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Everything posted by nivex
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"Damage Multipliers": { "Explosive Damage Multiplier": 1.0, "Gun Damage Multiplier": 1.0, "Melee Damage Multiplier": 1.0 }, Weapon Accuracy "Health For Murderers (100 min, 5000 max)": 400.0, "Health For Scientists (100 min, 5000 max)": 400.0, hi, oxide/data/RaidableBases/Profiles/ you can change their damage, accuracy, and health in the profiles. the health limits are removed next update "NPC Levels": { "Level 2 - Final Death": false }, if you enable this then the npcs will respawn when they complete the event
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hi, this is fixed in the next update SetupIO(ss); should be SetupIO(ss as IOEntity); in the .cs file on line 6888
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Changed Status from Pending to Closed
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heya buyraid easy steamid free
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@Raiven_007 ya I am not sure why this happens yet. you can remove the bases by going to each and using /rbe kill_cleanup if you can DM me the server log when this happened that would be helpful to next update will include more logs so I can hopefully track this down. very unusual to not see the high walls despawn though. if the dome is killed then everything should be killed so i don't understand why that isn't happening.
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hi, that wasn't changed. can you attach your config
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- 572 comments
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- #rust
- #rust plugin
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@BadLands doubt I'll mess with webhooks. people keep saying they don't work when they do @Tomato_Jesus you can leave that enabled. if you enable purge then the scan will cause it to convert. purge is enabled with /sar purge it will not convert early unless /sar is used, or if /sar purge and a scan is used (automated or with /sab)
- 572 comments
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- #rust
- #rust plugin
- (and 6 more)
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- 572 comments
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- #rust
- #rust plugin
- (and 6 more)
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- 572 comments
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- #rust
- #rust plugin
- (and 6 more)
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Changed Status from Pending to Closed
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no problem
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it's a hit or miss and there's nothing I can do about it until Rust fixes the issue
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nice. just use the rbe debug command and it will tell you
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Changed Status from Pending to Closed