Difficulty names that count, matched case-insensitively against the completed base's mode name: Easy, Medium, Hard, Expert and Nightmare on the full edition, Normal on Raidable Bases Lite, plus any custom name from the server's profiles. An empty list counts any difficulty. A name the server does not know never matches and warns in the console once, the first time a base completes.
CopyPaste file names of the bases that count, matched case-insensitively against the file the base was pasted from. An empty list counts any base. Preset references (entries starting with '@') are unpacked before matching.
ownerOnly
boolean | null
True credits only the base's owner: the player the base is locked to, or the one who spent the most time inside when the server does not lock bases. Null or false credits every raider the plugin lists.
Shared fields (10)
Field
Type
Description
title
string
Short, human-readable name. Must not be empty.
titleTranslations
map | null
Per-language overrides for title, mapping a language code (like "fr" or "zh-CN") to the translated text. Players whose language has no entry (matched case-insensitively, no region fallback) or a blank one see title instead. null when there are none.
description
string
A blurb of 1 to 3 sentences. May be empty if the title is self-explanatory.
descriptionTranslations
map | null
Per-language overrides for description, mapping a language code (like "fr" or "zh-CN") to the translated text. Players whose language has no entry (matched case-insensitively, no region fallback) or a blank one see description instead. null when there are none.
Optional pacing limit on how fast progress adds up: at most maxAmount units of progress count in any sliding window of windowSeconds. Absent means progress adds up freely. While the window's budget is used up, further progress is ignored and the player sees a countdown to the next available moment.
Optional clustering requirement: actions only count when they arrive clustered, at least amount units within one trailing window of windowSeconds forming one burst. When present, amountRequired counts completed bursts instead of raw actions. Actions that age out of the window without completing a burst never count. Absent means no clustering.
Optional conditions that restrict when progress counts. Progress is recorded only when the objective's main requirement and all of these conditions are met. Use an empty map for none.
Rewards that go in the player's Contracts inventory when this objective completes, instead of when the whole contract does. Each entry is a full reward, the same shape the contract's own rewards use. Use an empty map for none.
hideDetails
boolean
When true, hides this objective's in-game condition strip and details popup, so the description is the only explanation players get. Title, description and progress still show. Absent means false.
Every raider counts. When a base is completed, every player Raidable Bases lists as a raider
of that base gets one credit, connected or not. A group that clears a base together all progress
at once.
ownerOnly credits the owner only. The owner is the player the base is locked to, or the one
who spent the most time inside when your Raidable Bases config doesn’t lock bases. A base with no
owner credits nobody.
Flying or vanished players are never raiders. This is the same rule Raidable Bases uses for its
own rewards.
baseNames are CopyPaste file names, without the .json extension (like expert001). Case does
not matter. An empty list means any base counts.
baseNames entries starting with @ are preset references and are unpacked before
matching, so a preset can group base files (like all your expert bases). difficulties is a plain
list of names and doesn’t take presets.
Reloading or unloading Raidable Bases completes every open base and credits its raiders, the same
way Raidable Bases pays its own rewards. Right after that, Contracts cancels the contracts that
need Raidable Bases (see When a plugin is missing), so
that credit only sticks when it completes the objective or the contract.
Bought bases count like any other base.
Both editions of Raidable Bases work.
To count kills, loot or damage inside a base instead, use the
Raidable Base Zone condition.