't spawn Travelling Vendor: No roads available to spawn on. Failed to spawn Travelling Vendor.I wonder if we can trick the "Travelling Vendor" to spawn if we manage to get a ring road.
Thanks in advance for looking.
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Raidable Bases
in Plugins
Posted · Edited by miniMe_rust
Hey guys!
Any idea where I can check items which have recently been removed from the game? I've got 1 raidable base (a large one with copypaste file >2MB) which gives me this error, which looks like an invalid item copypaste tried to spawn and fell flat on it's face:
Failed to execute OnFrame callback (Object reference not set to an instance of an object) at void Oxide.Plugins.CopyPaste.PasteEntity(Dictionary<string, object> data, PasteData pasteData, BaseEntity parent) in /home/container/carbon/plugins/CopyPaste.cs:line 2614 at void Oxide.Plugins.CopyPaste.PasteLoop(PasteData pasteData) in /home/container/carbon/plugins/CopyPaste.cs:line 1636 at void Oxide.Plugins.CopyPaste.PasteLoop(PasteData pasteData)+() => { } in /home/container/carbon/plugins/CopyPaste.cs:line 1640 at void Carbon.Managers.CarbonProcessor.Update() in /home/runner/work/Carbon/Carbon/src/Carbon/src/Processors/CarbonProcessor.cs:line 63Due to the sheer size of the copypaste file and no information on what to look for I don't know how I can fix the base. Also the error message is not really telling anything - it does not mention what item it was chewing on when it crashed. Any help appreciated
-update- I have extracted the prefabs from the copypaste json file
prefabs.txt