Bases Spawning in Water...

1) Having trouble rebuilding the spawn points so that bases do NOT spawn on beaches or in water.  Have been digging though the various settings files but can't seem to find the proper settings for this.  

Bases also appear to be spawning the same palses all the time.  I assume once we have the spawn locations setup correctly and have rebuilt that data thing will be more as we want them.

Not sure if this is an issue (just asking) but we are using my Tides plugin that is moving the ocean level up and down.  Perhaps your plugin isn't accounting for the current ocean level and is assuming the water is shallow when it currently isn't or was OK when the spawn points were generated (Tides were out).   Happy to give you my plugin for testing as it's not available online.

2) Is there any setting to control the removal of trees in the radius of the raidable base?  A bit property or radius perhaps?  If not that would be a nice feature to add.  And possibly putting them back after the base despawns?  I know this can be donwe in Unity (Terrain Details data) but it could prove problematic in Rust.  Food for thought anyway ;)

THANX for all your help!

heya
1. ocean level is checked every 60 seconds. water spawns can be disabled the profiles under Water Settings. beach spawns is in config.
spawn positions are picked randomly so if it is favoring certain positions then it is almost always because the map does not have enough flat terrain, or config options are blocking other spawns.

Allow Bases To Float Above Water: false
Prevent Bases From Floating Above Water By Also Checking Surrounding Area: true
Maximum Water Depth Level Used For Float Above Water Option: 0.01

2. yes, in the paid version, also in the profiles
Delete Tree Radius When Spawning Base
Respawn Deleted Trees When Despawning Base

ThanX for the fast response!  I'll dig into that tomorrow ;)

no problem

OK, making those adjsutments seems to have opened up a more spawn points.  But as you pointed out, I think the main problem is the custom map we are running; allot of flat land between monuments.  Haven't had a chance to see if trees are replaced yet, but as you say they are I'll take that to the bank. ;)