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Everything posted by nivex
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@AlexF heya. I see no issue in the screenshot, it is within acceptable parameters, but the screenshot does not depict the base from the outside. so I can't say for certain. usually it is because the base is not copied properly. all bases should be copied from the center of the base, with half of the foundation above ground when you use /paste @Zohan heya, I have no interest in implementing API for the loot files at this time. perhaps in the future.
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@NoxiousPluK hi, this is blocked by TruePVE. when players use incendiary ammo and it spreads the fire the game isn't assigning the player as the initiator. so neither plugin can determine who caused the damage and it gets blocked (because I am explicitly blocking it in TruePVE). otherwise any player on the server could use incendiary ammo to kill another player. I have reported this to Facepunch but they haven't gotten around to addressing it yet I do have a harmony patch if you would like to use it, but you should be aware that harmony patches might prevent your server from booting if the patch breaks after a Rust update.
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@beetle glad you enjoy it here's the fix. on line 10592 in the .cs, change: VendingMachine vm = GameManager.server.CreateEntity("assets/prefabs/deployable/vendingmachine/vendingmachine.deployed.prefab", Location) as VendingMachine; to: VendingMachine vm = GameManager.server.CreateEntity("assets/prefabs/deployable/vendingmachine/vendingmachine.deployed.prefab", Location.WithY(-400f)) as VendingMachine;
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@Kk the IQTurret author needs to modify his plugin. IQTurret needs to add the entities as a child or parent them. IQTurret is spawning those entities, so it is responsible for removing them too. if it adds them as a child or parents them then they will despawn when the turret is killed. which includes at the end of the event.
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@Roofer hi, can you be more specific? when another player base is too close, or another abandoned base event? what do you mean by /sar doesn't work? does it do nothing, or does it give you a message? if you do not get any message then type /ab.debug and type /sar again. the /ab.debug command requires abandonedbases.admin permission
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@HAVOC805 you can either do it manually by editing the profiles within the oxide/data/RaiableBases/Profiles/ folder or by using a console command. example: rb.config add "Easy Bases" havoceasy1 havoceasy2 havoceasy3 rb.config add "Medium Bases" havocmed1 havocmed2 havocmed3 rb.config add "Hard Bases" havochard1 havochard2 havochard3 rb.config add "Expert Bases" havocexpert1 havocexpert2 havocexpert3 rb.config add "Nightmare Bases" havocnight1 havocnight2 havocnight3 etc replace the havoc file names with your new files, and take care to put them into the correct profiles respective by difficulty once you have completed this then you will need to remove the new profiles and use the existing above 5 profiles instead. otherwise it will still have a chance to spawn from the new profiles which you won't need anymore.
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@HAVOC805 heya, all loot tables within the Difficulty Loot folder would be shared with all profiles of the same difficulty. no loot tables within the Base Loot folder are shared and will only work with a profile that has the same filename (RaidableBases\Base_Loot\Easy Bases.json will work with RaidableBases\Profiles\Easy Bases.json only) you have two options 1. move all of your new bases into the existing profiles so that they are all shared, or 2. create duplicates of the Base Loot tables and give them the same filenames as your new profiles