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Everything posted by nivex
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hi, you can block collectable eggs in your copypaste config to prevent them from spawning. this happens in vanilla too so it's not a copypaste issue "Prevent These Prefabs From Spawning": ["collectableegg"],
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hi, yes spawn points can still be blocked based on the options you're using. the rbe debug command will tell you why. try to buy a raid, use rbe debug once to toggle it on, then immediately again to toggle it off. you can figure out what's going on pretty easily with that (debug is not errors, it contains good and bad.). it will tell you where it's blocked and by what. teleport to whatever is blocking it using the coordinates it gave you. remove what is obstructing and buy again. you can enable Ignore Safe Checks and Prevent Building Until Base Spawns if need be. the last is a profile only option, so if you have spawns database set up in the config then move it from the config to the profiles instead. the latter option will block players from building while no events are active. if you use Prevent Building Until Base Spawns then you don't need zone manager zones for any reason. RB will handle all of it.
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hi, reinstall is not the answer. the plugin depends on your map having enough space for bases to spawn on. this is too low. anything less than 1000 is going to be unreliable. you want at least 1500 and ideally over 2000 potential points. these are clusters where spawn points are picked from depending on the size of the base that is supposed to spawn. these are recommend config: "Allow Raid Bases Inland": true, "Allow Raid Bases On Beaches": true, "Allow Raid Bases On Ice Sheets": false, "Allow Raid Bases On Roads": false, "Allow Raid Bases On Rivers": true, "Allow Raid Bases On Railroads": false, "Allow Raid Bases On Building Topology": true, "Allow Raid Bases On Monument Topology": false, all biomes in the profiles are enabled by default. "Allow Raid Bases In Biomes": { "Arctic": true, "Arid": true, "Temperate": true, "Tundra": true, "Jungle": true }, water settings can help when the map doesn't have enough terrain. the only thing that will help beyond this is using a better or bigger map. 3000 is very small but doable. "Water Settings": { "Allow Bases To Float Above Water": true, "Chance For Underwater Bases To Spawn (0-100) (BETA - WORK IN PROGRESS)": 100.0, "Spawn On The Surface Of Water": true, "Ignore Land Level On Seabed": true, "Prevent Bases From Floating Above Water By Also Checking Surrounding Area": false, "Maximum Water Depth Level Used For Float Above Water Option": 1.0, "Minimum Water Depth Level Used For Seabed Option": -20.0, "Maximum Water Depth Level Used For Seabed Option": -35.0, "Torpedo Damage Multiplier (Min)": 3.0, "Torpedo Damage Multiplier (Max)": 3.0 },
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hi, looks like your map ran out of space for bases to spawn. 105 is no where near enough. ensure beaches and inland are both allowed in the config. otherwise this is a map issue. you could setup water bases in the profiles. theres no shortage of that. "Water Settings": { "Allow Bases To Float Above Water": true, "Chance For Underwater Bases To Spawn (0-100) (BETA - WORK IN PROGRESS)": 100.0, "Spawn On The Surface Of Water": true, "Ignore Land Level On Seabed": true, "Prevent Bases From Floating Above Water By Also Checking Surrounding Area": false, "Maximum Water Depth Level Used For Float Above Water Option": 1.0, "Minimum Water Depth Level Used For Seabed Option": -20.0, "Maximum Water Depth Level Used For Seabed Option": -35.0, "Torpedo Damage Multiplier (Min)": 3.0, "Torpedo Damage Multiplier (Max)": 3.0 },
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heya, what does it say when the plugin loads? including grid
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hi, how are you getting in? I get ejected any time that I try.
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you're welcome:)
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hi, Ill see about it in the next update
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Changed Status from Pending to Closed
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you're welcome, enjoy
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heya, 1.0 is 1%, change it to 100 that setting will override Convert PVE to PVP.
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@miniMe_rust hi, you can look for removals in Facepunch's dev blog with each monthly Rust update. copypaste would need to be updated to tell you what entity is throwing the error. otherwise you can look it up yourself in the plugin file using the line number in your error. in this case that's on line 2614, a wanted poster. that doesn't necessarily mean the item was removed, it's likely just broken. that could be a plugin issue with copypaste, or an issue with your copypaste file. so either fix the copypaste file, remove wantedposter's from your copypaste file, or add "wantedposter" to Prevent These Prefabs From Spawning in your copypaste config
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@deal heya. all npcs are killed. the count isn't subtracted on death though. it's harmless, but it'll be fixed in the next update. thanks. insert a new line after 3126, add the code Count--; public override void OnDestroy() { if (!Rust.Application.isQuitting && !isKilled) { BaseEntity.Query.Server.RemoveBrain(GetEntity()); LeaveGroup(); } Count--; }
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@AlexF @Kk hi, if an event doesn't start (dome doesn't spawn, etc) then it didn't paste or spawn properly and there would be an error in the console. if the base can /paste then there is no issue. if the base can /paste but not /rbe then I need the error. if there's no error then I cannot help you. if it doesn't /paste and copypaste shows an error then the base is broken. remove it from rotation and show me the error. if it doesn't /paste and the console shows a libgdiplus error then your host needs to install that missing library. it is required on Linux servers. @TheOneWhoWipes @Kk hi, RaidableBases doesn't use the OnPlayerVoice hook so it wouldn't be the cause of the RPC kicks. I'd start by removing plugins that have OnPlayerVoice in them. if this doesn't help then you have another plugin causing this, and it could be any plugin at that point.
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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hello, I have plans to update this plugin as soon I have time. atm working on nteleportation, truepve and raidablebases. sorry about that. this plugin is not mine so I will likely rewrite it so I can manage it easier
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@mcsigu heya, not exactly. you should prevent turrets from powering on until the event is fully spawned. the base first pastes with CopyPaste, then it will spawn the event after RB sets up the base, and walls will spawn once that is complete. if you set it too high and the server can't handle it then the server will lag how fast it pastes is in the copypaste config, "Amount of entities to paste per batch. Use to tweak performance impact of pasting" how fast it spawns after pasting is in the RB profiles, "Amount Of Entities To Spawn Per Batch" you can enable this for turrets, Wait To Power On Until Event Starts