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Everything posted by nivex
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then you need to set this back to 50 by default "Anti Terrain Clipping Distance (Advanced Users Only)": 50.0, or make sure your Protection Radius is configured properly. if it is set too low then the above setting will not prevent it from spawning into the terrain. Protection Radius should never be set too high though. at most 65. so either anti isn't 50, the protection radius isn't set properly, or there's some other issue I don't know about yet also make sure you are using the latest version - I see that you've downloaded 2.1.3 but just double check its loaded
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Last I remember you were using tier 3 and I fixed this issue. So if it's still happening then I have no idea what to tell you. I do not have this issue using tier 3 on any custom map with the latest plugin update. Short of getting admin, FTP and RCON access I don't know how to help you simply because there is nothing wrong with the package except for the raideasy10 base being a bunker which will cause it to spawn under terrain sometimes. Rest of the bases are fine, assuming you've updated them to the current version of tier 3.
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Changed Status from Pending to Closed
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Changed Status from Pending to Not a Bug
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hello! this is intended. press enter to use the GUI same with my Admin Radar plugin and others
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ok, to reiterate 1. you must set the reward in every profile - you said this was doubled increments so that's good, just verify it's the case still 2. it does not matter how many rewards you want to give - you can use all of them if you want 3. Economics must be installed, and loaded 4. rewards are not given to players that are in noclip 5. rewards are not given to players that become inactive, Lock Treasure Max Inactive Time (Minutes) 6. rewards are not given to admins when Remove Admins From Raiders List is true 7. rewards are not given if the player goes offline after being killed 8. rewards are not given for buyable events when Do Not Reward Buyable Events is true I can confirm that rewards are given when the has been raided message (Thief in language file) is shown in chat
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Hello. It's a bug, and happens because you don't have enough available items in your loot tables. So when it fails to get enough items it randomly picks from all loot tables. This is fixed in the next update to use the duplicate and unique options properly. In next update: The plugin will attempt to find enough items from the loot tables to spawn. However, when this fails it will attempt a second time. This happens when there aren't enough items in the loot tables, and/or when probability is not set properly across all loot tables. On the second attempt all probability will be ignored as a result, and items will be randomly picked respective of the duplicate and unique options. It's extremely important that people use probability correctly, and make sure they have enough items to avoid this second attempt to begin with. Otherwise items with extremely low rarity will have a higher chance of spawning due to being randomly picked.
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed Changed Fixed In to 2.1.2
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paying? you set the payment in the profiles oxide/data/RaidableBases/Profiles "Rewards": { "Custom Currency": { "Enabled": false, "Item Shortname": "scrap", "Amount": 0 }, "Economics Money": 0.0, "ServerRewards Points": 0, "Do Not Reward Buyable Events": false },
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changing your config will not solve this, even if it appears to initially the fact that reloading the plugin does not kill the entities proves that the invokes were sent, and something is intercepting and canceling them. it could be that the server simply ignored the kill message, too. I've seen all of this happen before when servers are under stress/high load. the fact that cpu usage is low doesn't mean anything, either. however, I refuse to go down this rabbit hole trying to figure out what plugin or what part of Rusts' code is broken. there's nothing wrong with the despawn code, and the effort required to figure this out will likely fall on deaf ears as it often does. the only solution here is to rewrite this to not use invokes. it seems that coroutines are working fine as your bases are continuing to spawn normally as far as i can tell. so therefore I will create a coroutine that will continuously try to destroy entities that are supposed to be despawned until successful. i think this would be a great opportunity to see how teleporting these entities under the map would affect client and server performance. as I'm sure you've noticed, anything sent below the map more than 500 meters is destroyed by the server
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Changed Status from Pending to Closed
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hi, set this true in the profiles if you want Base_Loot to always spawn. Difficulty_Loot will spawn randomly afterwards. Always Spawn Base Loot Table short of that you'll need to wait for the next update which fixes a relevant issue yw and glad your players enjoy it
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hi, no. you can remove it from the copypaste file though.
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I was not able to reproduce the issue with fire burn damage. Are you sure you're using the latest version? I tested this on a server that was having the issue for several months and now it works perfectly I can add that option. No ETA though, but I like the idea. It's been noted. A dynamic amount of events based on the servers pop sounds interesting, too. But at the same time, I don't think it will be of any benefit unless the amount is lowered as more people come online in order to maintain server performance. I think the benefit to increase the amount as server pop rises would fall short in that it would have a negative influence on those wanting to raid when there are less people online, and it's far less appealing to those players as well. It's eye candy, and not only that, they would likely not spend the time traveling if the bases were too far away, and that would lead to boredom for some.
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Changed Status from Pending to No Response
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hey thanks. yes, they have skins saved already. the suspended objects (non interactable at least) is a game bug. it happens even when using copypaste to paste/undo the bases. either that or both plugins are despawning entities too fast. the method used in raidablebases is the same method used natively in Rust. the only difference is Rust despawns 1 entity per second.