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nivex

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Everything posted by nivex

  1. nivex

    Raidable Bases

    @norikazu that's copypaste plugin. this is what happens when spawning or despawning thousands of entities. modifying these settings and using bases with fewer entities will help some.
  2. nivex

    Raidable Bases

    @norikazu Amount Of Entities To Despawn Per Batch hi, this is in the profiles.
  3. nivex

    Sky Bases?

    Changed Status from Pending to Closed
  4. nivex

    Sky Bases?

    ahh, I see. no problem. enjoy!
  5. nivex

    Bright Nights

    I can finally see when not using admintime! A+ /settime 1 { "Max Night Brightness": 5.0, "Night Contrast (Lower = brighter, Default = 1.5f)": 1.0, "Update Transition Rate Seconds (Time taken between transition updates)": 0.2, "Update Amount (Amount to update by to reach target brightness)": 0.05, "Night Delay (Delay till transition after sunset in seconds)": 1.0, "Inverted Nights Mode (Makes nights very bright)": false, "Inverted Nights Sky Darkness (lower is darker)": 0.01, "Inverted Nights Environment Darkness (1 Dark, 0 Bright)": 0.9, "Inverted Nights Start Position 0-100 (increases the starting pos of the bright moon)": 0, "Use Night Light (Adds night vision to immediate proximity)": true, "Nightlight Brightness (Adds a night light around the player)": 0.1, "Nightlight Distance (Modifies the throw of the night light)": 7.0 }
  6. nivex

    Sky Bases?

    integrate with what? it uses the Difficulty setting in the top of the profile
  7. nivex

    Sky Bases?

    hi, there's support for custom profiles. you can do exactly what you said in your last reply. if you want arena1 spawning on a specific spawn point then: 1. create a spawns database file with that single spawn point 2. create a profile with arena1 as the only base 2. set the spawns database file repeat for each arena
  8. nivex

    Sky Bases?

    if you put the Spawns Database file in the profile then it will work with the bases in that profile if you put the Spawns Database file in the config file instead then it will work for the bases in every profile
  9. hi, there is no option to prevent the base from being raided by players inside of the dome. you can allow damage from outside the area by setting Block Damage Outside Of The Dome To Bases Inside to false. other options include: Show Message For Block Damage Outside Of The Dome To Players Inside Block Damage Outside To Npcs When Not Allowed To Leave Dome Block Damage Outside Of The Dome To Npcs Inside Block Damage To Players From Player Turrets Deployed Outside Of The Dome Block Damage Outside Of The Dome To Players Inside Block Damage Inside From Npcs To Players Outside
  10. nivex

    Sky Bases?

    heya, it's possible. setting the position in the copypaste parameters is not valid though. that plugin doesn't accept this you can use the Spawns Database plugin to create your own custom spawn points there, save, and put the file under Spawns Database File "Spawns Database": { "Spawns Database File (Optional)": "skypoints1", "Prevent Building Until Base Spawns": true, "Ignore Safe Checks": fa;se, "Ignore Safe Checks In X Radius Only": 0.0, "Ignore Player Entities At Custom Spawn Locations": false, "Kill Sleeping Bags": true, "Map Prefabs For Buyable Teleport": [], "Time To Accept Buyable Teleport": 60.0 },
  11. nivex

    Raidable Bases

    Coming in 3.0.0: Upon popular request -- Dynamic support for adding your own custom difficulties with an easy to use command! I see this question often "Nightmare is difficult enough to create. Why would I want to create some abomination that's more difficult and is even more time consuming than a Nightmare base?" And I reply, "Because the players crave a challenge. But, how about something else entirely?" Be creative. Underwater Bases Use Water Settings in profiles, and set Chance For Underwater Bases To Spawn to 100 Ignore Land Level On Seabed should be false when using bases with foundations Ignore Land Level On Seabed should be true when using bases with no foundations (built out of floors and walls like submarines) Water Bases Use Water Settings in config, and set Chance For Underwater Bases To Spawn to 100 Set Spawn On The Surface Of Water to true Ignore Land Level On Seabed should be true Sky Bases Set Force All Bases To Spawn At Height Level (0 = Water) to 400 and all bases will spawn 400 meters up, or Alternatively, set Height Adjustment Applied To This Paste to 200 and all bases will spawn 200 meters off of the ground Set Foundations Immune To Damage When Forced Height Is Applied if desired Alternatively, set Foundations Immune To Damage if desired If using NPC they should be configured to spawn inside of the base if at all Underworld Bases Create your own prefab in RustEdit to use as a platform Add prefabs to this platform to be used as teleport positions Add said teleport prefabs to Map Prefabs For Buyable Teleport (this setting is for map prefabs added in RustEdit only) Use Spawns Database to create a spawn position for the base itself, and add this to Spawns Database File in the profile Floating Islands TBA
  12. nivex

    Raidable Bases

    @laodu sure, I will keep you in mind
  13. nivex

    Raidable Bases

    @laodu hi, likely the 6th. it requires a lot of testing across multiple servers to work out any potential issues before release.
  14. nivex

    Raidable Bases

    @laodu that looks like a Rust+ issue since it says CompanionServer
  15. nivex

    Raidable Bases

    @Grumpy_old_man hi, it didn't change. something might be killing the game object associated with that event. another plugin most likely. I don't think the game would do that. otherwise, it should not be possible to despawn on its own like that as it uses a date time for it @Dead Nasty hi, yes. "oldID" is the key, and "1" is the value to the right of it in its own quotes. change that "oldID": "1", could just be 111 or something unique
  16. nivex

    Raidable Bases

    @laodu hi, not yet. the only person I've let try this out is @Mabelbecause of how much he does for the Rust community. so this is my way of saying thanks to him, by letting him try something before anyone else that I think is really neat! that said, it needs a lot of testing so it will be several days before it's completed.
  17. nivex

    Raidable Bases

    In the next update (3.0.0) To add a new difficulty: Use the command: rb.difficulty add Extreme (or any name of your choosing) Edit the configuration: Set the Difficulty Color (Inner) to E3963E Set the Economics Buy Raid Costs to 15000. Create an Extreme loot table and place it in the Difficulty_Loot and/or Base_Loot folders. Reload the plugin: Run the command: o.reload RaidableBases or c.reload RaidableBases Add a base to the newly created profile: Use the command: rb.config add "Extreme" nivex1 Spawn the newly added base: Use the command: /rbe nivex1 That's about all there is to it. It is no different than setting up any other difficulty. You can create as many difficulties as will fit within the Buyable Events UI. The UI auto resizes to try and fit them all into it.
  18. nivex

    Raidable Bases

    dynamically added a new difficulty getting there
  19. nivex

    Raidable Bases

    @Dead Nasty hi, that is probably an issue with oldID. you can edit the copypaste file and change each one to some unique number "oldID"
  20. nivex

    getting error message

    hi, no problem assets/prefabs/misc/decor_dlc/storagebarrel/storage_barrel_a.prefab assets/prefabs/misc/decor_dlc/storagebarrel/storage_barrel_b.prefab assets/prefabs/misc/decor_dlc/storagebarrel/storage_barrel_c.prefab assets/prefabs/deployable/woodenbox/woodbox_deployed.prefab
  21. nivex

    plugin compatability question

    hi, that plugin can track stats using the hooks found in RB.
  22. nivex

    Abandoned Bases

    @Dead Nasty hi, initiator doesn't matter. only these settings can block the damage Cooldown Between Events Blocks PVP Damage Block Damage From Outside To Player Cooldown Between Events
  23. nivex

    Raid Cooldowns

    Changed Status from Pending to Closed
  24. nivex

    Raid Cooldowns

    no problem
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