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Everything posted by nivex
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@aimacak testing with this as the only plugin may not be helpful if the issue is server related. regardless, the loot is deleted from the sav file prior to every restart. it doesn't exist after a normal restart. I know that you do not have the issue, but you can test for yourself. this is how I know it is server related. spawn X number of bases. shut the server down. delete raidablebases so the bases cannot despawn. if you do not delete then Oxide will load it again during server startup. restart server. go look for loot inside of the existing bases. there won't be any because it is deleted prior to every restart. if it did not restart correctly, or another plugin restored it then this is no fault of the plugin. it may have crashed, the process was killed or terminated early, the sav file was not saved, or the sav file rolled back. any rollback, even 1 second, could cause this. there could be other reasons, but these are the most common for plugin issues and map rollbacks. results of the above test show that there is no loot as expected. this is what you will typically see when the plugin does not despawn the base, which is also caused by the above reasons.
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@garz it is simply another plugin, a server crash or a bad restart such as killing the process or it being terminated early. there is nothing else to clarify regarding this specifically. all servers are compatible with the plugin so long as the host installs the operating system and the required software correctly. linux servers must have the libgdiplus library installed. all servers must have proper file permissions. control panels, scripts and plugins all must restart the server by using the quit or restart commands.
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@garz that is not what I said. I said that your issue would be caused by a crash, a bad restart or a another plugin. unloading would likely stop it from happening, but would not fix whatever issue is causing it. you do not need to manually unload the plugin each time either. that can be scheduled with your restart, too. I recommend all servers to do this. it is beneficial for many reasons. it is not possible for me to fix issues outside of my control. it is common for there to be various issues with server restarts and this prevents the issue from occurring. besides, there are redundant checks so that no box is destroyed until the loot is cleared first. it would not be possible for the plugin to have dropped your loot. therefore, it must be caused by the above.
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@Dr.D.Bug heya, you might be able to find the loot table for heavy on corrosionhour. otherwise it is in the AlphaLoot default data files. @hid333 heya, the weapon (ANY weapon) loot cannot be disabled by itself. you must disable the entirety of the prefab loot, or use a prefab that has different loot. such as peacekeeper scientists, junkpile scientists, or roaming scientists. I think roam has the least amount of prefab loot but don't quote me on that. heavy scientist loot is used by default as every npc (scientist and murderers) is a heavy scientist Disable All Prefab Loot Spawns (set true and no prefab loot from the game will spawn) Prefab ID List (Enabled setting must be set to true to use this list of prefabs instead of the default heavy loot since every npcs (scientist and murderer) are heavy scientists.)
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heya, gave same response in discord. you only need to ask in one place. I will answer =p ```turrets are not shooting through prison cell or cell gate. players are definitely abusing this. I reproduced this on a players base so hopefully Facepunch can address it (maybe they did was last Rust update I haven't checked) add wall.frame.cell.gate and wall.frame.cell to Kill These Prefabs After Paste in the profiles as a solution otherwise "Kill These Prefabs After Paste": ["wall.frame.cell.gate", "wall.frame.cell"] ``` if it's not a prison cell/gate then it's another plugin
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hiya, this is how it is supposed to work. if you want the stack split then stacksize can be set in the loot tables, or you can enable Use Stack Size Limit For Spawning Items in the config instead. this will allow the split item to go into random boxes, and have different random skins. players are not allowed to hold projectiles while eco raiding. this isn't a bug, and helps prevent any potential exploiting of the mechanics.
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heya no this is not possible. dupe can be restricted to the table itself. so you could put only resources in the base loot table for example you need to set the stacksize setting, or enable setting in the config Use Stack Size Limit For Spawning Items
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heya you would still copy it with the /copy command, except that you need to copy it from the correct height. that is, stand on the center foundation of the base and look directly at it, then copy. you can /paste it afterwards to see if it pastes the same way. if not, do the same but use noclip into the foundation slightly and try again until the paste is correct. once you do this a few times you'll understand how and it'll be quick the next time. i highlight center foundation, so the bases don't rotate into the cliffs and such when they paste.
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@Hakkai heya. that is heavy scientist prefab loot from the game. you need to use a different prefab or disable them in profiles you must set Enabled to true if you want to use the list instead "Spawn Alternate Default Scientist Loot": { "Prefab ID List": [ "cargo", "turret_any", "ch47_gunner", "excavator", "full_any", "heavy", "junkpile_pistol", "oilrig", "patrol", "peacekeeper", "roam", "roamtethered" ], "Enabled": false, "Disable All Prefab Loot Spawns": false },
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I didn't realize this was for Abandoned Bases yes, this is normal. you are using Dynamic Radius and have it set to 200. so it can and will overlap to nearby bases up to that maximum "Use Dynamic Sphere Radius": true, "Max Dynamic Radius": 200,
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heya. which bases? DM one to me, and include your profile.
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heya, 14922524 is specific for npcs and containers from the raid. setting that skin would prevent outside people from looting them. this is especially bad in PVP events
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heya. this works fine on carbon. what is the issue
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heya. no, I don't know of a way to calculate costs.