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Everything posted by nivex
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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
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I will note this down for later. no problem! it's time for sleep now. have fun.
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hi, enable Prevent Players From Buying Until Previous Raid Despawns. no, that means you must activate the cursor in order to move the gui no problem:)
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2. understood. added [HookMethod("GetAllEvents")] public List<(Vector3 pos, int mode, bool allowPVP, string a, float b, float c, float loadTime, ulong ownerId, BasePlayer owner, List<BasePlayer> raiders, List<BasePlayer> intruders, List<BaseEntity> entities, string baseName, DateTime spawnDateTime, DateTime despawnDateTime, float radius, int lootRemaining)> GetAllEvents(Vector3 position, float x = 0f) { return Raids.Select(raid => (raid.Location, (int)raid.Options.Mode, raid.AllowPVP, raid.ID, 0f, 0f, raid.loadTime, raid.ownerId, raid.GetOwner(), raid.GetRaiders(), raid.GetIntruders(), raid.Entities.ToList(), raid.BaseName, raid.spawnDateTime, raid.despawnDateTime, raid.ProtectionRadius, raid.GetLootAmountRemaining())).ToList(); } 3. added rbe clearowner nivex / rbe clearowner 76561198212544308 useable from server console 9. ok. I will apply a skinID 14922524 when CreateSpawnCallback is called
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Hi, what was the issue preventing this from working? It the config you set me it will apply all cooldowns, but what you've explained was different from this. "Apply All Cooldowns": true Buyable Cooldowns Ui and the Buyable Events Ui are two different Ui's. the buyable cooldowns display cannot be closed, but it can be disabled in the config though I don't recommend this. you can move any ui by clicking the arrows.
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more on this. I am telling you based on my own experience what I believe to be the cause. that doesn't mean that I don't want to help you. it doesn't mean that the plugin isn't bugged either, but I very seriously doubt it. if you figure out what fixed the issue for you then you should share it here so others and myself will have a better understanding of how to help anyone with this issue in the future. I do have a solution but I need the developer of CopyPaste to kindly implement my suggestion. I will ask again to see if it can be.
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here are some reasons why a base may not despawn properly: 1. the datafile became corrupted during a restart (oxide/data/RaidableBases_UID.json) 2. your server did not restart properly (crashed, shut down incorrectly, process was terminated early, a script or application that restarts the server, clicking STOP in your control panel instead of RESTART, etc) 3. your server is unstable from excessive load 4. your server is unstable because it is not restarted frequently enough (daily is recommended) 5. the map file reverted (even as little as 1 second) or was not saved prior to shut down 6. missing libgdiplus library on linux machines. host must install this for you. they will verify this is installed if you ask. if they are unsure what this is or what its for then they likely don't have it installed. it is for converting byte arrays to bitmap for the images inside of the copypaste files. 7. a plugin. such as truepve versions under 2.1.6 but any PVE plugin can potentially cause this. I have seen protection plugins break this too. 8. your machine cannot handle the load on it from plugins. ties into #3 as well 9. your machine cannot handle the load because it is shared with too many other servers. ties into #3 as well low memory and cpu usage do not exclude you from this. most common reasons that I have seen are #3, #4 and #8 data file becoming corrupted would explain why there are so few reports of this map file being reverted or not saved after further changes is fairly common too
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i've tested this with your config if you are using /rbe despawn on your purchased raids then you won't get a cooldown because of this setting (it will also reset every cooldown due to a bug). "Refund Resets Cooldown Timer": true if the base is completed normally then I get 30 minute cooldowns for every difficulty I suggest using a plugin like Permissions Manager to assign and view permissions. this plugin is great because it will show you the inherited permissions from other groups too. https://codefling.com/plugins/permissions-manager
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you cannot buy multiple raids with this config unless you have the allow or bypass permission
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don't use noclip or vanish. this will not work if you have the raidablebases.allow permission you should be testing with a player account as an admin can easily bypass restrictions.
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2. no. you need to keep your plugin loaded. there is no reason to keep a plugin unloaded. you can unsubscribe unneeded hooks if you are worried about performance. 3. as I said, the command is limited. you can set an owner, but you cannot remove one. covalence.Server.Command($"rbe setowner {playerID}");. should use rbe not rbevent 5. that's redundant. a string is sufficient 6. ok, I have added the loot amount to OnRaidableBaseStarted and any other hook using `hookObjects` added void OnRaidableLootDestroyed(Vector3 pos, float radius, int lootAmountRemaining, StorageContainer container) added void OnRaidableLootDestroyed(Vector3 pos, float radius, int lootAmountRemaining, IOEntity io) 7. no. I added it for you. 8. no. added Interface.CallHook("OnRaidableDespawnUpdate", hookObjects); to UpdateDespawnDateTime 9. why? do you want it set to 14922524 also? why do you want all of this?
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hi. those settings are for public events you need to use Buyable Cooldowns for purchased raids
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@Kobani Buyable Cooldowns is for raids purchased with /buyraid and is in the config. this does not affect player lockouts / public raids Player Lockouts is for public raids spawned by maintained and scheduled. this is also in the config. this does not affect Buyable Cooldowns @Emigo I have 2-3 reports of this per month and have not seen the issue on any of my servers in at least 6 months. this leads me to believe it is an issue with your server, or a plugin that's interfering. if this were an issue with the plugin then I would get constant reports. it's unknown how something would bypass all the checks in raidable bases even then. it could happen on an unstable server if it is not restarted frequently enough. daily restarts are recommended. @MatthiasBM in regards to active bases spawning on top of another active base it could be a bad config setup, but how someone would do this without knowing idk. invalid settings for Ignore Safe Checks, Spawn Bases X Distance Apart and Advanced Protection Radius might cause this in regards to active bases spawning on top of another INACTIVE base that failed to despawn. this is intentional and isn't a bug. the base not despawning is the issue. I have seen a dome persist, but never a map marker. a missing libgdiplus on Linux can cause these issues truepve versions under 2.1.6 can cause this issue other PVE plugins can cause this issue too. the developer would likely be oblivious to it too since the cause doesn't seem like it would be an issue