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Everything posted by nivex
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@Tay Timers start when the event despawns, not when it's completed. It's intended to work this way, and depending on the configuration, to block them from raiding other events when they still have an event spawned already. Bases should be copied while standing and looking at the center foundation. Use /paste to verify the /copy worked properly.
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@Tay If you set 60 minutes with a Buyable Cooldown, then players will not be allowed to BUY the same difficulty again until that time elapses. This does not prevent them from entering any raid, public or purchased. There is no option to block their entry since they or a team mate are required to buy the event first. If you set 60 minutes with a lockout from Player Lockouts, then players will not be allowed to ENTER or RAID the same difficulty again until that time expires. Player Lockouts will not block players from entering purchased events, applying only to Maintained or Scheduled Events. If this is not working, then you've given permission that is bypassing it, or it is not configured.
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@ChardaZAR "Use Workshop Skins": true, These should be set to false in your config, and it will prevent approved skins I don't modify files. So for copypaste files you'll need an option in that plugin, or to remove the paid content manually @Tay Hi, it is intended that admins bypass entry to events with noclip, vanish and permissions like raidablebases.canbypass which are in the documentation Options for cooldowns: Public events: Player Lockouts, none of which are configured by default Purchased events: Buyable Cooldowns, none of which apply a cooldown to admins or admins/staff/moderators that have raidablebases.allow by default
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@PhatBlinkie You're welcome, and I understand your frustration. Let's wait and see what their next response is. They're going to clear up some concerns that have been raised. In the mean time, you could try writing your concerns to them. You can use this resource to search for any questionable skins or DLC content. It's still being actively updated to include any that might've been missed. I know it's difficult to use, but might prove helpful when using the search functionality on specific skins. https://api.rusthelp.com/v1/facepunch/skins Make sure you put a checkmark in the "Pretty-print" checkbox.
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@PhatBlinkie Heya, thanks for responding with valuable feedback. I can understand that perspective, and it might hold more weight if raid bases were rare, risky or difficult to access. However, in practice—especially on PvE servers—players can freely and repeatedly access raid bases with minimal effort and walk away with a large amount of skinned or DLC items. That kind of accessibility significantly undercuts the value of content and contributes to Facepunch's reduced sales. From a developer’s standpoint, I have to consider both the player experience and the broader impact on Facepunch’s monetization model. Given how widely used this plugin is—and how easily it enables access to premium content—I think it’s reasonable to expect Facepunch would take issue with that. Personally, I’ve never supported the idea of plugins handing out paid skins or DLC content freely. These features were implemented purely in response to community demand. At the end of the day, I build for you—the community—but I also have to respect the boundaries set by the game’s creators.
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Heya, I hope this message finds everyone well. Please help spread the word should someone ask about this. Please ensure that any paid content, DLC items or workshop skins, are removed from your files to avoid breaching the recent Facepunch TOS changes. I’m working on a solution, but I can’t promise it will be flawless right away—expect a revision or two to resolve any edge cases. Realistically, the first iteration may just offer a blanket blacklist for all DLC and workshop skins—we’ll see what happens. Unlike solutions already implemented by other plugins, RaidableBases has multiple other issues to account for: Players looting and moving items, where some player might try to loot content that they do not own. This can happen under several different conditions, and would require another hook that which impacts performance. Skinning items for public events, where the owner is not set beforehand. This seems easy enough to solve, except the fact of the first issue. Skinning items for purchased events, where the owner is determined beforehand, but it's unclear if it would be in violation should other players join after the fact, when they do not own the same content. Items contained in your CopyPaste files (oxide/data/copypaste or carbon/data/copypaste), which could violate TOS when players do not own that content. Direct item spawns from other plugins, and more. Ultimately, it’s each server owner’s responsibility to keep their own files in order. I know it can be a time-consuming job, but that’s simply part of running servers. Facepunch is right to tighten the rules, even if enforcement won’t be simple. The sooner we clean things up, the fewer headaches we create for them—so they can focus on making new content and fixing existing content, instead of policing avoidable TOS violations.
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@Cargonia heya, it will be fixed next update. the prefab name was changed from frontier to legacy. if you want to fix it now then change "assets/prefabs/building/wall.external.high.frontier/wall.external.high.frontier.prefab" to "assets/prefabs/building/wall.external.high.legacy/wall.external.high.legacy.prefab" in the .cs on lines 7235, 7242 and 7245.
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- 634 comments
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- #rust
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@mikezexter hi, 884 is a bit low for points so you will start running out of space fairly quick. disable Allow Raid Bases On Beaches in the config and theyll spawn more inland. note this is on the beach, not on the water, which Water Settings are in the profiles Allow Bases To Float Above Water, set false Maximum Water Depth Level Used For Float Above Water Option, set to 0 Prevent Bases From Floating Above Water By Also Checking Surrounding Area, set true
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@IniqtyTV hi, I seriously doubt it as that plugin does not call the necessary PVE hooks, and does not have this plugin listed as supported in its tags or config. I cannot support other plugins when they do not implement the necessary PVE hook calls. they must implement their own individual support instead.
- 634 comments
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- #rust
- #rust plugin
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- 634 comments
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- 1
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- #rust
- #rust plugin
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@0g.Ghost.7373 ah ya. not sure about the Mac version. there should be some equivalent then :< @thegdog you want the points on the grid or the points from the spawns database files, and why? @darka80 hi, this is a Vanilla issue and Facepunch is aware of it. explosives do not go through the garage door. it sticks to the door and becomes invisible. it will still detonate and do damage. you will see the explosion, but you might not hear the timer or the explosion. there was one report of the explosive becoming a dud, but this is unfounded and the user likely did not pay enough attention.
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@0g.Ghost.7373 no wont help. and if it shows the same error as before then you still have oldID duplicates. you'll have to show me what it says. the error message tells you exactly what key it is. your first message said the key was 1, and it could be any key you just have to look at the error. if it keeps saying 1 then you haven't removed them all. you should just fix them. its very easy to search and replace with notepad++