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nivex

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Everything posted by nivex

  1. nivex

    NEW FEATURE

    no problem
  2. nivex

    NEW FEATURE

    hi, you can edit Prefix in the language file
  3. no problem
  4. ok. requirements have minimums too. in this case it's either 2 foundations or a foundation + 1 high wall. it has been this way, but I don't mind changing it. keep foundations required to 1 compound.Count is in the .cs file change < 2 to < 1 I can change it in next update too, but I won't set it below < 1
  5. it does work. it says < 1 0 is less than 1 you cannot set it to 0 why are you trolling me?
  6. I had already explained what you should do, and how it works
  7. you want players to raid a 1x1? go for it change compound.Count < 2 to 1
  8. yes, the base will get deleted on a scan.
  9. ah ok. it must have a minimum of 2 foundations. setting it to 1 will not work.
  10. twig does not qualify
  11. nivex

    Garbage left after base despawn

    I didn't say that floating skins wasn't from RB or CopyPaste. I said it can happen solely from CopyPaste too. if you cannot interact with the door skins then it is not an issue. kills are sent to every entity so if you have some deployables like that furnace that aren't killed then something is blocking that kill. also that furnace should not be spawning half way under the ground. that base was not copied properly, or the height was modified you can send me a base with an issue and I can look at it.
  12. nivex

    Raidable Bases

    @Stark no, those are the default settings so that only appears to new players. all other players are stored in the oxide/data/RaidableBasesUI.json file. so you'd click the arrow and move it yourself. if you want to change the default then you unload the plugin, copy it from the RaidableBasesUI file into the config and delete the RaidableBasesUI file. it's intended that players move it where they want it though
  13. nivex

    Garbage left after base despawn

    heya, no idea what causes the floating skins but they are harmless. this happens solely with the CopyPaste plugin too so there's no telling what causes it. it's client-side only and reconnecting fixes it. no idea why you have a furnace half way into the ground. I doubt that is RB
  14. nivex

    Base Despawn issue

    Changed Status from Pending to Closed
  15. nivex

    Base Despawn issue

    no problem. ill continue to look into it too but i've been trying for a while now and since 2.7.8 you're the only report so it's very odd that it still happens. makes me think it's another plugin but just don't know
  16. nivex

    update !!

    Changed Status from Pending to Closed
  17. nivex

    update !!

    hi, that's from Oxide. they'll aware and will update it at some point
  18. nivex

    Base Despawn issue

    so my suggestion is to use Timed Execute and unload the Raidable Bases plugin 5 minutes before your server restarts this way the bases despawn before the restart since they cannot despawn during a restart. something is causing it to not despawn after the restart so this will fix that. I don't know what's causing that. I dont have the issues since 2.7.8. so I still suspect another plugin causing it.
  19. nivex

    Base Despawn issue

    well I don't think it's Raid Protection plugin you do need to update that though
  20. nivex

    Base Despawn issue

    there's no errors in the logs so thats good. looks like it is another plugin blocking the despawn after the server restarts I don't have the Raid Protection plugin on any of my servers so I can't check it
  21. nivex

    Base Despawn issue

    also, those do not look like bases that failed to despawn after being raided. they look like bases that failed to despawn after a server restart
  22. nivex

    Base Despawn issue

    hi, attach your server log
  23. nivex

    Raidable Bases

    @Cascadian AC sounds like the difficulty setting got defaulted in the profiles, oxide/data/RaidableBases/Profiles "Difficulty (0 = easy, 1 = medium, 2 = hard, 3 = expert, 4 = nightmare)": 0, just change it back. not sure why that happens since I don't change it.
  24. no problem
  25. nah, it doesn't think the base is in an event. that message means that the base can't be in an event because it has no TC. another plugin would have to be blocking the decay because it isn't possible for it to be Abandoned Bases. TruePVE ignores decay, but it is possible for another plugin to hook TruePVE and block the damage. though that's completely unnecessary since TruePVE won't override another plugin since it doesn't handle decay damage to begin with. so a plugin could simply hook OnEntityTakeDamage instead and block the decay that way.
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