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Everything posted by nivex
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Heya. You need to revoke the raidablebases.banned permission. Please read the doc
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I am aware of the issue regarding entities not taking damage in rare situations. I am actively trying to implement a better solution to handle this. Unfortunately, it's no where near as simple as it is with Raidable Bases. CopyPaste tells RaidableBases every entity in the base, whereas Abandoned Bases must find them on its own. Finding every entity in a compound with multiple TCs or buildings is extremely difficult. This is exactly why CopyPaste has such a difficult time copying compounds in their entirety. My current solution is an approach I use in AdminRadar where I cache entities. In this case I will be caching each TC and its entities for a quick lookup when needed. It will also need to adjust the cache if it changes due to new entities being added, or existing ones being destroyed. It seems like a rather simple solution so we'll see.
- 643 comments
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- #rust
- #rust plugin
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I don't believe there is any incompatibility with DynaCupShare, but I most certainly will never support any plugin that removes players auth from TC. I strongly suggest against using any plugin that removes TC auth under any conditions when using either plugin. These plugins rely explicitly on TC auth and entity owner ids to determine if the base should be destroyed or not. Any plugin that interferes with this will cause issues.
- 643 comments
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- #rust
- #rust plugin
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Changed Status from Pending to Closed
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Answered original question in plugin discussion
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Changed Status from Pending to Closed
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np. not likely. i've considered it in the past and may visit the idea again once i've implemented other features with higher priority
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hi, it's not an error. whenever the plugin is setting up a base it will display this. many cooldowns are put in place to prevent the server from being overloaded. these are explained in the documentation
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oh, ok, well then the answer is simple. recopy the base. it should spawn with the foundation at least 1 meter above ground in all areas. foundations are 3 meters tall so that gives you an guesstimate as for bases not spawning inland this is an issue with the terrain on the map. it's normal behavior with the current proc gen, and even more so for custom maps as they try to cram as much into one map as possible. i have been brainstorming on a different approach to handle this issue, but it's extremely complicated and will take a considerable amount of time to rewrite how this process works but its a good concept so i have high hopes for it. basically i will gather the circumference of a base before copypaste even pastes it, and then i will know exactly how much space is needed and that'll make it slightly easier to create inland spawns. you can check the grid using `/rb grid` now and see how few spots there are inland on most maps. its not fault of the plugin by any means, it can just be slightly improved to push the limits please tell me this is not an issue with expert or nightmare, but instead the others? also how close is the edge of the dome to the base itself in meters? do you have an aerial screenshot?
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then you need to set this back to 50 by default "Anti Terrain Clipping Distance (Advanced Users Only)": 50.0, or make sure your Protection Radius is configured properly. if it is set too low then the above setting will not prevent it from spawning into the terrain. Protection Radius should never be set too high though. at most 65. so either anti isn't 50, the protection radius isn't set properly, or there's some other issue I don't know about yet also make sure you are using the latest version - I see that you've downloaded 2.1.3 but just double check its loaded
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Last I remember you were using tier 3 and I fixed this issue. So if it's still happening then I have no idea what to tell you. I do not have this issue using tier 3 on any custom map with the latest plugin update. Short of getting admin, FTP and RCON access I don't know how to help you simply because there is nothing wrong with the package except for the raideasy10 base being a bunker which will cause it to spawn under terrain sometimes. Rest of the bases are fine, assuming you've updated them to the current version of tier 3.
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Changed Status from Pending to Closed
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Changed Status from Pending to Not a Bug
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hello! this is intended. press enter to use the GUI same with my Admin Radar plugin and others
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ok, to reiterate 1. you must set the reward in every profile - you said this was doubled increments so that's good, just verify it's the case still 2. it does not matter how many rewards you want to give - you can use all of them if you want 3. Economics must be installed, and loaded 4. rewards are not given to players that are in noclip 5. rewards are not given to players that become inactive, Lock Treasure Max Inactive Time (Minutes) 6. rewards are not given to admins when Remove Admins From Raiders List is true 7. rewards are not given if the player goes offline after being killed 8. rewards are not given for buyable events when Do Not Reward Buyable Events is true I can confirm that rewards are given when the has been raided message (Thief in language file) is shown in chat
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Hello. It's a bug, and happens because you don't have enough available items in your loot tables. So when it fails to get enough items it randomly picks from all loot tables. This is fixed in the next update to use the duplicate and unique options properly. In next update: The plugin will attempt to find enough items from the loot tables to spawn. However, when this fails it will attempt a second time. This happens when there aren't enough items in the loot tables, and/or when probability is not set properly across all loot tables. On the second attempt all probability will be ignored as a result, and items will be randomly picked respective of the duplicate and unique options. It's extremely important that people use probability correctly, and make sure they have enough items to avoid this second attempt to begin with. Otherwise items with extremely low rarity will have a higher chance of spawning due to being randomly picked.
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed Changed Fixed In to 2.1.2
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paying? you set the payment in the profiles oxide/data/RaidableBases/Profiles "Rewards": { "Custom Currency": { "Enabled": false, "Item Shortname": "scrap", "Amount": 0 }, "Economics Money": 0.0, "ServerRewards Points": 0, "Do Not Reward Buyable Events": false },
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changing your config will not solve this, even if it appears to initially the fact that reloading the plugin does not kill the entities proves that the invokes were sent, and something is intercepting and canceling them. it could be that the server simply ignored the kill message, too. I've seen all of this happen before when servers are under stress/high load. the fact that cpu usage is low doesn't mean anything, either. however, I refuse to go down this rabbit hole trying to figure out what plugin or what part of Rusts' code is broken. there's nothing wrong with the despawn code, and the effort required to figure this out will likely fall on deaf ears as it often does. the only solution here is to rewrite this to not use invokes. it seems that coroutines are working fine as your bases are continuing to spawn normally as far as i can tell. so therefore I will create a coroutine that will continuously try to destroy entities that are supposed to be despawned until successful. i think this would be a great opportunity to see how teleporting these entities under the map would affect client and server performance. as I'm sure you've noticed, anything sent below the map more than 500 meters is destroyed by the server