-
Posts
6,209 -
Joined
-
Last visited
-
Days Won
207
Content Type
Profiles
Warranty Claims
Downloads
Forums
Store
Services
Downloads Plus Support
DOWNLOADS EXTRA
Reels
Support Center
Everything posted by nivex
-
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
-
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 },
-
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.
-
@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
-
- #rust
- #rust plugin
- (and 6 more)
-
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
- 1 reply
-
- 1
-
-
- 647 comments
-
- 1
-
-
- #rust
- #rust plugin
- (and 6 more)
-
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
-
Changed Status from Pending to Closed
-
you're welcome, enjoy!
-
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
-
hi, I just looked and the lootable option doesn't work. either way, vanish or noclip will bypass it when it does work.
-
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.
-
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.
-
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
-
Changed Status from Pending to Closed
-
hi, that shouldn't cause it. it would be another plugin
-
heya, another plugin is preventing them from being killed
-
@jestermgee heya, easy and medium bases shouldn't be difficult for players. it should ease them into the experience. allow them to explore without much punishment. I'll consider improving the higher tiers, thanks. boom can be adjusted in the Base Loot tables for anyone who thinks there should be higher profits. the bundle is discounted, $20 cheaper than full price. it is intended that the tier 3 package currently have the same price as it would in the bundle. this allows anyone who previously purchased RB to buy the tier 3 package separately at the same reduced price. the tier 3 package is generally $5 off, currently $10 off. a cheaper alternative exists too. each tier package contains different bases, but the setup files are identical. the tier 1 package costs only $15 or $45 bundled. though I strongly recommend that you create your own files so you have exactly what you want given you're going to use your own bases. anything else sounds like a waste. I would rather give you sound advice than make a sale. fun with your friends and trusted players is what matters. if you're constantly saying that you don't like how something is in the tier package then that will drag the mood down. however, if you're constantly saying you want to change how something works in your setup then the mood stays positive. the fun stays, the annoyances leave. for sure grab the premium plugin though, many options to be had with it. you're missing a lot of fun without it, and there will be even more fun things implemented whenever I can get them all sorted out
-
@miniMe_rust hi, that loot item is fine so long as you have enough loot items to fulfill the Amount Of Items To Spawn requirement in the Nightmare profile, otherwise loot items can be duplicated. TL;DR - set Check Lower Probability Once Per Loot Item to true in your Nightmare profile and you're done example: 200 loot items in your loot tables with Amount Of Items To Spawn required to spawn 300 items means up to 100 items can be duplicated depending on the below options, including your supertea. Check Lower Probability Once Per Loot Item - Set this to true and your supertea will only be able to spawn once because it has a probability less than 1.0. This is the only option I recommend. Allow Duplicate Items - This profile option will allow any loot table to duplicate an item so long as not blocked by the other three options. This should remain whatever it is currently set to. Do Not Duplicate Base Loot - This config option will prevent duplicates when set to true from the Base Loot tables and it will override Allow Duplicate Items. The first option is better for lower probability loot items. Do Not Duplicate Difficulty Loot - This config option will prevent duplicates when set to true from the Difficulty Loot tables and it will override Allow Duplicate Items. The first option is still better for lower probability loot items.
-
Spawning a set amount of items for each large wood box in a raid
nivex replied to Officer Diggler's Support Report in Support
Changed Status from Pending to Closed