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Everything posted by nivex
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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Changed Status from Pending to Closed
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hello Zed, it looks like this happens if the player does not step inside of the event at least once before using the command. I will have it fixed in the next update. thanks for reporting it.
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hi, please post the entire config.
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lol yea it's in the config, Allow Raid Bases On Beaches anything in the water is not on the beach. those are water settings in the profiles and be disabled like this: "Water Settings": { "Allow Bases To Float Above Water": false, "Chance For Underwater Bases To Spawn (0-100) (BETA - WORK IN PROGRESS)": 0.0, "Prevent Bases From Floating Above Water By Also Checking Surrounding Area": true, "Maximum Water Depth Level Used For Float Above Water Option": 0.01, "Minimum Water Depth Level Used For Seabed Option": -20.0, "Maximum Water Depth Level Used For Seabed Option": -35.0, "Torpedo Damage Multiplier (Min)": 5.0, "Torpedo Damage Multiplier (Max)": 10.0 },
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I don't think they will respawn. no, they'd just end up too deep in the water again then because players hate when they're underwater. nonstop complaints before
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"Kill Underwater Npcs": true, "Maximum Water Depth For All Npcs": 3.0 heya. these are the settings. if you lower the number then it will kill them in shallow water too. increase it and disable the first option I'm not sure if that message is from a plugin. it is regarding barrels / crates though
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here's the fix for that. line 9884, delete AddTemporary(e);
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hi this is fixed next update
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@Deisel hi, it's not in the current update and that's why it's a problem. I said it will be in the next update if you want the new changes then edit the .cs file: replace npc.UseHealingItem(tool); with StartCoroutine(Heal(tool)); paste this on line 2665 private IEnumerator Heal(Item medicalItem) { npc.UpdateActiveItem(medicalItem.uid); MedicalTool medicalTool = medicalItem.GetHeldEntity() as MedicalTool; yield return CoroutineEx.waitForSeconds(1f); if (medicalTool != null) { medicalTool.ServerUse(); } if (!npc.IsKilled()) { npc.Heal(npc.MaxHealth()); } equipToolTime = 0f; }
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heya. ya it wasn't able to pull 85 so it grabbed from the default file. it's recommend that you delete it since it's just a default example so at least something will spawn with the base. it will recreate an empty file but it wont repopulate it. deleting the items works the same too yes
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that is how you do it. create a spawns file then add it to the rb config. reload plugin. example: "Spawns Database File (Optional)": "gurepon"
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that information is wrong. ill have to update. go to center of base. look at foundation. copy base paste base to see results! if bad result then try again with noclip
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heya. no, there's no setting to specify how many to spawn. though you can set the probability for these items. if the roll is not successful then the item will be skipped
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hi, yes, only scientists can spawn inside of the base. the npcs inside are stationary and cannot move
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hi, Spawns Database File (Optional) is the setting in the config Create the file with this plugin https://umod.org/plugins/spawns-database
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nice! yes, but setting probability to 1.0 does not guarantee it to be spawned. all items in the game have a probability of 1.0 by default. the loot system works like a lottery where everything is pooled together, is randomly selected, and then the probability is rolled on. if the probability fails then it will either be pooled again, or discarded, depending on how it's configured. Base Loot table exists for two reasons. 1. provides loot for a specific profile, 2. ability to always spawn specific loot (such as resources) Difficulty Loot table exists to provide loot for every profile that has the respective difficulty setting, and this loot table should contain the majority of items which are randomly picked from #2 requires Always Spawn Base Loot Table be enabled in the profile glad you enjoy it!
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hi, that setting is no longer necessary. the settings are as follows Amount Of Scientists To Spawn Minimum Amount Of Scientists To Spawn Spawn Scientists Outside - if you set this false then they cannot spawn outside Maximum Inside (-1 = ignore) - if too many spawn inside then they cannot spawn outside