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Everything posted by nivex
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hello, adjusting Maximum Elevation Level is the reason it is clipping it should never be set above 3.75, it is the literal land level of the surrounding terrain any issue with terrain partially clipping is because this setting explicitly allows it up to the level you configured it to to avoid it you would lower the level, and make sure the base is copied at the correct level to begin with improperly configuring the Height setting can also cause it to clip into the terrain. so can the AutoHeight option, however it is not supported by me as this plugin is always going to do it better when properly configured hope that clears it up for ya. gl!
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed
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that setting can be bypassed by profile settings. you can disable it in the nightmare profile. it's intentionally enabled because it's supposed to be a nightmare to raid it =P "Require Cupboard Access To Place Ladders": true,
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rubber banding would have time warnings in the oxide logs there's no issue with objects at 0,0,0 anymore. that would be another plugin there is an issue with bases despawning after a restart (fixed by unloading before a restart) but that's unrelated and fixed next update
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that's not the default files. you put a profile in the base loot directory. =p loot files belong in base loot and difficulty loot folders and these are what you edit. difficulty loot is the primary file. base loot contains a few items that always spawn. they cannot be profiles - they must be loot tables. profiles belong in the profiles directory @Vengadorweb
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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hi, this is fixed next update it happens during a server restart. you can avoid it by unloading the plugin before the restart happens
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it really just varies map to map and what that map can handle. proc gen maps are usually pretty good about being able to spawn a lot of bases, but usually does not mean always the substation monuments really eat a lot of space you'll just have to wait for the next update for that fix, or add it in yourself case "Launch Site": case "Arctic Research Base": return 300f; change to case "Launch Site": case "Arctic Research Base": return 300f; case "Substation": return 35f; also you have the rbe debug command to see why its not spawning
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@BeePssY yes, you can use the spawns database plugin and just set that filename under whatever event type in the config, "Spawns Database File (Optional)": "none", so if the filename is maintainedspawnpoints.jsosn then you would replace none with maintainedspawnpoints. don't include the .json extension
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Changed Status from Pending to Closed
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it should be fixed next update @chuck norris its most likely topology check blocking it. my bad =p if (!spq.spawns.IsCustomSpawn) { string topology; if (!SpawnsController.TopologyChecks(vector, spq.buildRadius, out topology)) { LastMessage = $"Spawn is on blocked topology ({topology})"; continue; } } this is the fix, the first line with its open and closed curly brackets go around the enclosed lines of code
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you can look to see which tables didn't load with the plugin to know which are broken
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actually it looks like 3 of them have the same json error
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hey. its telling you that one of your loot tables has a json error
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it is working. minus an issue where heads poke through blocks the npcs spawn fine. this issue is on your end.
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read the update notes. its pre-release Changed Status from Pending to Closed
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Changed Status from Pending to Closed Changed Fixed In to Next Version