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Carbon for modern Rust servers
Fast, self-updating, and built for performance with seamless in-game plugin and server management.
1,400+ servers powered by Carbon
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2x BetterLoot Loottable The 2x BetterLoot config offers the perfect balance between vanilla progression and boosted excitement, and fight for loot.   Key Features Balanced Boost Roughly 2x the normal loot, perfect for servers that want faster progression without going full high-rate.  Cleaner Tables Low-value “trash” items are removed, ensuring every container has useful gear.   Flexible Gameplay Ideal for weekend raids, small-group PvP, or lightly boosted community servers.    Modern Items Supported Includes Minigun, Military Flamethrower, and Backpack with balanced drop rates.     Balanced Gameplay Keeps Rust’s survival feel intact while speeding up early and mid-game gearing.  ⚠️ Note: Made specifically for the BetterLoot plugin.   -  Setup: Place the config file into your BetterLoot config folder and restart the server that’s all you need.   Access Our Other Loottables With These Links:  5x  -  3x  -  10x { "crate": "locked_crate", "items": { "rifle.ak": { "Min": 1, "Max": 1 }, "rocket.launcher": { "Min": 1, "Max": 1 }, "explosive.timed": { "Min": 1, "Max": 1 }, "explosives": { "Min": 3, "Max": 3 }, "metal.refined": { "Min": 45, "Max": 95 }, "techparts": { "Min": 6, "Max": 12 }, "autoturret": { "Min": 3, "Max": 3 }, "electric.battery.rechargable.large": { "Min": 1, "Max": 1 } } }
0.0
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This is a custom package designed by us, featuring 210 unique bases and a specialized loot setup for five different difficulty levels, ranging from Easy to Nightmare. Note:  The building skins in the package showcase images may differ from the spawned bases or use the default building skin. This MEGA PACK is an upgraded version of the FullWiped-110 Bases + Loot Pack we previously offered. If you've already purchased the FullWiped-110 Bases + Loot Pack, you only need to buy the expansion pack, which includes 100 new bases ranging from Easy to Hard. Get it here:  https://codefling.com/bases/raidable-bases-pack-100-bases-expanded-package-from-easy-to-hard Warning: The Raidable Bases plugin requires the Copy Paste plugin to function. You must install both for this bases pack to work. 🔗Raidable Bases (Paid): https://codefling.com/plugins/raidable-bases 🔗Copy Paste (Free): https://umod.org/plugins/copy-paste This Raidable Bases Pack & Loot Tables package includes: 🏡70 Easy Bases            +🗡️Base_Loot Tables   (Easy "Vanilla" and "Enhanced" tables included) 🏡60 Medium Bases       +🗡️Base_Loot Tables   (Medium "Vanilla" and "Enhanced" tables included) 🏡60 Hard Bases            +🗡️Base_Loot Tables   (Hard   "Vanilla" and "Enhanced" tables included) 🏡10 Expert Bases          +🗡️Base_Loot Tables   (Expert "Vanilla" and "Enhanced" tables included) 🏡10 Nightmare Bases   +🗡️Base_Loot Tables   (Nightmare "Vanilla" and "Enhanced" tables included) Beware:   Our loot table package includes only the 5-tier loot tables within the Base_loot folder, ranging from easy to nightmare. It does not include the loot tables from the Difficulty_Loot or Weekday_Loot folders.   VANILLA AND ENHANCED LOOT TABLES FOR RAIDABLE BASES This package includes 10 different base loot table files, ensuring a well-structured and advanced configuration for every difficulty level, from Easy to Nightmare. - 5 loot files for the Vanilla setup (Easy, Medium, Hard, Expert, Nightmare), offering a balanced loot experience with some junk items, staying close to a 1x rate. - 5 loot files for the Enhanced setup (Easy, Medium, Hard, Expert, Nightmare), designed for modded servers with 2x, 3x, or higher gather rates, featuring cleaner loot tables with minimal junk and more valuable rewards. 📁Installation Path: All loot table files are intended for the 📁/oxide/data/RaidableBases/Base_Loot directory. ⚠️Setup Requirement: You must choose and install only one loot table setup at a time—either Vanilla or Enhanced. If you want to switch, you can replace the current files with the other set, but both cannot be active simultaneously. For those exclusively seeking the loot table, we offer it as a standalone product:  https://codefling.com/customizations/raidable-bases-loot-tables-pack (Note: If you've purchased our Raidable Bases Mega Pack & Loot Tables (210 Bases)  package, there is no need to buy this separately.) WARNING: TWO DIFFERENT INSTALLATION METHODS (PLEASE READ BOTH AND APPLY ONLY THE ONE THAT FITS YOUR NEEDS) ⚙️INSTALLATION GUIDE 1: (If you do not have a custom configuration and are not a professional in server configurations, choose this option. However, if you already have your own configuration and profile settings and do not wish to use the optional configs we provide—in other words, if you only need the bases and loot tables—use the second installation guide instead.) ▶  Step 1: Place the Config File From the extracted ZIP files, locate the config folder and find the RaidableBases.json file. Move it to the following directory: 📁/serverfiles/oxide/config ▶  Step 2: Place the Bases From the extracted ZIP files, locate the copypaste folder and move it to the following directory: 📁/serverfiles/oxide/data ▶  Step 3: Place the Base_Loot Tables From the extracted ZIP files, locate the Base_Loot folder and move it to the following directory: 📁/serverfiles/oxide/data/RaidableBases Important: If there are any existing JSON files inside this folder that are not part of our loot tables, delete them to ensure proper functionality. Choose between Vanilla or Enhanced loot tables based on your preference. If the folder is named "Base_Loot (Enhanced loot)", remove the text in parentheses so that the correct folder name is simply: "Base_Loot"   (Otherwise, the loot tables will not work properly.) ▶  Step 4: Place the Profiles Folder From the extracted ZIP files, locate the profiles folder and move it to the following directory: 📁/serverfiles/oxide/data/RaidableBases Why Are Profiles Important? The profiles folder contains crucial settings that allow you to: ✔️ Enable/disable the dome ✔️ Enable/disable NPCs ✔️ Adjust the number of lootable items These are just a few examples—there are dozens of important settings that directly affect how raid bases function. The config file alone is not enough—these files play a major role in customizing your raid bases. ⚡ I strongly recommend reviewing each difficulty setting (Easy to Nightmare) inside the profiles folder and adjusting them based on your needs. ▶  Step 5: Restart the plugin via RCON: o.reload RaidableBases ⚙️INSTALLATION GUIDE 2: (Use this installation method if you do not want to use our configurations and instead prefer to use your own config files and your own 📁/oxide/data/RaidableBases/Profiles configurations.) In this case, you only need to add the bases. To do this, use the following commands in RCON: ▶  Step 1:   You can add bases one by one or in bulk. After executing the commands in RCON, the bases will be registered inside the Profiles configuration. If you do not want to deal with these adjustments, it is recommended to use Installation Guide 1 instead. A- Example RCON commands:   rb.config add "Easy Bases" fullwipedeasy1 rb.config add "Hard Bases" fullwipedhard1 B- Commands to Integrate Raid Bases in Bulk via RCON: rb.config add "Easy Bases" fullwipedeasy1 fullwipedeasy2 fullwipedeasy3 fullwipedeasy4 fullwipedeasy5 fullwipedeasy6 fullwipedeasy7 fullwipedeasy8 fullwipedeasy9 fullwipedeasy10 fullwipedeasy11 fullwipedeasy12 fullwipedeasy13 fullwipedeasy14 fullwipedeasy15 fullwipedeasy16 fullwipedeasy17 fullwipedeasy18 fullwipedeasy19 fullwipedeasy20 fullwipedeasy21 fullwipedeasy22 fullwipedeasy23 fullwipedeasy24 fullwipedeasy25 fullwipedeasy26 fullwipedeasy27 fullwipedeasy28 fullwipedeasy29 fullwipedeasy30 fullwipedeasy31 fullwipedeasy32 fullwipedeasy33 fullwipedeasy34 fullwipedeasy35 fullwipedeasy36 fullwipedeasy37 fullwipedeasy38 fullwipedeasy39 fullwipedeasy40 fullwipedeasy41 fullwipedeasy42 fullwipedeasy43 fullwipedeasy44 fullwipedeasy45 fullwipedeasy46 fullwipedeasy47 fullwipedeasy48 fullwipedeasy49 fullwipedeasy50 fullwipedeasy51 fullwipedeasy52 fullwipedeasy53 fullwipedeasy54 fullwipedeasy55 fullwipedeasy56 fullwipedeasy57 fullwipedeasy58 fullwipedeasy59 fullwipedeasy60 fullwipedeasy61 fullwipedeasy62 fullwipedeasy63 fullwipedeasy64 fullwipedeasy65 fullwipedeasy66 fullwipedeasy67 fullwipedeasy68 fullwipedeasy69 fullwipedeasy70 rb.config add "Medium Bases" fullwipedmed1 fullwipedmed2 fullwipedmed3 fullwipedmed4 fullwipedmed5 fullwipedmed6 fullwipedmed7 fullwipedmed8 fullwipedmed9 fullwipedmed10 fullwipedmed11 fullwipedmed12 fullwipedmed13 fullwipedmed14 fullwipedmed15 fullwipedmed16 fullwipedmed17 fullwipedmed18 fullwipedmed19 fullwipedmed20 fullwipedmed21 fullwipedmed22 fullwipedmed23 fullwipedmed24 fullwipedmed25 fullwipedmed26 fullwipedmed27 fullwipedmed28 fullwipedmed29 fullwipedmed30 fullwipedmed31 fullwipedmed32 fullwipedmed33 fullwipedmed34 fullwipedmed35 fullwipedmed36 fullwipedmed37 fullwipedmed38 fullwipedmed39 fullwipedmed40 fullwipedmed41 fullwipedmed42 fullwipedmed43 fullwipedmed44 fullwipedmed45 fullwipedmed46 fullwipedmed47 fullwipedmed48 fullwipedmed49 fullwipedmed50 fullwipedmed51 fullwipedmed52 fullwipedmed53 fullwipedmed54 fullwipedmed55 fullwipedmed56 fullwipedmed57 fullwipedmed58 fullwipedmed59 fullwipedmed60 rb.config add "Hard Bases" fullwipedhard1 fullwipedhard2 fullwipedhard3 fullwipedhard4 fullwipedhard5 fullwipedhard6 fullwipedhard7 fullwipedhard8 fullwipedhard9 fullwipedhard10 fullwipedhard11 fullwipedhard12 fullwipedhard13 fullwipedhard14 fullwipedhard15 fullwipedhard16 fullwipedhard17 fullwipedhard18 fullwipedhard19 fullwipedhard20 fullwipedhard21 fullwipedhard22 fullwipedhard23 fullwipedhard24 fullwipedhard25 fullwipedhard26 fullwipedhard27 fullwipedhard28 fullwipedhard29 fullwipedhard30 fullwipedhard31 fullwipedhard32 fullwipedhard33 fullwipedhard34 fullwipedhard35 fullwipedhard36 fullwipedhard37 fullwipedhard38 fullwipedhard39 fullwipedhard40 fullwipedhard41 fullwipedhard42 fullwipedhard43 fullwipedhard44 fullwipedhard45 fullwipedhard46 fullwipedhard47 fullwipedhard48 fullwipedhard49 fullwipedhard50 fullwipedhard51 fullwipedhard52 fullwipedhard53 fullwipedhard54 fullwipedhard55 fullwipedhard56 fullwipedhard57 fullwipedhard58 fullwipedhard59 fullwipedhard60 rb.config add "Expert Bases" fullwipedexp1 fullwipedexp2 fullwipedexp3 fullwipedexp4 fullwipedexp5 fullwipedexp6 fullwipedexp7 fullwipedexp8 fullwipedexp9 fullwipedexp10 rb.config add "Nightmare Bases" fullwipednight1 fullwipednight2 fullwipednight3 fullwipednight4 fullwipednight5 fullwipednight6 fullwipednight7 fullwipednight8 fullwipednight9 fullwipednight10 ▶  Step 2: Place the Base_Loot Tables From the extracted ZIP files, locate the Base_Loot folder and move it to the following directory: 📁/serverfiles/oxide/data/RaidableBases Important: If there are any existing JSON files inside this folder that are not part of our loot tables, delete them to ensure proper functionality. Choose between Vanilla or Enhanced loot tables based on your preference. If the folder is named "Base_Loot (Enhanced loot)", remove the text in parentheses so that the correct folder name is simply: "Base_Loot"   (Otherwise, the loot tables will not work properly.) ▶  Step 3: Restart the plugin via RCON: o.reload RaidableBases EXTRA IMPORTANT INFORMATIONS: We do not use a dome, NPCs, or arena walls around raid bases on our servers, and in the ZIP file we provided, these features are also disabled by default. If you want to enable them, you will need to adjust the settings accordingly. For example, to enable the dome, follow the steps below: Navigate to: 📁/oxide/data/RaidableBases/Profiles Open the files inside the Profiles folder with a text editor. Locate the following settings: (This is already set to false because it is required for markers to appear on the map.) "Spawn Silently (No Notification, No Dome, No Map Marker)": false, "Create Dome Around Event Using Spheres (0 = disabled, recommended = 5)": 0, Change the value from 0 to 5 as shown below: "Create Dome Around Event Using Spheres (0 = disabled, recommended = 5)": 5, Additionally, the loot amount for bases varies depending on the difficulty level (easy, medium, hard, expert, and nightmare). You can adjust this setting in the same Profiles location according to your needs: "Amount Of Items To Spawn": 210, For example, in medium bases, this value is set to 210, which determines the total number of items that will appear in crates, furnaces, and the cupboard. Our current configuration is specifically adjusted to prevent players from feeling overwhelmed by massive buildings right after a wipe. We have configured Maintained Events accordingly to ensure a balanced experience. In our setup: - Timed events and purchasable events are disabled. - After a wipe, easy bases will start spawning 30 minutes later. - Nightmare bases will begin spawning 48 hours (2 days) later. Imagine starting the game with just a torch in hand and immediately encountering a nightmare base on the shore. You’d likely quit the game right away—this setting is crucial for us to avoid such scenarios. Configuration Example: 📁/serverfiles/oxide/config "Maintained Events": {   "Always Maintain Max Events": true,   "Max Maintained Events": 30,   "Enable X Hours After Wipe (0 = immediately)": {     "Easy": 0.5,     "Medium": 1.0,     "Hard": 3.0,     "Expert": 24.0,     "Nightmare": 48.0        All of our bases from Easy to Nightmare are equipped with turret protection. If you do not want turrets to spawn in your raidable bases on your server, you can use the following method. Go to the file path /data/RaidableBases/Profiles, open the JSON files inside with a text editor, and apply the following:   "Kill These Prefabs After Paste": [     "assets/prefabs/npc/autoturret/autoturret_deployed.prefab",     "autoturret_deployed" ], If you are satisfied with this package, you can support us by leaving a 5-star review on the site where you purchased it. Your feedback motivates us to continue improving and providing even better configurations for dedicated server owners like you. Thank you!  ❤️    
3.7
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ItemUpgrade - Advanced RPG Progression System for Rust ItemUpgrade is a comprehensive RPG-style progression plugin for Rust that transforms standard items into powerful upgradeable equipment with enchantments, a player-driven marketplace, and extensive customization options. Perfect for servers looking to add deep progression mechanics and player economy.   Core Features - Item Upgrade System = 10 Upgrade Levels with progressive stat bonuses - Customizable Success Rates per level (configurable chance system) - Perfect Upgrade Tokens for guaranteed success - Destruction Risk at higher levels (8→9, 9→10) - Dynamic Skin System with unique skins for level 9 and 10 items - Indestructible Items at level 9+ Stat Bonuses for Weapons (Damage multipliers) and Armor (Protection multipliers) - Visual Rarity System: Common, Uncommon, Rare, Epic, Legendary, Mythic Item Quality - Tracking with condition-based calculations - Enchantment System - 4 Enchantment Slots per item (slot 4 unlockable with token) - Lock/Unlock Mechanism to protect desired enchantments - Reroll System with configurable costs - Available Enchantments: - Gathering Bonuses (Wood, Stone, Scrap, Metal Ore), - Combat Bonuses (Damage, Protection), - Utility (Movement speed, health regeneration) - Rarity Tiers: Common, Uncommon, Rare, Epic, Legendary Percentage-based Bonuses (fully configurable) - Player Marketplace - Buy/Sell System for upgraded items Advanced Search & Filtering by item name, level, rarity, weapon/armor type with pagination support - Listing Management: Set custom prices, view detailed item stats, remove listings, purchase confirmation system - Social Features: Player profiles with statistics, direct messaging system, conversation history, player reputation tracking - Transaction History tracking - Trade-Up System - Item Sacrifice Mechanic to combine multiple items for a higher tier reward - Configurable Requirements: Minimum item count, rarity-based rules, success chance system - Random Enchantments on trade-up results - Visual Reward Display with claim system - Storage/Deposit System - Personal Storage Slots (configurable per player) - Secure Item Storage with full upgrade/enchant data preservation - Slot Management: Deposit/withdraw items, clear individual slots, visual inventory display - Persistent Storage across server restarts - Crafting System - Token Crafting: Perfect Upgrade Tokens, Bonus Upgrade Tokens, Slot Unlock Tokens - Custom Material Requirements (fully configurable) - Skin Support for crafted items Economics/ServerRewards Integration - Configurable Elements - Upgrade costs and progression Success/failure rates Stat multipliers per level Enchantment types and values - Marketplace fees Storage capacity Crafting recipes Payment methods (Scrap/Economics/ServerRewards) - UI colors and styling - Commands - /upgrade - Open upgrade menu - /enchant - Open enchantment menu - /marketplace - Open marketplace - /tradeup - Open trade-up menu - /deposit - Open storage menu   - API Methods IsItemUpgradeable(ulong itemUID) - Check if item can be upgraded GetItemUpgradeLevel(ulong itemUID) - Get current upgrade level GetItemUpgradeData(ulong itemUID) - Get complete upgrade statistics GetItemEnchantData(ulong itemUID) - Get enchantment information SetItemUpgradeLevel(ulong itemUID, int level) - Programmatically set level Discord for contact and support : mariantrex    
0.0
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$30.00 $25.00
Extra Fishing V2 Transform vanilla fishing into a rich, progression-based gameplay pillar with 300+ custom fish species, drifting school-of-fish encounters, aquaculture breeding, fish finders, economy integration, a beautiful animated fish encyclopedia, and fully fish traps. ExtraFishing turns one of Rust's most ignored activities into a deep, rewarding system your players will actually want to engage with. Every catch matters: size, weight, rarity, biome, time of day, water depth, rod tier, school proximity, and aquaculture breeding all influence what ends up on the line.                                                     DEPENDENCIES Required:   ImageLibrary   — For all custom fish icons and UI background images. ExtraFishing will not display images without it. Optional:   Economics      — Enables Economics as a currency backend in the sell UI.   ServerRewards  — Enables ServerRewards as a currency backend. If you use only Scrap or a Custom item as currency, no optional plugins are needed.       Added 300+ Fish                 • Fully configurable fish catalog with custom names, skin IDs, growth     formulas, min/max sizes, rarities (Star 1 to Star 5), biome restrictions,     descriptions, and processed-item yields.   • Each species uses a real weight formula:         Weight (kg) = Growth_A * Size^Growth_B / 1000     so bigger fish really do weigh proportionally more. This is what drives     the per-species weight rankings.   • Fish are linked to vanilla bait items (anchovy, sardine, catfish,     herring, salmon, orangeroughy, smallshark, troutsmall, yellowperch) for     seamless compatibility with vanilla fishing mechanics.   School of Fish System                           • Dynamic, drifting schools spawn and migrate across the ocean in real time.   • Schools provide massive bonuses while players fish inside them:       - Fish size multiplier (default 2.0x)       - Rarity bonus (default +100)       - Hook speed bonus (default 70% faster catch time)   • Visual burst effects trigger in bursts when players hook a fish inside a     school — great immersive feedback.   • Peak time schools spawn in shallower water (1–5m) to reward     morning/evening fishing. Off-peak schools stay in deeper water (30–50m).   • Per-school catch limit forces the school to migrate elsewhere after X     catches, keeping players exploring and preventing AFK camping.   • Fully configurable: max schools, radius range, drift speed, direction     change intervals, catch limit, update rate, effect tick settings.   Fish Finder Device                       • Custom Geiger-counter-based handheld detector with a live radar-style UI     showing distance and bearing to the nearest active school.                 • Configurable:       - Max detection range (default 100m)       - Beep interval, UI update interval, UI size       - Durability drain per interval       - Background image and overlay image stack       - Require specific skinned item vs. allow any Geiger counter   Tiered Fishing Rods                 • Define any number of rod tiers keyed by SkinId. Each rod tier configures:       - ChanceBonus: adds to catch chance for rarer fish       - FishSizeMultiplier: multiplier applied to caught fish size   • Default tiers included: Low / Mid / High Quality Rod.   • Players progress by upgrading their rod — directly tied to bigger, rarer     fish and higher-value catches.   Tiered Fish Traps                 • Define any number of fish trap tiers keyed by SkinId, each with:       - ChanceBonus for rarer fish       - FishSizeMultiplier       - CatchMinnowEnabled toggle + Min/Max minnow per catch       - StorageSlots (override vanilla slot count)       - MaxHealth (override trap durability)   • Default tiers included: Low / Mid / High Quality Fish Trap.   Aquaculture / Fish Breeding                                             • Deployable custom fish cages (Large Fish Cage, Small Fish Cage) that breed     fish over time when fed bait.                                           • Each cage type configures:       - Breeding interval min/max (in minutes)       - Box slot count (storage size)       - Fish size multiplier for bred fish   • Built-in breeding progress UI with feed reminders, empty state, box-full     warning, and an in-game guide overlay.   • Custom raft-based platforms for building floating fish farms:       - Square Raft 3x3 / 5x5 / 10x10       - Hexagonal Raft 1 / 3 / 5                               • Configurable aquaculture settings: replacement/box health, effect     duration, effect tick interval, rarity multiplier for bred fish.   Depth-Based Fishing     • Fish size scales with water depth across 4 configurable tiers.     Default:       - Tier 1 (0.0 – 4.9m):   1.0x       - Tier 2 (5.0 – 39.9m):  1.1x       - Tier 3 (40.0 – 49.8m): 1.2x       - Tier 4 (49.9 – 999.9m):1.3x   • Encourages boat exploration and offshore deep-sea fishing.   • Fully toggleable via config.     Peak Time System     • Morning (default 4:00 – 7:00) and Evening (default 18:00 – 21:00) peak     windows apply a global chance bonus (default +50) for rarer fish.   • During peak time, additional fish schools spawn in shallow water so     players can easily reach them.   • All four values are configurable: MorningStart, MorningEnd, EveningStart,     EveningEnd, PeakTimeChanceBonus.     Fish Records & Server Rankings                 • Every player's personal best Size and Weight per fish species is     tracked automatically and persisted across wipes (unless you wipe the     data file).   • Comprehensive in-game fish encyclopedia UI (/fish command):       - Search bar with live filtering       - Rarity filter (All / Star 1 – Star 5)       - Biome filter (All / Arid / Temperate / Tundra / Arctic / Jungle)       - "Caught" mark displayed on species the player has already landed       - Per-fish detail page with description, your personal record, and         **Server Top 3 by Size** + **Server Top 3 by Weight** leaderboards   • Optional Hide-Uncaught-Fish mode (HideUncaughtFish config toggle):       - Uncaught species are shown as "?????" with blacked-out icons       - Detail page is blocked both client-side (no clickable button) and         server-side (command rejected) — no way to sneak past the lock       - Search bar is spoiler-safe: real fish names do NOT match uncaught         species when the search filter is used, so players cannot reveal         hidden fish by typing guesses     Fish Sell UI & Economy Integration                 • Built-in fish selling interface with live balance display.   • Supports four currency backends:       - Scrap (vanilla item, no dependencies)       - Economics (optional plugin)       - ServerRewards (optional plugin)       - Custom: any shortname + skin + display name as your server's         currency item   • Per-rarity price multipliers (Star 1 through Star 5) + global base price     multiplier for easy tuning.   • Sell individual fish stacks or use Sell All for bulk liquidation.   • Fish exchange via vending machines can be blocked to prevent trivial     economy exploits.   • Prices scale with fish rarity, base stack value, and base price     multiplier — everything is in the config.       Processed Fish Items (Custom Food / Resources / Buffs)               • When cooked or processed, fish yield custom items with configurable     skin IDs and display names. Example default items: Sulfur Fish yields     sulfur, Wood Fish yields wood, Metal Fish yields metal fragments,     Stones Fish yields stones, Bone Fish yields bone fragments, Crude Oil     Fish yields crude oil, and many more.   • Per-processed-item effects when consumed:       - Instant Health       - Health over Time       - Calories       - Hydration       - Poison reduction       - Bleeding reduction       - Radiation reduction   • **Full tea-buff system** — every vanilla tea modifier can be applied     per processed fish with custom value and duration:       Wood Yield, Ore Yield, Scrap Yield, Max Health, Move Speed,       Harvesting, Fishing Boost, Farming (Better Genes), Comfort, Clotting,       Warming, Cooling, Hunter Vision, Metabolism, Crafting Quality,       Radiation Resistance, Horse Gallop Speed.   • Turn fishing into a viable alternative to vanilla farming and gathering.     Other QOL Features     • Tension-break calorie penalty — failed casts cost extra calories     (configurable via CaloriesPerTensionBreak).   • Normal fishing calorie cost per cast (CaloriesPerFishing).   • Fish stack limit toggle:       - Enabled: each unique fish (size+weight) is its own item with the         full name tag       - Disabled: fish stack vanilla-style with a base-value table per         vanilla shortname   • Biome check toggle — restrict fish species to specific biomes or open them up everywhere.       ◆ Player  Command   /fish     Opens the main fish encyclopedia and records UI. Shows all fish species     with filters (search, rarity, biome), caught marks, and per-species     detail pages including personal and server records. Requires the     extrafishing.records permission.   ◆ ADMIN ONLY COMMAND     /extrafishing     Gives you one of every configured item in a single command:       - Every fishing rod tier (by SkinId from config)       - Every fish trap tier (by SkinId from config)       - Both fish cages (Large + Small)       - Every raft platform (Square 3x3/5x5/10x10, Hex 1/3/5)       - Fish Finder       - 10 of every processed fish item with effects configured     Perfect for quick testing or outfitting admin accounts.     /givefish "Fish Name"     Spawns one fish of the specified species by its display Name (case     insensitive, quoted if it contains spaces). The item is tagged with a     random size/weight from the fish's config range.     Example: /givefish "Sulfur Fish"     /efgive <SteamID|Name> <Item>     Gives a specific named item to any player. See the full item list below.     /fishbuff <player> <percent> <minutes>     Grants a fishing luck buff to the specified player for the specified     duration. Increases chance of rarer fish.     ◆ Console Commands (Server Console / RCON)     clearfishdata     Wipes all player fishing records from memory and disk. Admin only.     Use with caution — this cannot be undone.     fishbuff <steamid> <percent> <minutes>     RCON-friendly version of the chat fishbuff command.     efgive <SteamID|Name> <Item>     RCON-friendly version of the /efgive chat command. See item list below.   ◆ Command : efgive  ITEM LIST — ALL PATTERNS   Usage:   /efgive <SteamID or Name> <Item>   efgive  <SteamID or Name> <Item>   (console / RCON) The <Item> argument is matched case-insensitively. Names with spaces do NOT need quotes — the command joins all remaining arguments as the item name. All 15 patterns:   FISHING RODS (3 tiers)     Low Quality Rod     Base: fishingrod.handmade     SkinId: 3683450483     The entry-level tier. Small ChanceBonus and a modest FishSizeMultiplier     (defaults 0.5x). Players start with this.   Mid Quality Rod     Base: fishingrod.handmade     SkinId: 3683450683     Mid-tier rod. Better ChanceBonus and FishSizeMultiplier than Low Quality.     Default multiplier 0.6x.   High Quality Rod     Base: fishingrod.handmade     SkinId: 3683450793     Top-tier rod. Highest ChanceBonus and FishSizeMultiplier (default 0.8x).     Meant as an endgame / shop reward.   FISH TRAPS (3 tiers)     Low Quality Fish Trap     Base: fishtrap.small     SkinId: 3683441661     Basic automated fish trap. Unlike vanilla traps, ExtraFishing traps work     offline and without a nearby player. Low ChanceBonus, small storage,     low MaxHealth.   Mid Quality Fish Trap     Base: fishtrap.small     SkinId: 3683441772     Upgraded trap. Better chance bonus, larger storage, more durability.   High Quality Fish Trap     Base: fishtrap.small     SkinId: 3683441864     Top-tier trap with the highest ChanceBonus, largest storage slot count,     and highest MaxHealth.   SQUARE RAFT PLATFORMS (3 sizes)     Square Raft 3x3     Base: boatbuildingstation     SkinId: 3691488275     The smallest square raft platform. Used as a base for building small     floating fish farms and bases on water.   Square Raft 5x5     Base: boatbuildingstation     SkinId: 3691488429     Medium square raft. Plenty of room for fish cages plus storage / crafting.   Square Raft 10x10     Base: boatbuildingstation     SkinId: 3691488598     Large square raft. Flagship fishing base platform — fit multiple cages,     workbenches, sleeping area, and defenses.   HEXAGONAL RAFT PLATFORMS (3 sizes)     Hexagonal Raft 1     Base: boatbuildingstation     SkinId: 3691577294     Small single-hex raft platform. Compact, efficient footprint.   Hexagonal Raft 3     Base: boatbuildingstation     SkinId: 3691577405     Medium hex raft built from 3 hexagonal cells. Aesthetic alternative to     square rafts.   Hexagonal Raft 5     Base: boatbuildingstation     SkinId: 3691577502     Large hex raft built from 5 hexagonal cells. Comparable in area to a     Square Raft 5x5 but with honeycomb geometry.   FISH CAGES (2 tiers)     Large Fish Cage     Base: boatbuildingstation     SkinId: 3691368539     The large aquaculture cage. Default 30 box slots, 2.0x fish size     multiplier for bred fish, faster breeding interval (3–5 min). Deploy on     a raft platform and feed it bait to breed rare fish.   Small Fish Cage     Base: boatbuildingstation     SkinId: 3691368364     Compact cage. Default 18 box slots, 1.5x fish size multiplier, slightly     slower breeding interval (4–6 min). Cheaper, earlier-tier option.   FISH FINDER     Fish Finder     Base: geiger.counter     SkinId: 3696334992     Handheld radar-style fish finder. Shows distance and direction to the     nearest active fish school on a live UI overlay. Drains durability over     time and beeps periodically. Configurable max detection range (default     100m), durability drain rate, UI size, and visual assets.   Quick Copy/Paste Reference (all 15 valid <Item> strings)   Low Quality Rod   Mid Quality Rod   High Quality Rod   Low Quality Fish Trap   Mid Quality Fish Trap   High Quality Fish Trap   Square Raft 3x3   Square Raft 5x5   Square Raft 10x10   Hexagonal Raft 1   Hexagonal Raft 3   Hexagonal Raft 5   Large Fish Cage   Small Fish Cage   Fish Finder   Examples   /efgive 76561198000000000 High Quality Rod   /efgive PlayerName Large Fish Cage   /efgive 76561198000000000 Square Raft 10x10   efgive PlayerName Fish Finder           (from RCON/server console)   If the player isn't found, you'll get "Player not found: <input>".   If the item name isn't recognized, you'll get "Unknown item: <name>"   followed by the full list of available items.       extrafishing.records     Required to use the /fish encyclopedia and records UI. Grant to all     players who should be able to see the fish catalog, filters, personal     records, and server rankings.     extrafishing.sell     Required to use the in-game fish selling UI. Grant to players who     should be able to sell fish for your chosen currency (Scrap / Economics     / ServerRewards / Custom item).   All admin-only commands (/extrafishing, /givefish, /efgive, /chkbiome, /chkdepth, /chktpo, /chkschool, /fishbuff, clearfishdata) require the vanilla Admin or Developer flag — no permission needed.     { "EnableUIDisplay": true, /// Show the popup Result UI every time a player catches a fish. "EnableSoundEffects": true, /// Play a catch sound effect (vanilla mission accept prefab) when a fish is landed. "ShowMessages": false, /// Send chat messages on fish catch and tension break events. "HideUncaughtFish": false, /// Hide uncaught fish in the /fish encyclopedia as "?????" with blacked-out icons. Also blocks detail pages AND spoiler-proofs the search bar (real fish names do not match uncaught species). Default: false. "EnableBiomeCheck": true, /// Enforce biome restrictions from the Fish list (Biome field). Disable to allow all fish in every biome. "EnableUIAnimation": true, /// Enable slide-in/fade-out animations for the Result, Record, and Sell UIs. "CaloriesPerFishing": 1, /// Calories consumed per cast. "CaloriesPerTensionBreak": 3, /// Extra calories lost when the fishing line tension-breaks. "SizeInterval": 20.0, /// Grouping interval in cm used for size display/rounding. "EnableFishStackLimit": true, /// true = each fish is a unique item with [Size/Weight] tag (no stacking). false = vanilla-style stacking using FishBaseValuesForDisableFishStackLimit. "MinnowStackSize": 1000, /// Max stack size for minnow bait items. "UI": { "DisplayDuration": 8.0, /// How long the catch-result popup stays visible (seconds). "Result": { /// Settings for the popup shown when a fish is caught. "AnchorMin": "0.35 0.75", /// UI bottom-left anchor on screen (x y, 0.0–1.0 range). "AnchorMax": "0.65 0.9", /// UI top-right anchor on screen. "BackgroundColor": "0.1 0.1 0.1 0.9", /// Background color in "R G B A" format (0.0–1.0 range, last value is alpha). "TitleColor": "0.678 0.643 0.616 1.0",/// Title text color. "TitleFontSize": 18, /// Title font size. "FishNameColor": "0.678 0.643 0.616 1.0", /// Fish name text color. "FishNameFontSize": 16, /// Fish name font size. "DetailsColor": "0.447 0.427 0.404 1.0", /// Details text color (size/weight info). "DetailsFontSize": 14, /// Details font size. "BackgroundImage": "https://i.imgur.com/C30zzZ5.png", /// Background image URL loaded via ImageLibrary. "UseBackgroundImage": true /// true = use the image above, false = solid color only. }, "Record": { /// Settings for the /fish encyclopedia UI. "AnchorMin": "0.15 0.15", /// Encyclopedia bottom-left anchor. "AnchorMax": "0.85 0.85", /// Encyclopedia top-right anchor. "BackgroundColor": "0.086 0.086 0.086 1.0", /// Background color. "TitleColor": "0.678 0.643 0.616 1.0",/// Title text color. "TitleFontSize": 20, /// Title font size. "FishButtonColor": "0.086 0.086 0.086 1.0", /// Background color for each fish entry button in the grid. "FishNameColor": "0.678 0.643 0.616 1.0", /// Fish name color in the list. "FishNameFontSize": 14, /// Fish name font size in the list. "FishDetailColor": "0.678 0.643 0.616 1.0", /// Body text color on the per-fish detail page. "FishDetailFontSize": 16, /// Body text size on the detail page. "SectionTitleColor": "0.678 0.643 0.616 1.0", /// Section heading color (e.g. "Your Record", "Server Top 3"). "SectionTitleFontSize": 18, /// Section heading font size. "DetailsColor": "0.447 0.427 0.404 1.0", /// Generic detail text color. "DetailsFontSize": 14, /// Generic detail text size. "HighlightColor": "0.447 0.427 0.404 1.0", /// Highlight accent color. "NavButtonColor": "0.090 0.263 0.400 1.0", /// Pagination button background color. "NavTextColor": "0.259 0.620 0.875 1.0", /// Pagination button text color. "NavFontSize": 14, /// Pagination button font size. "CloseButtonColor": "0.722 0.227 0.149 1.0", /// Close-button background color. "CloseTextColor": "0.792 0.643 0.608 1.0", /// Close-button text color. "CloseFontSize": 18, /// Close-button font size. "DescriptionColor": "0.447 0.427 0.404 1.0", /// Fish description text color. "DescriptionFontSize": 14, /// Fish description font size. "BackgroundImage": "https://i.imgur.com/IhEjX5Q.png", /// Encyclopedia background image URL. "UseBackgroundImage": true, /// Toggle for the background image above. "SearchBarAnchorMin": "0.02 0.92", /// Search bar bottom-left anchor. "SearchBarAnchorMax": "0.26 0.98", /// Search bar top-right anchor. "SearchBarBackgroundImage": "https://i.imgur.com/RaLTTp7.png", /// Search bar background image URL. "SearchBarTextColor": "0.678 0.643 0.616 1.0", /// Search bar text color. "SearchBarFontSize": 14, /// Search bar font size. "CaughtMarkImage": "https://i.imgur.com/0lfBSNR.png" /// Image shown in the top-right of fish the player has already caught. }, "Sell": { /// Settings for the fish sell UI. "AnchorMin": "0.15 0.15", /// Sell UI bottom-left anchor. "AnchorMax": "0.85 0.85", /// Sell UI top-right anchor. "BackgroundColor": "0.086 0.086 0.086 1.0", /// Background color. "TitleColor": "0.678 0.643 0.616 1.0",/// Title text color. "TitleFontSize": 20, /// Title font size. "FishButtonColor": "0.086 0.086 0.086 1.0", /// Background color for each fish row in the sell list. "FishNameColor": "0.678 0.643 0.616 1.0", /// Fish name color. "FishNameFontSize": 14, /// Fish name font size. "DetailColor": "0.447 0.427 0.404 1.0", /// Detail info text color (size/weight). "DetailFontSize": 12, /// Detail info font size. "PriceColor": "0.259 0.620 0.875 1.0",/// Price display color. "PriceFontSize": 13, /// Price display font size. "BalanceTextColor": "0.678 0.643 0.616 1.0", /// Currency balance text color. "BalanceFontSize": 14, /// Currency balance font size. "SellButtonColor": "0.3 0.6 0.3 1", /// Individual "Sell" button background color. "NavButtonColor": "0.090 0.263 0.400 1.0", /// Pagination button background color. "NavTextColor": "0.259 0.620 0.875 1.0", /// Pagination button text color. "NavFontSize": 14, /// Pagination font size. "CloseButtonColor": "0.722 0.227 0.149 1.0", /// Close-button background color. "CloseTextColor": "0.792 0.643 0.608 1.0", /// Close-button text color. "CloseFontSize": 18, /// Close-button font size. "SellAllButtonColor": "0.314 0.380 0.200 1.0", /// "Sell All" button background color. "SellAllTextColor": "0.569 0.765 0.231 1.0", /// "Sell All" text color. "SellAllFontSize": 14, /// "Sell All" font size. "BackgroundImage": "https://i.imgur.com/IhEjX5Q.png", /// Sell UI background image URL. "UseBackgroundImage": true /// Toggle for the background image above. } }, "RarityChances": { /// Base weights for rarity rolls. Final weight[R] = base × (1 + totalBonus × (R-1) / 100). Weights do not need to sum to 100. "1": 80, /// Base weight for ★1 (common) fish. "2": 15, /// Base weight for ★2 fish. "3": 5, /// Base weight for ★3 fish. "4": 2, /// Base weight for ★4 fish. "5": 1 /// Base weight for ★5 (legendary) fish. ~1% at base, ~5% at max bonus. }, "Economy": { /// Currency backend and price multiplier settings for the fish sell UI. "PreferredEconomy (Scrap / Custom / Economics / ServerRewards)": "Scrap", /// Currency backend: "Scrap", "Custom" (uses CustomItem below), "Economics" (plugin required), or "ServerRewards" (plugin required). "RarityMultipliers": { /// Per-rarity price multipliers (applied on top of the base price). "1": 1.0, /// ★1 fish price multiplier. "2": 1.1, /// ★2 fish price multiplier. "3": 1.2, /// ★3 fish price multiplier. "4": 1.3, /// ★4 fish price multiplier. "5": 1.5 /// ★5 fish price multiplier. }, "BasePriceMultiplier": 1.0, /// Global price multiplier applied to every fish sale. "CustomItem": { /// Settings used when PreferredEconomy is set to "Custom". "ItemShortName": "sulfur", /// Shortname of the item used as currency. "ItemSkinId": 0, /// Skin ID of the custom currency item (0 = vanilla, no skin). "DisplayName": null /// Display name for the currency item (null = use the item's default name). } }, "FishBaseValuesForDisableFishStackLimit": { /// Fallback per-fish base prices used ONLY when EnableFishStackLimit = false (since size/weight data is lost under vanilla stacking). "fish.anchovy": 2, /// Base value per anchovy. "fish.catfish": 32, /// Base value per catfish. "fish.herring": 4, /// Base value per herring. "fish.orangeroughy": 37, /// Base value per orange roughy. "fish.salmon": 27, /// Base value per salmon. "fish.sardine": 2, /// Base value per sardine. "fish.smallshark": 45, /// Base value per small shark. "fish.troutsmall": 6, /// Base value per small trout. "fish.yellowperch": 10 /// Base value per yellow perch. }, "ChanceTime": { /// Peak-time window settings. During these hours, rarity chance bonus is added and fish schools spawn in shallow water. "MorningStart": 4.0, /// Morning peak-time start (24h in-game clock). "MorningEnd": 7.0, /// Morning peak-time end. "EveningStart": 18.0, /// Evening peak-time start. "EveningEnd": 21.0, /// Evening peak-time end. "PeakTimeChanceBonus": 50 /// Rarity bonus value added to totalBonus during peak-time windows. }, "DepthMultiplier": { /// Water-depth size multiplier tiers. Evaluated top-down; the first tier whose MaxDepth is >= current depth is used. "Enabled": true, /// Enable the depth multiplier system. "Tier1": { /// Shallowest tier. "MaxDepth": 4.9, /// Max depth for Tier1 (meters). "SizeMultiplier": 1.0 /// Fish size multiplier for this tier. Additive formula: (value - 1.0) is added as bonus. }, "Tier2": { "MaxDepth": 39.9, /// Max depth for Tier2 (meters). "SizeMultiplier": 1.1 /// +10% size bonus in this depth range. }, "Tier3": { "MaxDepth": 49.8, /// Max depth for Tier3 (meters). "SizeMultiplier": 1.2 /// +20% size bonus in this depth range. }, "Tier4": { "MaxDepth": 999.9, /// Max depth for Tier4 (effectively unlimited). "SizeMultiplier": 1.3 /// +30% size bonus in the deepest waters. } }, "FishingRods": { /// Fishing rod tier definitions. Keyed by internal name; SkinIds are mapped in code. "Default Rod": { /// Vanilla rod (no skin). Baseline performance. "ChanceBonus": 0, /// Rarity bonus value added to totalBonus when using this rod. "FishSizeMultiplier": 1.0 /// Size multiplier. Additive formula: (value - 1.0) is added as bonus. }, "Low Quality Rod": { /// Entry-tier custom rod. "ChanceBonus": 10, /// +10 rarity bonus. "FishSizeMultiplier": 1.05 /// +5% size bonus. }, "Mid Quality Rod": { /// Mid-tier custom rod. "ChanceBonus": 20, /// +20 rarity bonus. "FishSizeMultiplier": 1.1 /// +10% size bonus. }, "High Quality Rod": { /// Top-tier custom rod. "ChanceBonus": 30, /// +30 rarity bonus. "FishSizeMultiplier": 1.2 /// +20% size bonus. } }, "FishTraps": { /// Fish trap tier definitions. Trap-caught fish are NOT affected by depth multiplier or school bonus. "Default Fish Trap": { /// Vanilla trap (no skin). Baseline performance. "ChanceBonus": 0, /// Rarity bonus added to totalBonus for trap catches. "FishSizeMultiplier": 0.5, /// Size multiplier for fish caught by this trap. "CatchMinnowEnabled": true, /// Whether this trap automatically catches minnow bait items. "MinnowMinAmount": 1, /// Minimum minnows caught per cycle. "MinnowMaxAmount": 3, /// Maximum minnows caught per cycle. "StorageSlots": 6, /// Inventory slot count of the trap (overrides vanilla). "MaxHealth": 100.0 /// Max HP/durability of the trap entity. }, "Low Quality Fish Trap": { /* ChanceBonus 5, FishSizeMultiplier 0.6, StorageSlots 12, MaxHealth 300, rest same structure, omitted */ }, "Mid Quality Fish Trap": { /* ChanceBonus 10, FishSizeMultiplier 0.8, StorageSlots 18, MaxHealth 500, rest same structure, omitted */ }, "High Quality Fish Trap": { /* ChanceBonus 15, FishSizeMultiplier 1.0, StorageSlots 24, MaxHealth 750, rest same structure, omitted */ } }, "SchoolOfFish": { /// Drifting fish school system settings. "Enabled": true, /// Enable the school-of-fish system. "MaxSchoolOfFish": 30, /// Maximum number of schools that can exist simultaneously on the map. "MaxCatchesPerSchool": 5, /// Number of catches before a school is forced to migrate (respawn elsewhere). "MinSchoolOfFishRadius": 10.0, /// Minimum school radius in meters. Players inside this area get bonuses. "MaxSchoolOfFishRadius": 50.0, /// Maximum school radius in meters. "SchoolOfFishRadiusChangeMinMinutes": 0.1, /// Min time until a school's radius randomly changes (minutes). "SchoolOfFishRadiusChangeMaxMinutes": 1.0, /// Max time until a school's radius randomly changes (minutes). "MinDriftSpeed": 0.0, /// Minimum drift speed of a school (m/s). "MaxDriftSpeed": 3.0, /// Maximum drift speed of a school (m/s). "DirectionChangeMinMinutes": 0.5, /// Min time until a school changes direction (minutes). "DirectionChangeMaxMinutes": 3.0, /// Max time until a school changes direction (minutes). "SizeMultiplierBonus": 1.5, /// Fish size multiplier when fishing inside a school. Additive: (value - 1.0) is added as bonus (+50% by default). "HookSpeedBonus": 0.7, /// Catch-time reduction ratio inside a school (0.7 = 70% faster catch). "RarityBonus": 100, /// Rarity bonus added to totalBonus when fishing inside a school. "MinOceanDepth": 30.0, /// Minimum water depth (m) where schools spawn during normal time. "MaxOceanDepth": 50.0, /// Maximum water depth (m) where schools spawn during normal time. "PeakTimeMinOceanDepth": 1.0, /// Minimum depth for schools that spawn during peak time (shallow water). "PeakTimeMaxOceanDepth": 5.0, /// Maximum depth for schools that spawn during peak time. "DriftUpdateInterval": 1.0, /// School position update interval (seconds). "Effect": { /// Visual burst effect settings for schools. "Enabled": true, /// Enable burst effects. "TickInterval": 0.01, /// Internal tick interval while an effect plays (seconds). "DelayMin": 0.0, /// Minimum startup delay before an effect fires (seconds). "DelayMax": 1.5, /// Maximum startup delay before an effect fires (seconds). "BurstDurationMin": 2.0, /// Minimum duration of one burst (seconds). "BurstDurationMax": 10.0, /// Maximum duration of one burst (seconds). "BurstIntervalMinMinutes": 0.1, /// Minimum wait between bursts (minutes). "BurstIntervalMaxMinutes": 3.0 /// Maximum wait between bursts (minutes). }, "FishFinder": { /// Fish finder device settings. "Enabled": true, /// Enable the fish finder feature. "UIUpdateInterval": 0.1, /// Radar UI update interval (seconds). "BeepInterval": 0.5, /// Beep sound interval while pointing toward a school (seconds). "BackgroundImage": "https://i.imgur.com/5K50I7S.png", /// Radar background image URL. "OverlayImages": [ /// List of decorative overlay images layered on top of the radar. "https://i.imgur.com/6L4TG7R.png", /// First overlay image URL. (Additional overlays use the same format.) "https://i.imgur.com/UilagDt.png", /// Subsequent overlays omitted explanation — same format as above. "https://i.imgur.com/Dh5uXPs.png", "https://i.imgur.com/6rSarf6.png", "https://i.imgur.com/yyBuEB9.png" ], "UISize": 0.12, /// Radar UI size as a fraction of screen size. "MaxDetectRange": 100.0, /// Maximum detection range in meters. "DurabilityDrainInterval": 30.0, /// Interval between durability drains (seconds). "DurabilityDrainAmount": 1.0, /// Durability removed per drain tick. "RequireItem": true /// true = only a geiger counter with the configured skin works. false = any geiger counter works. } }, "Aquaculture": { /// Aquaculture / fish breeding system settings. "Enabled": true, /// Enable the aquaculture system. "ReplacementMaxHealth": 5000.0, /// Max HP of the fish cage replacement entity. "BoxMaxHealth": 5000.0, /// Max HP of the aquaculture storage box entity. "EffectDuration": 5.0, /// Duration of aquaculture-related effects (seconds). "EffectTickInterval": 0.03, /// Aquaculture effect tick interval (seconds). "RarityMultiplier": 3, /// Rarity bonus multiplier applied to bred fish. "LargeFishCage": { /// Large fish cage configuration. "DisplayName": "Large Fish Cage", /// Display name of the large cage item. "BreedingIntervalMinutesMin": 3.0, /// Minimum breeding interval (minutes). "BreedingIntervalMinutesMax": 5.0, /// Maximum breeding interval (minutes). "BoxSlots": 30, /// Inventory slot count inside the cage. "FishSizeMultiplier": 2.0 /// Size multiplier for fish bred in this cage. }, "SmallFishCage": { /* ... same structure as LargeFishCage, omitted ... */ } }, "Fish": [ /// Master fish catalog. 300+ species defined by default. { "ItemShortName": "fish.sardine", /// Base vanilla fish shortname this custom fish is built on. Valid values: fish.anchovy, fish.catfish, fish.herring, fish.orangeroughy, fish.salmon, fish.sardine, fish.smallshark, fish.troutsmall, fish.yellowperch. "SkinId": 3683947483, /// Workshop skin ID that uniquely identifies this custom fish. Same shortname + different skin = different species. "Name": "Sulfur Fish", /// Display name shown in UIs and chat. "MaxSize": 100.0, /// Maximum size of this fish in cm. "MinSize": 20.0, /// Minimum size of this fish in cm. "Growth_A": 0.0188, /// Growth formula coefficient A. Weight(kg) = A × Size^B / 1000. "Growth_B": 3.04, /// Growth formula exponent B. Weight(kg) = A × Size^B / 1000. "Biome": "All", /// Biome restriction: "All", "Arid", "Temperate", "Tundra", "Arctic", or "Jungle". Ignored if EnableBiomeCheck = false. "Rarity": 2, /// Rarity tier 1–5 (★1 to ★5). Used for rarity weight calculation. "ProcessedItemShortName": "sulfur", /// Shortname of the item produced when this fish is cooked/processed. "ProcessedItemSkinId": 0, /// Skin ID of the processed item. Links to the corresponding ProcessedItemEffects entry. "DisplayName": null, /// Display name of the processed item (null = use default name). "ProcessedItemAmount": 50, /// Base amount of processed item given. Scales with the caught fish size. "Description": "A mysterious fish that can be found anywhere and can explode when provoked." /// Description text shown in the fish encyclopedia. } /* ... 300+ additional fish entries follow with the same structure, omitted ... */ ], "ProcessedItemEffects": { /// Per-processed-item effects applied when a player consumes the item. Key = Skin ID matching Fish.ProcessedItemSkinId. "3687258712": { /// Example entry. Each key is a unique skin ID linking to a processed fish item. "DisplayName": "Raw white fish", /// Display name of this processed item. "InstantHealth": 5.0, /// Instant health restored on consumption. "HealthOverTime": 5.0, /// Health restored over time (HoT). "Calories": 80.0, /// Calories restored. "Hydration": 15.0, /// Hydration restored. "PoisonReduce": 50.0, /// Poison meter reduction. "BleedingReduce": 0.0, /// Bleeding meter reduction. "RadiationReduce": 0.0, /// Radiation meter reduction. "Buff": { /// Tea-style buffs applied on consumption. Any buff with Value = 0 or DurationMinutes = 0 is skipped. "Wood": { /// Wood yield tea buff. "Value": 0.0, /// Buff strength in percent (e.g. 100 = +100% wood yield). "DurationMinutes": 0.0 /// Buff duration in minutes. 0 disables this buff. }, "Ore": { "Value": 100.0, "DurationMinutes": 15.0 }, /// Ore yield tea buff (+100% for 15min). "Scrap": { /* ... same {Value, DurationMinutes} structure ... */ }, /// Scrap yield tea buff. "MaxHealth": { /* ... */ }, /// Max health tea buff. "MoveSpeed": { /* ... */ }, /// Move speed tea buff. "Harvesting": { /* ... */ }, /// Harvesting tea buff. "Fishing": { /* Value 100, Duration 30 */ }, /// Fishing boost (increases rare-fish chance). Default Value 100 across all processed fish. "Farming": { /* ... */ }, /// Farming (better genes) tea buff. "ComfortBuff": { /* ... */ }, /// Comfort tea buff. "Clotting": { /* ... */ }, /// Clotting (bleed resistance) tea buff. "Warming": { /* ... */ }, /// Warming tea buff. "Cooling": { /* ... */ }, /// Cooling tea buff. "HunterVision":{ /* ... */ }, /// Hunter vision tea buff. "Metabolism": { /* ... */ }, /// Metabolism booster tea buff. "Crafting": { /* ... */ }, /// Crafting quality tea buff. "RadResist": { /* ... */ }, /// Radiation resistance tea buff. "HorseSpeed": { /* ... */ } /// Horse gallop speed tea buff. } } /* ... additional ProcessedItemEffects entries follow with the same structure, omitted ... */ } }       Q. Can you translate information about fish species? A. Yes. This product includes translation data. This data includes Chinese, Russian, and Japanese. You will need to select one and manually replace the existing text.         VOID / NINJA WORKS DISCORD  :  https://discord.gg/U8uxePjSyA   MADE IN JAPAN  
5.0
Premium Betterloot table V.4 Compatible + Updated deep sea loot. Elevate your Rust server's loot economy with this meticulously crafted BetterLoot v4 configuration, designed exclusively for 2x gather servers. Probability-driven drops ensure resonable and fair loot without flooding the map with junk loot. This covers boxes, NPC and all other loot on rust. Key Balancing Features 2x-Optimized Scaling: Matches vanilla multipliers on high tier items for fair 2x progression. Balanced Probabilities:Barrels stay low-tier for early-game grind. Tested for wipe-long sustainability—no early-game god-rolls or late-game starvation. Perfect for servers seeking premium, player-approved loot without alot of custom plugins. Full config JSON included with setup guide. I also have a 3x and 5x table based like this.
5.0
IQTeleportation - is an advanced, optimized teleportation system that provides a wide range of features to improve player comfort and convenience. Only the necessary, user-friendly features — the plugin isn’t overloaded with extras. All capabilities are designed for stability and maximum player convenience. Plugin Installation : When you download the resource, you receive an archive with plugins and data folders. Move the file from data strictly following the archive path: oxide/data/IQSystem/IQTeleportation. If any of these files don’t exist on your server, create them. Move IQTeleportation.cs from plugins strictly following the archive path: oxide/plugins. Note for users who use a “web editor” on hosting panels. Before uploading, unpack the archive locally in any convenient place, then upload the files from there. Feature List : Minimalist UI for the player : The plugin supports UI for teleport requests and for setting a home point. These are optional and configured in the config. Teleport directly into vehicles : Optional feature. Allows accepting a teleport while controlling a vehicle. The player will be teleported into a free seat; if there are no free seats, the teleport is canceled. Sound effects : Built-in sound effects for teleportation. Players can feel the timer through sound: as teleport time approaches, the sound frequency increases. This makes it clear when a teleport to a friend or home point will occur, without distracting from gameplay and keeping focus. Home points on G-Map : Optional feature. Displays the last 6 home points the player teleported to directly on the G-Map, with the ability to teleport to them via the UI. It fits the Rust and G-Map style nicely and is very convenient for players! Teleport requests via G-Map : Now you can simply right-click on a friend’s nickname (or near it) on the G-Map, and a teleport request will be sent automatically. This helps players stay focused on gameplay and simplifies team interactions. Automatic teleport between friends : The plugin supports automatically accepting teleport requests from friends. This feature can be toggled with the /atp command. Players in a team no longer need to confirm requests manually — friend teleports will happen automatically, making co-op play even more comfortable. Block teleporting from monuments : You can forbid teleporting from specific monuments. This improves gameplay and prevents using monument structures as a hideout followed by teleporting away from an opponent, creating a more balanced experience for everyone. Home point marker : After setting a home point, the player automatically gets a duplicate marker with the point’s name on their G-Map. This improves visibility, helps orientation, and simplifies coordination with home points. A temporary mark with a visual effect is also shown at the placement location. Simplified commands :  The goal is to simplify usage and add convenience for players — commands weren’t overlooked: /sethome has a shorter alias /sh /removehome has a shorter alias /rh /tpr has “built-in memory,” making player interaction easier. You no longer need to specify a nickname every time you send a teleport request. The command remembers the last player you teleported to, and when you run /tpr again without a name, it will send the request to that player. This makes teleporting even faster and more convenient. See the full command list in the “Commands” section. WARP system : The plugin includes a warp system with multiple points and convenient commands. What is this system for? For example, you want players to teleport to Outpost (or any other monument) with /compound — you can do this with the system: just create the points, and the commands will be registered automatically and will persist every server wipe! Other uses? Use it however you like: for events, create a teleport point for the event, then remove the warp after it’s over. Points placed outside standard monuments will not be saved after a map change. Logging system : If you want to monitor the plugin and know about your players’ teleports to analyze activity, there’s an optional logging feature for teleport requests, accepted teleports, and home teleports. There are many simple, clear configuration options — you can preview them in the “Configuration” section. Permissions : iqteleportation.gmap — permission to use /gmap and instant admin teleports via G-Map to any point on the map iqteleportation.tp — permission to use /tp for instant teleport to a player iqteleportation.warpadmin — for using WARP features and the /warp command These permissions are intended for administrators only and do not affect player features. Do not grant them to regular players! Command List :  Chat Commands : /atp – toggle automatic acceptance of teleport requests from friends /sethome Name – set a home point at your current position /sh Name – shorthand alias for /sethome /removehome Name – remove a previously set home point /rh Name – shorthand alias for /removehome /home NameHome – teleport to your home point /home NameHome FriendName – teleport to a friend’s home point /homelist – view all your home points /tpr Name – send a teleport request to a player /tpr – send a teleport request to the last player who accepted your request /tpa – accept a teleport request /tpc – cancel a teleport request Warp System : /warp list – show all available warps /warp points WarpName – show all teleport points for the specified warp /warp add WarpName – create a new warp or add an extra teleport point to that warp /warp edit WarpName PointNumber – edit a specific teleport point for the warp /warp remove WarpName – remove the warp and all its teleport points /warp remove WarpName PointNumber – remove the specified teleport point of the warp /NAMEWARP – command to teleport to a warp; created automatically based on your warp name For Administrators :  /gmap – enable teleporting to any position via G-Map by right-clicking the map /tp Name – instantly teleport to a player /tp Name NameTwo – instantly teleport player “Name” to player “NameTwo” /mblock – block teleportation from the monument where the admin is currently standing /a.home points NameOrID – show all named home points of the specified player /a.home clear NameOrID – delete all home points of the specified player Console Commands :  atp – toggle automatic acceptance of teleport requests from friends sethome Name – set a home point at your current position sh Name – shorthand alias for sethome removehome Name – remove a previously set home point rh Name – shorthand alias for removehome home NameHome – teleport to your home point home NameHome FriendName – teleport to a friend’s home point homelist – view all your home points tpr Name – send a teleport request to a player tpr – send a teleport request to the last player who accepted your request tpa – accept a teleport request tpc – cancel a teleport request For Administrators : gmap – enable teleporting to any position via G-Map by right-clicking the map tp Name – instantly teleport to a player tp Name NameTwo – instantly teleport player “Name” to player “NameTwo” Configuration :  { "General plugin settings": { "Log player actions to file (true = yes / false = no)": false, "Use sound effects (true = yes / false = no)": true, "Use GameTip messages instead of chat (true = yes / false = no)": false, "Wake the player immediately after teleport (otherwise they remain 'sleeping') (true = yes / false = no)": false, "List of monuments where teleportation is forbidden (applies to home points / teleport-to-player / warps)": [], "IQChat settings": { "IQChat : Custom prefix in the chat": "[IQTeleportation]", "IQChat : Custom avatar in the chat (Steam64ID) (If required)": "0" }, "SimpleStatus settings": { "SimpleStatus: Enable plugin support": false, "SimpleStatus: UI settings for teleportation": { "SimpleStatus: Background panel color": "0.3 0.3 0.3 0.5", "SimpleStatus: Prefix translations [LanguageKey] = Text": { "ru": "Телепортация", "en": "Teleporation" }, "SimpleStatus: Prefix color": "0.5647059 0.5490196 0.5333334 1", "SimpleStatus: UI sprite": "assets/icons/stopwatch.png", "SimpleStatus: Sprite color": "0.5647059 0.5490196 0.5333334 1" } } }, "Teleport-to-player settings": { "Teleport request settings": { "Offer to accept teleport requests in the UI (true = yes / false = no)": true, "Teleportation mode: true — teleport the player to the position where the request was accepted; false — teleport the player to the other player regardless of where it was accepted": false, "Allow players to send teleport requests via G-Map (true = yes / false = no)": true, "Use instant teleport to a point via G-Map (true = yes / false = no) (requires admin rights or the iqteleportation.gmap permission)": true, "Disable teleportation features on the server (tpr and tpa will be unavailable) (true = yes / false = no)": false, "Forbid sending and accepting teleport requests while the player is in a vehicle (true); otherwise teleport directly into the vehicle if a seat is free (false)": true, "Block sending and accepting teleport requests in a safe zone (true = yes / false = no)": false, "Block sending and accepting teleport requests during raid block (true = yes / false = no)": true, "Block sending and accepting teleport requests while the player is in the subway (train tunnels) (true = yes / false = no)": true, "Block sending and accepting teleport requests while the player is in the Underwater Lab (true = yes / false = no)": true, "Block sending and accepting teleport requests while the player is on the Cargo Ship (true = yes / false = no)": true, "Block sending and accepting teleport requests while the player is in a hot air balloon (true = yes / false = no)": true, "Block sending and accepting teleport requests while the player is cold (freezing) (true = yes / false = no)": true, "Block sending and accepting teleport requests while the player is swimming (true = yes / false = no)": true, "Block sending and accepting teleport requests while the player is under radiation (true = yes / false = no)": true, "Block sending and accepting teleport requests while the player is bleeding (true = yes / false = no)": true, "Block sending and accepting teleport requests while the player is in another player's building privilege area (building blocked) (true = yes / false = no)": true, "Allow teleportation only to friends (true = yes / false = no)": false }, "Teleport-to-player cooldown settings": { "Default count for players without permissions": 60, "Count overrides for players with permissions [Permission] = Count": { "iqteleportation.vip": 45, "iqteleportation.premium": 35, "iqteleportation.gold": 25 } }, "Teleport-to-player countdown settings": { "Default count for players without permissions": 20, "Count overrides for players with permissions [Permission] = Count": { "iqteleportation.vip": 15, "iqteleportation.premium": 10, "iqteleportation.gold": 5 } }, "Teleport-to-player limit settings": { "Use player teleport-to-player limits (true = yes / false = no)": false, "Hours until player limits are reset": 24, "Player teleport limit settings": { "Default count for players without permissions": 15, "Count overrides for players with permissions [Permission] = Count": { "iqteleportation.vip": 20, "iqteleportation.premium": 25, "iqteleportation.gold": 30 } } } }, "Home points settings": { "Allow teleporting to a friend's home point (true = yes / false = no)": true, "Enable UI with recent home points on G-Map (true = yes / false = no)": true, "Offer setting a home point in the UI after placing a bed or sleeping bag (true = yes / false = no)": true, "Allow players to teleport to a home point via G-Map (true = yes / false = no)": false, "Block home teleports in a safe zone (true = yes / false = no)": false, "Add a visual ping effect to the home point after it’s set (true = yes / false = no)": true, "Add a marker on the player’s G-Map after setting a home (true = yes / false = no)": true, "Permissions for setting home points": { "Block setting a home point during raid block (true = yes / false = no)": true, "Allow setting home points on tugboats (true = yes / false = no)": false, "Allow setting home points only when building privilege is present (true = yes / false = no)": true, "Allow setting home points only when authorized in the building privilege area (true = yes / false = no)": true }, "Home point count settings": { "Default count for players without permissions": 2, "Count overrides for players with permissions [Permission] = Count": { "iqteleportation.vip": 3, "iqteleportation.premium": 4, "iqteleportation.gold": 5 } }, "Home teleport cooldown settings": { "Default count for players without permissions": 30, "Count overrides for players with permissions [Permission] = Count": { "iqteleportation.vip": 25, "iqteleportation.premium": 20, "iqteleportation.gold": 15 } }, "Home teleport countdown settings": { "Default count for players without permissions": 20, "Count overrides for players with permissions [Permission] = Count": { "iqteleportation.vip": 15, "iqteleportation.premium": 10, "iqteleportation.gold": 5 } }, "Home teleport limit settings": { "Use player home-teleport limits (true = yes / false = no)": false, "Hours until player limits are reset": 12, "Home teleport limit settings": { "Default count for players without permissions": 15, "Count overrides for players with permissions [Permission] = Count": { "iqteleportation.vip": 20, "iqteleportation.premium": 25, "iqteleportation.gold": 30 } } } }, "Warp system settings": { "Enable warp support (true = yes / false = no)": false, "Block teleport to a warp if the player is hostile (safe-zone aggression) (true = yes / false = no)": true, "Teleport-to-warp cooldown settings": { "Default count for players without permissions": 120, "Count overrides for players with permissions [Permission] = Count": { "iqteleportation.vip": 100, "iqteleportation.premium": 80, "iqteleportation.gold": 60 } }, "Teleport-to-warp countdown settings": { "Default count for players without permissions": 30, "Count overrides for players with permissions [Permission] = Count": { "iqteleportation.vip": 25, "iqteleportation.premium": 20, "iqteleportation.gold": 15 } }, "Permissions for teleporting to specific warps: [WarpKey] = Permission (otherwise available to everyone)": { "warpName": "iqteleportation.warpPermission" }, "Teleport-to-warp limit settings": { "Use player teleport-to-warp limits (true = yes / false = no)": false, "Hours until player limits are reset": 6, "Teleport-to-warp limit settings": { "Default count for players without permissions": 15, "Count overrides for players with permissions [Permission] = Count": { "iqteleportation.vip": 20, "iqteleportation.premium": 25, "iqteleportation.gold": 30 } } } } } For Developers :  API : private void ClearHomesPlayer(UInt64 userID, String pluginName) // Clears all home points of the player. private Boolean API_HavePendingRequest(BasePlayer player) // Returns true if the player has an active (pending) teleport request. private Dictionary<String, Vector3> GetHomes(UInt64 userID) // Returns all home points of the player. Hooks :   private Object CanTeleport(BasePlayer player) // Called when attempting to teleport to a player. // Return a string with the reason to cancel the teleport. private Object canTeleport(BasePlayer player) // Same as above (alternate hook name). // Return a string with the reason to cancel the teleport. private Object OnTeleportRequested(BasePlayer player, BasePlayer requester) // Called when a teleport request is sent to a player. // You can cancel by returning false (bool) or a String (your message). private Object CanTeleportHome(BasePlayer player, Vector3 positionHome) // Called when attempting to teleport home. // You can cancel by returning a String with the reason. private Object OnHomeAdd(BasePlayer player, String homeName, Vector3 positionHome) // Called when attempting to set a home point. // You can cancel by returning a String with the reason. private void OnTeleportRejected(BasePlayer player, BasePlayer requester) // Called when a teleport request to a player is canceled/rejected. private void OnTeleportAccepted(BasePlayer player, BasePlayer requester, Int32 countdown) // Called when a teleport request is accepted. private void OnPlayerTeleported(BasePlayer player, Vector3 playerPos, Vector3 teleportationPos) // Called after the player has been teleported. private void OnHomeAccepted(BasePlayer player, String homeName, Int32 countdown) // Called after the player has sent a teleport-home request. private void OnHomeAdded(BasePlayer player, Vector3 positionHome, String homeName) // Called after a home point has been set. private void OnHomeRemoved(BasePlayer player, Vector3 positionHome, String homeName) // Called after a home point has been removed. private Object CanTeleportWarp(BasePlayer player) // Called when a player tries to teleport to a warp. // Return a string to cancel; return null to ignore (allow). private Object CanTeleportHome(BasePlayer player, Vector3 positionHome) // Called when a player tries to teleport to a home point. // Return a string to cancel; return null to ignore (allow). private Object CanTeleportPlayer(BasePlayer player) // Called when a player tries to teleport to another player. // Return a string to cancel; return null to ignore (allow). private void OnPlayerTeleported(BasePlayer player, BasePlayer target) // Called when a player has teleported to another player. private void OnPlayerTeleportedWarp(BasePlayer player, Vector3 positionWarp) // Called when a player has teleported to a warp. private void OnPlayerTeleportedHome(BasePlayer player, Vector3 positionHome) // Called when a player has teleported to a home point.  
0.0
$49.90
MORDOR is a medieval world designed and based on The Lord of the Rings saga. It features rocky and volcanic terrain, as well as flat areas for building. The Mordor map contains large custom-built construction zones, including a massive fortress with a vast flat area. This fortress is situated atop a cliff, which is guarded and surrounded by multiple flat construction zones for players. Two enormous flat areas have been provided for the Raidable Bases plugin; construction in these areas is blocked for players. FEATURES Size:  4000. Objects:  107076. Map protection  plugin included. The map can be edited:  Yes. PLAYER RESPAWN Players spawn in towers; these towers are scattered throughout the map and contain custom recyclers, workbenches, furnaces, a refinery, and a chimney. If you want players to spawn in the classic beach areas, you can edit the Mordor map using Rustedit by removing the “Spawn Point” volume. THE LOOT On the Mordor map, we’ve decided to set up the loot system a bit differently. We have created four loot tables: The first is based on all the primitive and medieval items provided by Rust. The second table contains Resources and Weapons. The third table contains Basic Blueprint Fragments. The fourth table contains Advanced Blueprint Fragments. These chests feature a wooden design, and we’ve also included the classic medicine and food chests. The Loot table files have been provided so you can edit them to suit your needs. ELECTRICITY AND PUZZLES Mordor is a map for players seeking a medieval style; there is no electricity on this map, nor does it include any puzzles involving electricity or security cards (Green Card, Blue Card, Red Card). This map contains location-based puzzles and parkour-style puzzles with traps and drops into the void. In Mordor, there are no markers for monument locations; Mordor is designed so that players explore and discover on their own places that will remind them of The Lord of the Rings saga. THE NPCS The NPC spawning system consists of two free plugins. One plugin spawns the NPCs, while the other plugin provides them with clothing, loot, and weapons. You can edit or modify the appearance or content of the NPCs to suit your needs. THE MONUMENTS Players must explore the map to find each Monument; Monuments are located both on the surface and beneath the map. List of Monuments: Towers. Dock. Black Ships. Lumberjack Huts. Orc Fortresses. Allied Fortress with a construction zone. Multiple construction zones. Orc Camps. Orc Villages. Caves. Caves with construction zones. Maze. Giant Arena Zone: This zone is designed for two events: “Death Match” and “Last Man Standing”. It is fully configured and ready for use; the Mordor map contains the configuration files for all necessary plugins. Torrech Ungol, the lair of the spider Shelob. Morgul Mines, stronghold of the Witch-King. The Black Gate. Barad-dûr, the great tower of the Eye of Sauron. Orodruin, Mount Doom, the volcano where Sauron’s Ring was destroyed. Secret locations. OFFICIAL MONUMENTS - Does not contain any Official Monuments. IMAGES FOR FLAGS • Flags of Gondor and Mordor included.  TIPS • Set your server to Primitive mode. • Use a plugin to control the weather and create a spooky atmosphere with clouds, thunder, and a dark sky. • Have fun 🙂 SUPPORT:  https://discord.badgyver.com
0.0
$33.99
XDQuest: A comprehensive and customizable quest system for your RUST server! XDQuest is a powerful and flexible plugin that introduces a comprehensive and dynamic quest system into your game world. With 31 different types of missions available for players, the possibilities are almost limitless. Players receive various rewards for completing missions, adding even more incentive to accomplish tasks. At the moment, this is the largest and only quest system available! XDQuest is your key to creating endless adventures in the world of RUST. List of features: (The description briefly outlines the functionality and includes screenshots.) Interactive website for creating quests: XDQuest-Creater - On my website, you can easily and quickly create quests. Forget about manually editing JSON files — my user-friendly interface will make the quest creation process simple and enjoyable! The plugin offers four types of rewards: Items Blueprints Custom items Commands It integrates perfectly with various economic systems, and also supports Skill Tree and ZLevels. List of missions Mission setup Reward setup Detailed instructions and settings on the website: XDQuest-Creater - My website features clear and informative instructions that will help you configure the plugin and master all types of missions. You will gain access to it immediately after purchasing the plugin. Discover the simplest and most effective way to configure using my guide! Beautiful and modern UI: The stylish and intuitive interface makes using XDQuest simple and enjoyable. There is a mini-quest list that allows your players to remotely track the progress of their missions. UI UI Mini quest list Example of UI customization (Rusty Wasteland PvE) Capabilities and NPC settings: NPCs have their own voice-overs; currently, they can respond to the user on 4 triggers: 1.Greetings 2.Farewells 3.Task acceptance 4.Task completion You can also upload and use your own sounds for any of these 4 triggers, and the website will assist you with this as well. Dress your NPC however you like and create a unique appearance for them. There is an option to change the location of the NPC. Your NPC resides in a unique dwelling created in accordance with their character and backstory. Available types of missions: Currently, there are 24 different types of tasks available: (The types of missions are constantly being updated) (16 pre-set quests included) Command: Chat commands: /quest.saveposition - saves a custom position (available only to administrators). /quest.saveposition.outpost - saves a custom position within the bounds of a peaceful town (available only to administrators). /quest.tphouse - teleport to a building (available only to administrators). Console commands: xdquest.stat - publishes statistics. xdquest.player.reset [steamid64] - Clears all of a player's missions and everything associated with them. Configuration: Discord  -  DezLife Website editor  -  xdquest.skyplugins.ru
4.7
sale
Make the deep sea more interesting for your players with the Deep Sea Cargo Ship! Featuring a fully functional bradley tank that patrols the deck of the ship, this plugin transforms the classic cargo ship into a high-risk, high-reward ocean battle. Tougher NPCs, red keycard-protected loot, and fully configurable tank health and rewards, the Deep Sea Cargo Ship delivers an intense endgame experience your players won’t forget.     Features Bradley tank drives on the cargo ship Cargo ship drives through the deep sea Increased NPC count Loot is protected by red key card Configurable tank health & loot Configurable NPCs Fully customizable loot         Commands All command require the admin permission dcargo start - Start the event dcargo stop - Stop the event   Permission deepseacargo.admin   For developers (void) OnDeepSeaCargoStart() // Called when the event starts (void) OnDeepSeaCargoEnd() // Called when the event is over   Default Configuration { "Start delay after deep sea opens (minutes)": 10, "Event duration (minutes)": 60, "Time before radiation starts after the event is over (seconds)": 20, "Tank configuration": { "Health": 1200.0, "Crate count": 4, "Remove server gibs after tank is destroyed (saves performance)": false }, "Cargo ship NPC configuration (Normal)": { "Health": 200.0, "Clothing items": [ { "shortName": "hazmatsuit_scientist_naval", "amount": 1, "skinId": 0 } ], "Belt items": [ { "shortName": "smg.mp5", "amount": 1, "skinId": 0 }, { "shortName": "grenade.f1", "amount": 10, "skinId": 0 } ], "Remove corpse on death": true }, "Cargo ship NPC configuration (Turret)": { "Health": 250.0, "Clothing items": [ { "shortName": "hazmatsuit_scientist_naval", "amount": 1, "skinId": 0 } ], "Belt items": [ { "shortName": "rifle.lr300", "amount": 1, "skinId": 0 } ], "Remove corpse on death": true }, "Cargo ship NPC configuration (Captain)": { "Health": 400.0, "Clothing items": [ { "shortName": "hazmatsuit_scientist_naval", "amount": 1, "skinId": 0 } ], "Belt items": [ { "shortName": "shotgun.m4", "amount": 1, "skinId": 0 }, { "shortName": "grenade.f1", "amount": 10, "skinId": 0 } ], "Remove corpse on death": true }, "Loot configuration": { "IMPORTANT NOTICE": "The maximum total crate count is 21. If the crate count in the config is higher, excess crates will be ignored, starting at the lowest tier", "Locked crate count (total crate count must be less than or equal to 21)": 3, "Elite crate count (total crate count must be less than or equal to 21)": 4, "Military crate count (total crate count must be less than or equal to 21)": 8, "Normal crate count (total crate count must be less than or equal to 21)": 6, "Locked crate loot table": { "Enabled": true, "Item list": [ { "Short name": "scrap", "Min amount": 10, "Max amount": 100, "Chance (1 = 100%)": 1.0, "Skin id": 0, "Custom name": "" }, { "Short name": "metal.refined", "Min amount": 10, "Max amount": 25, "Chance (1 = 100%)": 0.6, "Skin id": 0, "Custom name": "" }, { "Short name": "lmg.m249", "Min amount": 1, "Max amount": 1, "Chance (1 = 100%)": 0.05, "Skin id": 0, "Custom name": "" }, { "Short name": "rifle.l96", "Min amount": 1, "Max amount": 1, "Chance (1 = 100%)": 0.1, "Skin id": 0, "Custom name": "" }, { "Short name": "rifle.ak.ice", "Min amount": 1, "Max amount": 1, "Chance (1 = 100%)": 0.2, "Skin id": 0, "Custom name": "" }, { "Short name": "rifle.bolt", "Min amount": 1, "Max amount": 1, "Chance (1 = 100%)": 0.2, "Skin id": 0, "Custom name": "" }, { "Short name": "smg.mp5", "Min amount": 1, "Max amount": 1, "Chance (1 = 100%)": 0.3, "Skin id": 0, "Custom name": "" }, { "Short name": "smg.thompson", "Min amount": 1, "Max amount": 1, "Chance (1 = 100%)": 0.3, "Skin id": 0, "Custom name": "" }, { "Short name": "pistol.prototype17", "Min amount": 1, "Max amount": 1, "Chance (1 = 100%)": 0.4, "Skin id": 0, "Custom name": "" }, { "Short name": "metal.facemask.icemask", "Min amount": 1, "Max amount": 1, "Chance (1 = 100%)": 0.15, "Skin id": 0, "Custom name": "" }, { "Short name": "metal.plate.torso.icevest", "Min amount": 1, "Max amount": 1, "Chance (1 = 100%)": 0.15, "Skin id": 0, "Custom name": "" }, { "Short name": "explosives", "Min amount": 10, "Max amount": 20, "Chance (1 = 100%)": 0.2, "Skin id": 0, "Custom name": "" }, { "Short name": "explosive.timed", "Min amount": 1, "Max amount": 2, "Chance (1 = 100%)": 0.1, "Skin id": 0, "Custom name": "" }, { "Short name": "ammo.rocket.basic", "Min amount": 1, "Max amount": 3, "Chance (1 = 100%)": 0.1, "Skin id": 0, "Custom name": "" }, { "Short name": "ammo.rocket.seeker", "Min amount": 1, "Max amount": 3, "Chance (1 = 100%)": 0.1, "Skin id": 0, "Custom name": "" }, { "Short name": "ammo.rocket.mlrs", "Min amount": 1, "Max amount": 2, "Chance (1 = 100%)": 0.1, "Skin id": 0, "Custom name": "" }, { "Short name": "aiming.module.mlrs", "Min amount": 1, "Max amount": 2, "Chance (1 = 100%)": 0.6, "Skin id": 0, "Custom name": "" }, { "Short name": "rocket.launcher", "Min amount": 1, "Max amount": 1, "Chance (1 = 100%)": 0.15, "Skin id": 0, "Custom name": "" }, { "Short name": "homingmissile.launcher", "Min amount": 1, "Max amount": 1, "Chance (1 = 100%)": 0.15, "Skin id": 0, "Custom name": "" } ] }, "Bradley crate loot table": { "Enabled": false, "Item list": [] }, "Elite crate loot table": { "Enabled": false, "Item list": [] }, "Military crate loot table": { "Enabled": false, "Item list": [] }, "Normal crate loot table": { "Enabled": false, "Item list": [] }, "NPC loot table": { "Enabled": true, "Item list": [ { "Short name": "parachute", "Min amount": 1, "Max amount": 1, "Chance (1 = 100%)": 0.3, "Skin id": 0, "Custom name": "" }, { "Short name": "ammo.shotgun", "Min amount": 4, "Max amount": 8, "Chance (1 = 100%)": 0.2, "Skin id": 0, "Custom name": "" }, { "Short name": "ammo.shotgun.fire", "Min amount": 4, "Max amount": 8, "Chance (1 = 100%)": 0.2, "Skin id": 0, "Custom name": "" }, { "Short name": "ammo.shotgun.slug", "Min amount": 4, "Max amount": 8, "Chance (1 = 100%)": 0.2, "Skin id": 0, "Custom name": "" }, { "Short name": "ammo.pistol", "Min amount": 15, "Max amount": 30, "Chance (1 = 100%)": 0.2, "Skin id": 0, "Custom name": "" }, { "Short name": "ammo.pistol.hv", "Min amount": 15, "Max amount": 30, "Chance (1 = 100%)": 0.2, "Skin id": 0, "Custom name": "" }, { "Short name": "ammo.pistol.fire", "Min amount": 15, "Max amount": 30, "Chance (1 = 100%)": 0.2, "Skin id": 0, "Custom name": "" }, { "Short name": "ammo.rifle", "Min amount": 12, "Max amount": 24, "Chance (1 = 100%)": 0.2, "Skin id": 0, "Custom name": "" }, { "Short name": "ammo.rifle.hv", "Min amount": 12, "Max amount": 24, "Chance (1 = 100%)": 0.2, "Skin id": 0, "Custom name": "" }, { "Short name": "ammo.rifle.incendiary", "Min amount": 12, "Max amount": 24, "Chance (1 = 100%)": 0.2, "Skin id": 0, "Custom name": "" }, { "Short name": "syringe.medical", "Min amount": 1, "Max amount": 2, "Chance (1 = 100%)": 0.2, "Skin id": 0, "Custom name": "" }, { "Short name": "bandage", "Min amount": 1, "Max amount": 3, "Chance (1 = 100%)": 0.3, "Skin id": 0, "Custom name": "" }, { "Short name": "largemedkit", "Min amount": 2, "Max amount": 6, "Chance (1 = 100%)": 0.1, "Skin id": 0, "Custom name": "" }, { "Short name": "riflebody", "Min amount": 1, "Max amount": 1, "Chance (1 = 100%)": 0.1, "Skin id": 0, "Custom name": "" }, { "Short name": "smgbody", "Min amount": 1, "Max amount": 2, "Chance (1 = 100%)": 0.1, "Skin id": 0, "Custom name": "" }, { "Short name": "metalspring", "Min amount": 1, "Max amount": 3, "Chance (1 = 100%)": 0.1, "Skin id": 0, "Custom name": "" }, { "Short name": "sewingkit", "Min amount": 1, "Max amount": 2, "Chance (1 = 100%)": 0.1, "Skin id": 0, "Custom name": "" } ] }, "Captain NPC loot table (leave at null to use NPC loot table from above)": null } }  
0.0
"Hello! This is my Full Pack. Attention: If you already own the previous packs of 38 or 52 bases, do not purchase this! This collection includes all my bases in one place, plus the configuration for normal and balanced loot within the bases. By purchasing this file, you are paying for my hard work—and quality work costs money! If you are wondering if it’s worth it, try building a series of bases yourself, editing them, perfecting them, and then working on the configuration. This is the path I’ve chosen, and the price reflects how much I value my effort. Thank you to those who appreciate and support my projects! As I’ve said before, this is not my last project; there is more to come.   Setup Guide for Your New Bases To ensure a clean installation, start by disabling the current plugin. Enter the following command into your server console: o.unload RaidableBases. If you have used this plugin before, it is essential to clear out any old settings. Please delete the following: The configuration file: oxide/config/RaidableBases.json The entire data directory: oxide/data/RaidableBases/ Now, access your server files via FTP and locate the main /oxide/ directory. Inside this download, you will see two folders: config and data. Simply drag and drop these into your server's /oxide/ folder. When prompted by your FTP client, choose "Overwrite" or "Merge" to ensure the new files are correctly placed. Once the transfer is complete, reactivate the plugin by typing: o.reload RaidableBases. You should see the updated loot tables appearing in the console logs. To verify that the bases have been recognized, use the command: rb.config list. This will display all the new schematic files now located in oxide/data/copypaste/. If the list appears empty, please double-check your file paths and try the process again. In the future, we will continue to increase the number of bases and perfect every single one.
0.0
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I use this plugin in the following way: It sends notifications to online players when their base takes damage during gameplay. There are also various other features available, including webhook-based functions and more. However, I purchased this plugin specifically to use only the features I needed. The results have been very satisfying. I was able to confirm that notifications are sent immediately when a base is damaged, and it performs its role perfectly. It offers man
This map uses a reasonable number of prefabs, and I can definitely feel an improvement in server FPS. Since the map I previously used had close to 90,000 prefabs, the difference feels even more noticeable. Despite the lower prefab count, the map doesn’t feel empty at all. The custom monuments are well-designed and stay true to the overall concept, which really enhances the experience. If you’re getting tired of the default Rust maps and are looking for something with a fresh concept,
It’s a really great element to place around the far edges of the ocean on the map. I really like the low prefab count and the well-balanced, rewarding loot.
This product is very popular with our server users. Since it’s a monument they’ve never seen before, they really enjoy figuring out how to enter it—it adds a fun element to the experience. It also doesn’t have a high prefab count, so it doesn’t put much load on the server. Whenever I purchase new maps, I always try to include this product’s prefab.
Honestly one of the better maps I’ve played lately. Loads of solid build spots everywhere and runs smooth even when it’s busy. Volcano terrain looks sick too, didn’t get bored once.
Very cool plugin, and with the release of the update it has become even more interesting — my players will love it. Definitely, if you want to add something new to your server so players don’t get bored, it’s 100% worth buying. I’d even say it’s not just one plugin, but several in one!
Absolutely — here’s a polished positive review in a LuffyRust-style tone: ThemePark Island is an outstanding custom Rust map and one of the most detailed releases I have seen in a long time. The amount of dedication and attention to detail put into this project really brings the entire island to life. From the functional custom rollercoaster to the variety of custom monuments, cities, puzzles, and progression paths, it is clear a lot of thought went into making this map both immersive and h
Fantastic! The update is finally here! I hope it will make my players even happier. Players already loved the previous version.😁
works great dont have to reload my plugins anymore it makes editing and testing alot faster

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