Allow bases to be persistent through restartsSuggestion
When I restart the plugin, bases are destroyed and then scheduled to recreate. 

This might be problematic because if I restart the plugin or server mid-raid. When players come back to that raid, the base will be gone. I understand that changes to the configuration may affect the existing bases in ways they can't compensate for. However, I'd like to have more control over the decision to wipe bases. It would be great if bases were persistent and the only time bases were removed and recreated was through rbe despawnall. If I make a change I want to affect all bases immediately I can decide to use rbe despawnall and restart the plugin.

Great plugin btw. The amount of effort put into this is truly appreciated. A gem for the modded server community. 
Already have plans to allow bases to persist through a server-restart or reload. The issue is re-assigning these bases to the plugin afterwards. If the plugin is reloaded then they will need to be re-assigned so they can be tracked. This is useful for server owners that want them to despawn during a restart but not during a reload. So, it would have to be two options for each instead of one for each. 

Bases persist through restart (permanent)
Bases persist through restart (remain controlled by plugin)
Bases persist through reload (permanent)
Bases persist through reload (remain controlled by plugin)

And of course if I add these then people will want the options to work together. There's really no simple solution to this that doesn't require a ton of coding to be done.

Therefore the first step will be simple; 1 option:

Bases remain permanently until decayed

I'm not sure I want to implement a web of options for it. But if enough people are interested then maybe I'll consider it.
Thanks for the quick and thorough response.

"...useful for server owners that want them to despawn during a restart" 
I'm surprised people have asked for this. 

I think simplified it might be:
  1. What happens when the base becomes unmanaged by the plugin?
  2. When does the base become unmanaged by the plugin?
Options might be:
  • "Stop managing bases after (Reload/Restart/All/None)": None
  • "Stop managing bases after successful raid": true
  • "Action to take on unmanaged bases (Decay/Reset/Despawn)": Decay
In my wording, I tried to distinguish between managed/unmanaged, reset, despawn, and decay where the reset is just wiping, despawn is on a timer and decay is letting the game take over, essentially resulting in an unmanaged base.

Hopefully, my mind is working and this actually simplifies the situation!

Have this issue been solved ? 

Im am facing the exact same problem, my server has a sceduled restart = players that plan to raid a base 1 hour before restart, cant raid it after the restart because it is gone... ? 

this isn't an issue or a bug. it is intended that bases despawn after a restart, and has always been intended. i may implement an option for it but certainly no eta as it's not simple and i have more important things to work on for this plugin. 

not to sound like a jerk, but players shouldn't be buying raids before a restart. there's no reasonable expectation that they'd remain to begin with. the reasoning for this is simple, too, it would be extremely bad if bases just persisted without the user having an option to disable it. most do not want it to persist. it would be very hectic having to manually despawn them all (as is the case when despawns don't work due to bugs)

nivex

this isn't an issue or a bug. it is intended that bases despawn after a restart, and has always been intended. i may implement an option for it but certainly no eta as it's not simple and i have more important things to work on for this plugin. 

not to sound like a jerk, but players shouldn't be buying raids before a restart. there's no reasonable expectation that they'd remain to begin with. the reasoning for this is simple, too, it would be extremely bad if bases just persisted without the user having an option to disable it. most do not want it to persist. it would be very hectic having to manually despawn them all (as is the case when despawns don't work due to bugs)

Great plugin, but this is a bit thorny for both admins and players. 

  1. Restarts aren't always planned
  2. Sometimes a raid might take longer than players expect
  3. Players naturally expect the raidable base to exist after a restart
This situation sometimes results in players complaining to admins that there is an issue and sometimes asking for resources back. 

I'm not trying to argue against it, but stating its naturally expected is simply not true when few agree with this (less than a dozen in over 2 years). but like I said, I have no issue implementing it for those who desire it though

restarts for modded servers should be consistent, and on a schedule to maintain performance. performance takes a hit the longer a server is running without a restart. letting it run too long without a restart will cause some very odd things to happen with the server. this is when devs get reports about bugs that are fixed by restarting the server. therefore its advised everyone restarts regularly, once every 24 hours during off hours, if not once every 12 hours for high load servers. if someone has to restart more frequently than this then it is an issue with their setup (and not the machine)

I understand your point of view nivex.
I use the plugin on a low pop server, just to spawn bases for people to raid. I have modded the plugin a bit, and tweeked the settings so that the bases looks exactly like its a player build base - in that way i can have a low pop server with lots of bases to have fun with for the players. BUT the restart problem kind of blows my cover, many bases has then disapperard, and new a spawnd after the restart.... thats why i ask.

I code plugin my self, and yes i know its not that simple.

Would something like a simple json data file with basename (identifyer) and the zxy pos in a nested array not work for base "reloading". I think that respawning the base is what matters the most for me. The loot, npc etc could be randomly spawned again, because no one did know what was inside anyways...   

itll be implemented but i just have more important things to do first. like making sure despawn works properly since that has been a consistent issue for months now. it's difficult to track it down when it works fine for myself. but i believe it works fine now so we'll see. i also have to clean up code again as it's quite a mess in a few areas still. especially loot handling. then i can work about new features like not despawning during a restart/reload

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