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Everything posted by nivex
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heya, you need to update the plugin. those errors are from an older version
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hi, what pve plugin are you using? sounds like another plugin blocking it
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hi, did you disable it in your in-game map then? don't know what else it would be if not that. it's definitely not broken
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heya, its working here how do you have it configured? "Map Markers": { "Marker Name": "Raidable Base Event", "Radius": 0.35, "Radius (Map Size 3600 Or Less)": 0.25, "Use Vending Map Marker": true, "Show Remaining Loot When No Owner (PVE)": true, "Show Remaining Loot When No Owner (PVP)": false, "Show Owners Name on Map Marker": true, "Show If Purchased On Map Marker": false, "Use Explosion Map Marker": false, "Create Markers For Buyable Events": true, "Create Markers For Maintained Events": true, "Create Markers For Scheduled Events": true, "Create Markers For Manual Events": true },
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heya, you would need to fix your Steam issue, or neither plugin will be able to spawn the base. RaidableBases will only allow 15 minutes before it despawns it. suppressing the errors wouldn't fix your Steam issue, but it is null checked in the next update anyway. -
heya, that command would remove the difficulty. use rb.difficulty add instead rb.difficulty add "Colosal" this will create the profile: oxide/data/RaidableBases/Colosal Bases.json add the bases that you want to use. example: rb.config add "Colosal Bases" colobase1 colobase2 colobase3 set the options in the "Colosal Bases" profile: oxide/data/RaidableBases/Profiles/Colosal Bases.json copy a loot table from an existing difficulty and rename it. example: copy oxide/data/RaidableBases/Difficulty_Loot/Nightmare.json to oxide/data/RaidableBases/Difficulty_Loot/Colosal.json setup the options in the config file, and configure a cost. example, set Colosal under Economics Buy Raid Costs to 20000. reload the plugin. o.reload RaidableBases c.reload RaidableBases wait for the grid to load type /buyraid after the grid has loaded voice chat won't make this any easier, the steps above are all that is needed. copying an existing difficulty loot table and/or profile after the difficulty has been created is much simpler than trying to create or edit it from scratch.
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@idkrocky heya, you can set Do Not Destroy During Purge to true in the config to prevent bases from being destroyed during purge. if you enable purge and all bases convert then they would despawn roughly around the same time using your configured despawn time, yes. but you only need to enable that option to prevent the despawn.
- 647 comments
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- #rust
- #rust plugin
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heya, not a bug, someone added that to the config Difficulty Colors (Inner) and Difficulty Colors (Border) are the only two options with that name ensure those exist and delete or rename the other back to its original name
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- 647 comments
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- #rust
- #rust plugin
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heya, tested here and have no issue. 5 bases spawned the expected 4 scientist inside, 8 scientist outside, and 10 murderers which can only spawn outside. if you don't have enough space outside or if water is too deep they cannot spawn. if nav cannot be sampled they will not spawn. they will spawn if they can
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Changed Status from Pending to Closed
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you're welcome, enjoy!
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heya, you were close. you had the item shortnames, but 3 of the weapons were missing the skin list. by default, the skin is 0 (vanilla). "Random Weapons To Use When Unequipped": { "rifle.ak": [ 0 ], "lmg.m249": [ 0 ], "hmlmg": [ 0 ], "rifle.bolt": [ 0 ] }, Nightmare Bases.json
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hi, I just looked and the lootable option doesn't work. either way, vanish or noclip will bypass it when it does work.
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they should be able to loot the sleepers without issue, and the Kits plugin works fine with RB. not sure what would allow them to get items over the top of their kits when the game explicitly blocks that already. RB would not be what is moving the item to the players inventory though. the game or another plugin would be doing that. seeing multiple weapon models at the same time is normal, being able to equip multiple different weapons in the same belt slot is not normal though. the same with armor. that is likely a plugin with CanWearItem or CanEquipItem in the .cs file that uses return true; where it should be using return null; that would cause the game to bypass the behavior that would prevent this issue otherwise. it's easy to get lost in code, so I recommend unloading any plugins with CanWearItem or CanEquipItem in their .cs files. this is not the only way for that to happen though. failing the above, you would have to unload plugins until you found the cause.
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hi, your players are able to wear two kits simultaneously simply by looting a sleeper? this is not making any sense to me ya, they should be lootable when they're asleep.
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heya #1 yep. only scientists are allowed to spawn inside #2 yes #3 it should be at least 1 if you always want at least 1 inside #4 no, this is blocked atm #5 yes #6 if a roof is exposed outside then it should be removed yes. no, I wouldn't enable this unless you want them on the roof too it's not working because the game uses internal sampling prior to spawn, which overrides the position set by RB. it is fixed in the next update SceneManager.MoveGameObjectToScene(go, Rust.Server.EntityScene); if (isStationary && go.TryGetComponent(out Rust.Ai.Gen2.RustNavMeshAgent navAgent)) { navAgent.updatePosition = false; go.transform.position = position; } go.SetActive(true); return npc != null; the additional code between MoveGameObjectToScene and SetActive is the fix
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Changed Status from Pending to Closed
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hi, that shouldn't cause it. it would be another plugin
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heya, another plugin is preventing them from being killed