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Everything posted by nivex
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed
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@DUROCRUSTSERVERS That's a very creative concept! But this really belongs in its own plugin due to how much logic I would need to be implement to support features like AI roaming, building, farming, upgrading, wiring, locking doors, defending bases, and managing loot. Much of that would be close enough to existing code to overlap with it, but different enough to require its own logic. That redundancy would further bloat the plugin. I honestly aim to reduce bloat, improve existing behavior, fix bugs and implement necessary quality of life changes. New features might have a place when they're not so large, but 600 options provides a decent amount of variation already. @fullwiped Hi, I would appreciate it if you could enable the user interface options in the config by default. These are core features of the plugin and I would like everyone to experience them by default. There is more at play here than meets the eye. I understand giving the appearance of more realistic looking bases is desired by some server owners, but this really is not achievable. It might fool some players initially, but they will quickly catch on. There is nothing worse than intentionally trying to deceive someone, either. Bases will inevitably be despawned, and the gig is up. I would prefer despawn to be optional, but it's not practical when it won't work properly for everyone due to unknown edge cases breaking its functionality in the past. Either way, players expect content to refresh in a timely manner across all aspects of the game, so setting up the configuration to reflect this will flow more naturally for the majority of servers. Hidden While Buyable Events UI Is Closed exists for Buyable Cooldowns and Player Lockouts is a great way to limit when these UI are shown, with other UI being shown on a limited basis already. If you have some ideas, then I'm open to suggestions. The essence of the plugin is to boast how massive of a beast it is, not to tame it into submission in a way that downplays its role on servers. I intend for servers to use this plugin as a focal point to help them grow, instantly showing their player base that content is readily available, with bases raising their hands in the air and screaming, "Come raid me if you can." I do understand that some want to limit this as much as possible to fit the theme of your server, and I completely agree that there are exceptions to be made.
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Tagged with:
- #raid
- #raidable
- #raidable bases
- #base
- #bases pack
- #bases
- #raid base
- #raid bases
- #raid bases package
- #bases package
- #raid base pack
- #raid mega
- #raidable mega pack
- #raids
- #raidablebase
- #raid base mega pack
- #raidable base pack
- #raidable base package
- #base design
- #base pack
- #base package
- #base raidables
- #base packs
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hi, you should ask questions in the plugin's support section. https://codefling.com/plugins/raidable-bases?tab=support this is in the config. set the amount for each difficulty "Max Amount Allowed To Automatically Spawn Per Difficulty (0 = infinite, -1 = disabled)": { "Allow Max Amount Increase From Difficulties Disabled On A Specific Day Of The Week": false, "Easy": 2, "Medium": 2, "Hard": 2, "Expert": 2, "Nightmare": 2 }, set the total to spawn using maintained events "Max Maintained Events": 10, reload
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heya, try enabling the respawn in the profiles. Respawn Deleted Trees When Despawning Base oxide/data/RaidableBases/Profiles/
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edit: caused by a missing fix
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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heya. yes, it's intended that the time begin when the plugin is installed. that explains the confusion with bases not converting, they shouldn't because not enough time has elapsed yet. the plugin shouldn't be using any other databases, it tracks this itself when installed. I don't think the persistence db's store any last seen times but I'd be interested if they did. also, if the plugin is unloaded for more than a day then it will start over again too.
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hello I've taken a look at your config file and will respond separately regarding sab and automated timers. "Loot Required (SAR)": 0, "Foundations Required (SAR)": 1, "Walls Required (SAR)": 1, I understand you did this for testing, but players will be able to exploit this if they're allowed to use the /sar command PVP is enabled for sar by default, and if no limits are in place then a player need only to build a single foundation, deploy a TC on it and then use /sar to kill anyone inside of the event I recommend setting strict requirements so that players cannot exploit this, even if they're not currently allowed to use the /sar command. "Loot Required": 0, "Foundations Required": 4, "Walls Required": 3, these settings require the base to be abandoned before it will convert so there's no concern here and it's safe to use whatever settings you find appropriate.
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hi, as per the documentation the server.pve convar isn't supported. the server will kill you if you attack a base and there's no hook to properly handle this. if a hook is added (by Oxide and Carbon) then I will be able to support it. harmony is possible but would be sloppy for this specific problem, so I will wait on a hook to be added by Oxide and Carbon i recommend the truepve plugin, it's a great plugin for PVE servers, it's free and you don't need the server.pve convar. the default config works great and you don't have to customize anything to get it to work with RaidableBases or any of my plugins.
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Changed Status from Pending to Closed
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you're welcome, enjoy! feel free to respond if you still have questions
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hi, they will defend once they're attacked because you have them set to be sleeping you can disable that set Enabled to false
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@N7ws2aseRtohbXXKkG ya, totally doable. the convert options override Allow PVP options so those need to be disabled first then you can use the Allow PVP option instead edit the RaidableBases config, set Chance To Randomly Spawn PVP Bases to 0 change Convert PVP to PVE to false under Maintained Events, Manual Events, and/or Scheduled Events change Convert PVE to PVP to false if you want Buyable Events to remain PVE then you can still use the Convert PVP to PVE option under Buyable Events in the config. edit the profiles in oxide/data/RaidableBases/Profiles/ change Allow PVP to false for Easy and Medium profiles change Allow PVP to true for the other profiles
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hi, sleepers are npcs and you have that enabled so that's what will spawn everything is configured correctly to disable the loot so it would be coming from another plugin like BetterLoot. I'll remove the call to OnCorpsePopulate when Disable All Prefab Loot Spawns is true in RB next update to fix it now, edit RaidableBases.cs on line 2753 and change if (Interface.CallHook("OnCorpsePopulate", this, corpse) == null && LootSpawnSlots.Length != 0) to if (!Brain.Settings.AlternateScientistLoot.None && Interface.CallHook("OnCorpsePopulate", this, corpse) == null && LootSpawnSlots.Length != 0) this will prevent plugins like BetterLoot from using this hook with my npcs
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heya, no player owner could be for non-player bases such as Raidable Bases events or other copypaste buildings. it must have a player owner or it will be skipped. there could be a valid reason why, but it's impossible for me to know without access to the server. 1. using PermissionsManager or AdminMenu, show me screenshots for all of these pertaining to AbandonedBases admin group your permissions default group permissions permissions for a single player whose base should be abandoned already 2. grant yourself these permissions and go attack any base that should be abandoned already. show me the messages you receive abandonedbases.attack abandonedbases.attack.time cannot use near another event or any ally base no messages means the player doesn't have the basic permission or they have an immune permission 3. attach config