I have some RaidableBases with HBHF sensor to power Tesla coils. Every thing got power from a hidden generator in the base. Every generator on map becomes a paying generator. I think that's why the generator in the RaidableBases do not deliver power. I now I can switch on Tesla coils in RaidB config, but would really like to use the HBHF. Hope it all gives sense. 😄
Answer from Nivex:
hi, you can ask the dev to ignore entities from rb, or simply ignore ownerid == 0
Problems when using RaidableBases
You can try replacing this code (lines 97-115):
void OnEntitySpawned( ElectricGenerator entity )
{
if (entity.IsValid())
{
BasePlayer owner = BasePlayer.FindByID(entity.OwnerID);
if (owner.IsValid() && !permission.UserHasPermission(owner.UserIDString, PermissionUse))
return;
var box = GameManager.server?.CreateEntity(prefab, entity.transform.position) as ItemBasedFlowRestrictor;
if (box == null) return;
box.SetParent(entity);
box.transform.localPosition = new Vector3(0.15f, 0.75f, 1.7f);
box.transform.Rotate(new Vector3(-90.0f, 0.0f, 0.0f));
box.SendNetworkUpdateImmediate(true);
timer.In(0.1f, () =>
{
PaidGenerator gen = PaidGenerator.Create(entity.net.ID, box.net.ID);
});
}
}With this:
void OnEntitySpawned(ElectricGenerator entity)
{
if (entity.IsValid() && entity.OwnerID != 0)
{
BasePlayer owner = BasePlayer.FindByID(entity.OwnerID);
if (owner.IsValid() && !permission.UserHasPermission(owner.UserIDString, PermissionUse))
return;
var box = GameManager.server?.CreateEntity(prefab, entity.transform.position) as ItemBasedFlowRestrictor;
if (box == null) return;
box.SetParent(entity);
box.transform.localPosition = new Vector3(0.15f, 0.75f, 1.7f);
box.transform.Rotate(new Vector3(-90.0f, 0.0f, 0.0f));
box.SendNetworkUpdateImmediate(true);
timer.In(0.1f, () =>
{
PaidGenerator gen = PaidGenerator.Create(entity.net.ID, box.net.ID);
});
}
}