Upkeep resources being taken when TC destroyedSolved

Is there a way to bypass decay.upkeep_grief_protection for raidable bases?

My server has is set for 48 hours instead of 24 hours. With nightmare bases being a ton of HQM/Armored, the TC basically drops no HQM.

I'd prefer not to have to use the "Resources Not Moved To Cupboards" setting to remove all upkeep resources.

Thanks!

are you sure that's an issue? I tested this before and it did not happen. loot is handled via the DropOrRemoveItems method

I'm not 100% percent sure. The TC has plenty of HQM, but when I destroy it, it had 1 HQM. I'm wondering if this is a stacking issue from StackSizeController.

seems unrelated. lmk what you find out. a couple others had this issue with 1 HQM before. try stacking it ontop of another stack of HQM to see if it is actually HQM or an item with the same icon. I know the snowballgun ammo has the wrong icon and instead looks like a 556 round so hopefully it's something simple as that

Okay. Yeah I'll have to do some digging. There's plenty of HQM in the tc before. Destroying it results in either it being fine or the 1 HQM issue. After looting it. I'm able to stack it to other HQM.

Merged post

@nivex It's absolutely related to the server setting "decay.upkeep_grief_protection".

I went on my test server and tested multiple times on a base with a huge hqm upkeep. With the setting at default, it dropped 1 HQM every single time.

I then switched the setting to: decay.upkeep_grief_protection "0". This resulted in the TC dropping exactly what was in it before being destroyed.

ah yes, BuildingPrivlidge.OnKilled confirms this is the case. not sure why I couldn't reproduce it. maybe I simply overlooked it. either way, leaving 1 HQM seems rather odd. why does it leave 1 instead of 0?

simply adding decayEntity.upkeepTimer = float.MinValue; after decayEntity.decay = null; in the code might do the trick

Yes. Thank you!!!

so what worked? I edited my post a few times lol

nivex

simply adding decayEntity.upkeepTimer = float.MinValue; after decayEntity.decay = null; in the code might do the trick

This worked. Thanks.

great. no problem

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