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Everything posted by nivex
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JsonReaderException errors are from someone modifying them incorrectly. It could be an additional bracket or a missing comma. Replace those files with the original and they'll work fine ya, it is intended that expert and nightmare bases may or may not have an entrance. players must find the best entry point. not intended for a hard base though so I will address that. thanks!
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@ZEODE@thepiercedweirdoaye raideasy10 is known to spawn at the wrong height because its a bunker. will be fixed when I release all the updates for the packages You can't, and how would they enter if they can't break past the external walls? They would need to fly slightly above them to enter without being above any of the foundations on entry, or the Allow Teleport option would kick them out if its set false. Not really a plausible option If you're asking how to prevent players from damaging it from outside of the dome, then you use the Block Damage Outside Of The Dome To Bases Inside option in the profiles oxide/data/RaidableBases/Profiles/
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no problem! you can use the Use Stack Size Limit For Spawning Items option in the config
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you need to add loot to the loot tables in order for more loot to spawn. you must also change how much loot you want to spawn in the profiles loot tables is any file inside of oxide/data/RaidableBases/ except the files inside of the Profiles folder if you want loot to ALWAYS spawn then you must add the loot in oxide/data/RaidableBases/Base_Loot AND you must set Always Spawn Base Loot Table true in the profiles these answers and more are in the documentation. read it Loot Tables, Loot Priority, and Loot Settings
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hi, need more logs than this. it doesn't really tell me anything
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- 634 comments
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- #rust
- #rust plugin
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#14 0x00000040517ea6 in (wrapper managed-to-native) string:FastAllocateString (int) this is where it crashed I can't fix this as its a native method that isn't in the plugin
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not sure but we can try connect to FTP server folder structure is like this: ./rustserver/oxide/ ./rustserver/server ./rustserver/logs ./rustserver/ name could be anything. it's an example. ./server.log or ./log.txt usually. look for this to start. if you do not find it then look in control panel for startup parameters and -logfile filename.ext
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Changed Status from Pending to Closed
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glad you got it sorted!
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as I said, I need the errors from the server log
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hi, this is because you have the free version installed. packages do not include the plugin. this is stated in the title of the product, and in the documentation
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"Run Every X Seconds": 10.0, this is far too often and bad on performance. I suggest no less than 1800.0 I will look into your issue Check your server log for exception error There's no reason this shouldn't work when shooting building
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Changed Status from Pending to Closed
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I don't understand. this is how it is supposed to work. it is supposed to show you the time before it is raidable
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hi ! you need to grant a permission to the player for it to work "Purge Settings": [ { "Permission": "abandonedbases.vip", "Lifetime (Days)": "7", "Conversions Before Destroying Base": 1 }, { "Permission": "abandonedbases.veteran", "Lifetime (Days)": "5", "Conversions Before Destroying Base": 1 }, { "Permission": "abandonedbases.basic", "Lifetime (Days)": "3", "Conversions Before Destroying Base": 1 } ],
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aye, it is, but it's a bad default setting
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"Amount of entities to paste per batch. Use to tweak performance impact of pasting": 15, this should be 5
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ah, well that confirms the kill message was sent or that the entity was never processed to begin with. that could be an issue with CopyPaste. if the teleport option works then it confirms the issue is with the server, else we will have to explore alternatives
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one other thing, use /rb prod on the entities to see if any of them say anything unusual OwnerID should be 0 RaidEntities should be false EventTerritory should be false It should say unknown entity meaning no active raids contain the entity anymore this should be the case once the base should've despawned
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I don't know. For some reason your server is not using the despawn code, and there's nothing that can be done unless I can reproduce it. Seems I forgot to implement the teleport code when using the despawn routine. This is a good thing because it gives us another option to use. If the issue stops then it means your server load, or a plugin is interfering and we can go from there. Can you add it to UndoRoutine? This goes above e.Kill(); if (_config.Settings.Management.Despawn.TeleportEntities) { e.transform.position.Set(0f, -3500f, 0f); } So just search for IEnumerator UndoRoutine and then e.Kill(); and add the above snippet above e.Kill();
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you left the settings default? I don't understand. I added those settings so that you could try them out to see if it helped any