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IQGuardianDrone  is a new, technologically advanced plugin in the world of RUST. It's a plugin that introduces new mechanics and a new "teammate" for your players! Take your servers one step closer to technology, which the Rust developers themselves are slowly but surely moving towards!\ Suitable for both PvP and PvE servers, with the PvE mode easily toggled using a single configuration setting! This plugin, themed around technology, features a large number of audio cues (17 voice lines) along with a modern, minimalist UI interface! I provide all the files in an archive with the plugin   You can use this link to the video for your servers, groups, etc. (Do not upload it to your channels YT - the video has my confirmed copyrights, and you will receive a strike.)   Be sure to watch it until the end, dynamic moments appear progressively, and this video is worth 2 minutes of your time. List of features: NEW  #  NPC/Turrets and SamSite attacks on drones: Defender drones will now be targeted by NPCs, turrets, and SamSites! To enable this, you need to install the free plugin -  TargetableDrones. Configuration is done inside TargetableDrones, where you can choose who will attack the drone. Sound Effects: Extensive work has been done on sound effects, with the plugin featuring 17 unique phrases for different situations. All sound effects have been professionally recorded by voice actors. The drone has phrases for various actions and situations, including instructional, combat, and humorous phrases, adding more gameplay content. The trader has greeting, farewell, purchase, and random action phrases. Dynamic Route Building: The drone is capable of autonomously building a route for movement, distinguishing between trees, rocks, structures, and monuments. This allows it to maneuver without getting stuck, enhancing its combat capabilities. Player Protection in the House: If a player is inside their house or any of their structures, the drone will guard them by flying at an altitude around the house, eliminating any approaching threats. Turret: The turret operates based on in-game mechanics and has a small but important configuration. You can adjust the enemy detection radius, select the enemy trigger for the turret (players/NPCs/animals). It is possible to change the number of ammo slots for the turret and add a blacklist of weapons for privileges. Hub: This is a point for the drone where it will wait for the player. Players can send the drone to the hub during combat or while moving. Once it reaches the hub, the drone will land at the hub point and shut down, awaiting further commands. If the player is killed or logs out of the server while having a hub, the drone will automatically return to it. The flight to the hub can be canceled by pressing the control remote again. The frequency on the hub should match the frequency on the drone. Control Remote: The control remote serves as the "detonator" with its SkinID (a regular detonator won't work). It is required to activate and control the drone. The frequency on the control remote should match the frequency on the drone. Drone Vendor: There is an integrated building in the NPC city (using the CopyPaste plugin) - you can modify it (for proper operation of your building, consult with me, and I will guide you on what needs to be installed there). All vendor goods can be customized or completely disabled. The building's position can be changed in the configuration file. Drone Configuration: Extensive drone configuration options are available. You can remove its strobe light, flashlight, and set the time for the flashlight to turn on. You can configure the drone's height, speed, flight offset, and there is support for the drone when the player is in a vehicle, which can also be configured separately. The plugin comes with an optimal configuration already set up, so you don't have to worry about the complexity of configuration and testing. Plugin Monetization: You can sell drones, remote controls, and hubs in your server's store. In addition to this, there is turret configuration based on privileges. Permissions : iqguardiandrone.dronedestroy  - permission to use the drone destruction command iqguardiandrone.hubdestroy  - permission to use the hub destruction command Other permissions are configured in the settings Chat commands: /hub  - send the drone to the hub (there is also a button in the UI) /drone  - an admin command that gives a drone, a control remote, and a hub /hub.destroy - destroys the hub at a distance /drone.destroy - destroys the drone at a distance Console commands: hub  - send the drone to the hub (there is also a button in the UI) iqgd drone [Steam64ID]  - give a player a drone iqgd hub [Steam64ID]  - give a player a hub iqgd rfdetonator [Steam64ID]  - give a player a drone control remote hub.destroy - destroys the hub at a distance drone.destroy - destroys the drone at a distance The square brackets are used for example - do not use them in commands API :   private Boolean IsValidDrone(Drone drone) // Returns true/false values if this drone is someone's protector Object canRemove(BasePlayer player, BaseEntity entity) // Returns a String with information if a player is trying to remove a drone/hub, otherwise returns null   Configuration : { "General plugin configuration": { "Use the plugin UI interface": true, "Use sound effects at the merchant": true, "Use sound effects for the drone": true, "Drone SkinID (if you sell the drone through a store or NPC - set the same SkinID there)": 3036002096, "Hub SkinID (if you sell the hub through a store or NPC, set the same SkinID there)": 3040010074, "Control remote SkinID (if you sell the remote through a store or NPC, set the same SkinID there)": 3040010185, "Choose the type of drone pickup with the crowbar: 0 - Cannot lift at all, 1 - Only the drone owner, 2 - Owner and his friends, 3 - All players": 1 }, "Setting up drone": { "Drone parameter configuration": { "Health level (default - 100)": 100.0, "Drone configuration while following the player": { "Height above the player": 2.0, "Vertical speed": 10.0, "Movement speed": 7.0, "Height at which the drone will follow a swimming player above the water level": 3.0, "Offset from the player": 3.0, "How many times will the player's offset increase when they are on a vehicle": 2.0, "How much will the following speed increase when the player is on a vehicle": 2.0, "The drone's pitch angle when it is following and attacking a target": 15.0, "Drone speed based on the distance to the player [distance] = speed": { "100": 10.0, "200": 15.0, "300": 20.0, "400": 25.0, "500": 30.0 } }, "Configuration of the drone's mode while waiting for a player to exit the building, as the drone circles around the house": { "Height above the building": 7.0, "Distance around the building over which the drone will rotate": 15.0, "Rotation speed around the building": 30.0 } }, "Adjusting drone lighting": { "Using strobe light on drone (true - yes / false - no)": true, "Using flashlight on drone (true - yes / false - no)": true, "What time does the drone's flashlight turn on on the server": 19.0, "What time does the drone's flashlight turn off on the server": 8.0 }, "Setting up a turret on a drone": { "Enemy detection radius (according to the standard - 30.0)": 30.0, "Disallow players from looting the turret (true - only the owner and their friends can loot/false - all players can loot)": false, "Configuring turret attack types": { "Will the turret attack animals (true - yes/false - no)": true, "Will the turret attack the NPC (true - yes/false - no)": true, "Will the turret attack players (true - yes/false - no)": true }, "Setting up a blacklist for the turret": { "Use blacklist for turret (true - yes / false - no)": true, "Blacklist of weapons and ammunition for the turret (shortname)": [ "lmg.m249", "rifle.ak", "rifle.lr300", "rifle.m39", "ammo.rifle.explosive" ] }, "How many slots to lock in the turret for ammo (maximum 5)?": 3 } }, "Configuration by privileges": { "iqdroneguardian.vip": { "Health level": 200.0, "Drone configuration while following the player": { "Movement speed": 10.0, "Drone speed based on the distance to the player [distance] = speed": { "100": 12.0, "200": 17.0, "300": 22.0, "400": 27.0, "500": 32.0 } }, "Setting up a turret on a drone": { "Enemy detection radius (according to the standard - 30.0)": 50.0, "Disallow players from looting the turret (true - only the owner and their friends can loot/false - all players can loot)": false, "Configuring turret attack types": { "Will the turret attack animals (true - yes/false - no)": true, "Will the turret attack the NPC (true - yes/false - no)": true, "Will the turret attack players (true - yes/false - no)": true }, "Setting up a blacklist for the turret": { "Use blacklist for turret (true - yes / false - no)": true, "Blacklist of weapons and ammunition for the turret (shortname)": [ "lmg.m249", "ammo.rifle.explosive" ] }, "How many slots to lock in the turret for ammo (maximum 5)?": 2 } } }, "Setting the color of parameters in the interface": { "General color": "0.8941177 0.854902 0.8196079 1", "Health level color if it is above 50%": "0.4509804 0.5529412 0.2705882 1", "Health level color if it is below 50%": "0.7607843 0.427451 0.2 1", "Health level color if it is below 25%": "0.8039216 0.254902 0.1686275 1" }, "Setting up the seller and the building": { "Use the building with the drone merchant and other items? (true - yes/false - no)": true, "The name of the file with the building should be in data/copypaste/": "MechanicHouse", "Setting up custom building positions with a merchant": { "Use custom positions (true - yes/false - no)": false, "Custom position for the building": { "x": 0.0, "y": 0.0, "z": 0.0 }, "Degree of rotation of the building": 0.0, "The radius of the safe zone (Analogous to the compound)": 25.0 }, "Store names on the map": "Mechanic's hut", "Setting up a vendor NPC": { "DisplayName NPC": "Mechanic", "ID NPC (His appearance depends on his ID)": 1369732, "Clothes NPC": [ { "ShortName": "shirt.collared", "SkinId": 1402339549 }, { "ShortName": "pants", "SkinId": 1402353612 }, { "ShortName": "burlap.gloves", "SkinId": 1402323871 }, { "ShortName": "hat.cap", "SkinId": 1137543887 }, { "ShortName": "shoes.boots", "SkinId": 2830476912 } ] }, "Configuration of items for sale in the mechanic's shop": [ { "Item for sale": { "ShortName": "drone", "SkinId": 3036002096, "Amount": 1 }, "Item price": { "ShortName": "scrap", "Amount": 350 } }, { "Item for sale": { "ShortName": "discofloor", "SkinId": 3040010074, "Amount": 1 }, "Item price": { "ShortName": "scrap", "Amount": 500 } }, { "Item for sale": { "ShortName": "rf.detonator", "SkinId": 3040010185, "Amount": 1 }, "Item price": { "ShortName": "scrap", "Amount": 100 } }, { "Item for sale": { "ShortName": "carburetor3", "SkinId": 0, "Amount": 1 }, "Item price": { "ShortName": "scrap", "Amount": 100 } }, { "Item for sale": { "ShortName": "crankshaft3", "SkinId": 0, "Amount": 1 }, "Item price": { "ShortName": "scrap", "Amount": 100 } }, { "Item for sale": { "ShortName": "piston3", "SkinId": 0, "Amount": 1 }, "Item price": { "ShortName": "scrap", "Amount": 100 } } ] }, "Settings IQChat": { "IQChat : Custom prefix in chat": "[<color=#4A5ED5>IQGuardianDrone</color>]\n", "IQChat : Custom chat avatar (If required)": "0", "IQChat : Use UI notification (true - yes/false - no)": false } }  
5.0
Galium — Anti-Cheat & Moderation Platform for Rust Organizations Detection, intelligence, and enforcement — unified in one organizational dashboard. Galium is a production anti-cheat service operating since 2022, built for Rust server organizations that need structured moderation at scale — across multiple servers, multiple staff teams, and high player volume. Not a single plugin. Operational infrastructure for Rust organizations. Request Access Join Discord Your browser does not support the video tag. What Galium is Galium is an anti-cheat at its core — designed to detect behavioral abuse through live production signals, risk modeling, and enforcement workflows. Ahead of public launch, that proven detection foundation expanded into a full moderation and management platform — giving organizations one place to run their entire operational stack: ✓ Anti-cheat detection & risk scoring ✓ Teaming violation detection ✓ Toxicity and chat moderation ✓ Mute & ban management (history, reasons, evidence, traceability) ✓ Staff management & role-based permissions ✓ Organization & server management ✓ Automation rules and operational tooling ✓ Integrations (BattleMetrics + ecosystem-ready) Galium doesn't replace "one feature." It replaces fragmentation — plugins, spreadsheets, Discord-only logging, and inconsistent enforcement across servers. Reputation and production history Galium has been running in real competitive Rust environments since 2022 — refined through actual enforcement scenarios, edge cases, and the operational realities of moderating at scale. Over years of production usage, Galium has: ✓ Processed millions of behavioral signals ✓ Evolved risk weighting through real-world outcomes ✓ Prioritized explainability and auditability, not black-box actions ✓ Maintained enforcement consistency across wipes, servers, and staff teams This launch is not a new experiment — it's the public release of infrastructure that's already been proven in production. Built for organizations, not single servers Most "anti-cheat plugins" operate per server. Galium operates at the organization level. That means: ✓ One player identity across your entire org ✓ Risk follows the player, not the server they join ✓ Behavioral profiles persist beyond wipe cycles ✓ Policies and enforcement stay consistent across your infrastructure ✓ Staff actions and decisions are fully traceable across teams No silos. No per-server blind spots. One structured organizational view. Unified moderation control center Galium centralizes your moderation stack into one dashboard — so your team can move fast without losing control. Threat & moderation tools Behavioral analytics and risk overview Teaming detection and investigative context Prioritized cases based on severity, frequency, and recency Enforcement & logging Ban history, mute history, and action timelines Evidence linkage and structured reasons Full audit trails across staff actions Organization operations Server management and org configuration Staff roles, permissions, and governance Subscription and infrastructure controls Automation & integrations Automation rules for repeatable enforcement Sharing agreements and org-level controls BattleMetrics integration + integration-ready architecture Performance and infrastructure mindset Galium is designed for high-population, high-activity environments. ✓ Detection and analysis are designed to avoid server-side performance degradation ✓ Signal processing and intelligence are built to scale with organizational concurrency ✓ Operational clarity is maintained even under peak load ✓ Performance integrity stays preserved — while visibility and enforcement improves. Structured moderation at scale starts here If you operate multiple Rust servers and require centralized visibility, cross-server risk intelligence, and controlled enforcement — Galium provides the infrastructure to support it. Request Access Join Discord Production anti-cheat since 2022 • Built for Rust server organizations
5.0
sale
Introducing UltimateLeaderboard, the most advanced and comprehensive leaderboard system designed for Rust servers! Elevate your server competitive spirit by tracking an extensive range of player statistics—everything from kills and deaths to resources gathered, items crafted, structures built, and more. Featuring a sleek, customizable user interface and seamless integration with popular plugins, UltimateLeaderboard is the perfect addition to engage your players and showcase their achievements.     ⭐ Features of Ultimate Leaderboard Track a wide variety of player statistics, including kills, deaths, resources gathered, items crafted, structures built, and more. Fully customizable leaderboard—choose which stats to display and tailor it to your server unique style. Intuitive and visually appealing user interface for players to view their stats and compare rankings. Seamless integration with plugins like ServerPanel for enhanced displays, and Notify/UINotify for in-game alerts. Flexible data storage options: choose between JSON, SQLite, or MySQL to suit your server needs. Two reward systems: post-wipe awards that give actual items, kits, and money to top players when they connect, plus an optional companion plugin UltimateLeaderboardTop for real-time privilege management based on current rankings. Custom Titles system that automatically displays achievement-based chat titles for top performers (requires BetterChat plugin). Optimized for high performance, ensuring smooth operation even with large player bases and extensive data. Configurable templates. Optional real-time database updates for integrations (e.g., Discord Bot).   🖼️ Showcase Fullscreen Template ServerPanel V1 (V1.1) ServerPanel V2   📨  Video Overview   🎮 Commands /leaderboard or /stats - Opens the leaderboard interface for players to view stats and rankings. /leaderboard <steamid>  - Opens another player's profile (requires ultimateleaderboard.profile permission). /leaderboard.hide - Allows players to hide themselves from the leaderboard (requires ultimateleaderboard.hide.self permission). leaderboard.manage hide <steamid>  - Console command to hide a player from the leaderboard (server console only). leaderboard.wipe  - Console command to reset all leaderboard data (server console only). leaderboard.migrate <migration_id>  - Console command to perform database migrations (server console only). Available: — leaderboard.migrate 1  adds HiddenFromLeaderboard column to PlayerStats table (upgrade from v1.1.7 to v1.1.8) — leaderboard.migrate 2  migrates BodyHits data to the new format (upgrade to v1.5.10) leaderboard.find.short.prefab <search_term>  - Console command to search for prefabs containing the specified search term (server console only). Useful for finding correct prefab names for configuration. leaderboard.manage  - Console command to manage player statistics (server console only). Use leaderboard.manage help for detailed usage information.   🛡️ Permissions ultimateleaderboard.use - grants players access to leaderboard commands and interface. ultimateleaderboard.profile  - allows players to view other players' profiles using the leaderboard command. ultimateleaderboard.hide.self  - allows players to hide themselves from the leaderboard using the /leaderboard.hide command.   ⚙️ Web Config Editor Easily manage your UltimateLeaderboard settings with our web-based configuration editor. This tool allows you to adjust plugin configurations through a user-friendly interface, eliminating the need to manually edit files on your server. P.S. To access the web config editor, you must be part of the "UltimateLeaderboard" group in our Discord server. Join us at https://discord.gg/mevent and request the group to get started.   📚 FAQ Q: How do I install UltimateLeaderboard? A: Download the UltimateLeaderboard.cs file, place it in your oxide/plugins directory, and restart your server or reload the plugin using the Oxide command oxide.reload UltimateLeaderboard. Q: Can I choose which statistics to track and display? A: Yes! The plugin allows you to customize tracked statistics and leaderboard displays via the configuration file. You can enable or disable specific stats like kills, resources, or events to suit your server. Q: What data storage options are available? A: UltimateLeaderboard supports JSON, SQLite, and MySQL. You can select your preferred storage method in the config file, offering flexibility for small or large servers. Q: How do I set up the awards system? A: In the configuration file, define award categories (e.g., most kills, top gatherer) and their criteria. The plugin will automatically track and assign awards to top players based on your settings. Q: Where can I configure the UI? A: UI is now template-driven. Use configurable templates stored at oxide/data/UltimateLeaderboard/Templates. Q: What happens to the data on a server wipe? A: By default, data wipes with a new save file, but you can disable this in the config (Wipe data on new save) to persist stats across wipes if desired. Q: How do I add UltimateLeaderboard to the ServerPanel menu? A: Follow these simple steps: 1. Open ServerPanel menu in-game and click "+ADD CATEGORY" button 2. Set these exact parameters: Type: Plugin Plugin Name: UltimateLeaderboard Plugin Hook: API_OpenPlugin 3. Click "SAVE" button to create the category Q: I see black images with Rust logo or get error 429 when loading images. What should I do? A: These issues occur when there are problems downloading images from the internet. The UltimateLeaderboard plugin sends images to ImageLibrary but is not responsible for the downloading process itself. Error 429 typically occurs due to rate limits imposed by image hosting services like Imgur (see HTTP 429 documentation for more details). To fix this, enable Offline Image Mode which will use local images instead: Enable the mode in config: Open "oxide/config/UltimateLeaderboard.json" (or "carbon/config/UltimateLeaderboard.json" for Carbon) Set "Enable Offline Image Mode": true Set up the images: Create folder "TheMevent" in "oxide/data" (or "carbon/data" for Carbon) Download PluginsStorage (click "CODE" → "Download ZIP") Extract the ZIP and copy all contents to the "TheMevent" folder Reload the plugin: Type o.reload UltimateLeaderboard (Oxide) or c.reload UltimateLeaderboard (Carbon) Note: If you want to add your own custom images, place them in the "TheMevent" folder and reference them with the "TheMevent/" prefix. For example: "TheMevent/Icon1.png", "TheMevent/MyCustomIcon.jpg", etc. Q: What's the difference between UltimateLeaderboard awards and UltimateLeaderboardTop? A: UltimateLeaderboardTop is a companion plugin that automatically manages player privileges based on leaderboard positions. Main Plugin Awards: Gives actual rewards (kits, money, commands) to top players after wipe - rewards are given once when player connects. UltimateLeaderboardTop: Continuously manages privileges (VIP groups, permissions) as players enter/exit top positions in real-time. To display awards in UI while using UltimateLeaderboardTop: Configure awards in UltimateLeaderboard config Configure awards in UltimateLeaderboardTop config Set "Automatically give rewards after the wipe": false Q: Can UltimateLeaderboardTop give items/kits to players? A: No, UltimateLeaderboardTop is designed only for reversible actions (permissions, groups, etc.). Since items can't be taken back from players when they leave top positions, item rewards are not supported. Use the main plugin's awards system for item rewards instead. Q: How do I configure rewards for top players? A: There are two reward systems available: UltimateLeaderboard Awards (Post-Wipe Rewards): Configure in the main plugin's config file under "Awards Settings": Set award categories (e.g., "Most Kills", "Top Gatherer") Define criteria: loot type, prefab, and minimum amount required Set rewards: commands to execute (give items, kits, money, etc.) Awards are given once when top players connect after a wipe UltimateLeaderboardTop (Real-time Privileges): Configure in UltimateLeaderboardTop.json: Set leaderboard types to monitor (kills, points, playtime, etc.) Define top positions (1st, 2nd, 3rd, etc.) Configure "Enter place commands" (given when player reaches position) Configure "Exit place commands" (executed when player loses position) Use for permissions, groups, temporary privileges Example UltimateLeaderboardTop configuration: {   "Loot type": "Kill",   "Prefab": "kills",   "Places settings": {     "1": {       "Enter place commands": ["o.usergroup add %steamid% vip"],       "Exit place commands": ["o.usergroup remove %steamid% vip"]     }   } } Q: What are Custom Titles and how do they work? A: Custom Titles automatically display achievement-based titles in chat for top players. For example, top killers get "[Killer]" title, top builders get "[Builder]" title, etc. Requires BetterChat plugin to work. Titles are updated automatically based on leaderboard positions and can be configured with priority system and limits. Q: Why don't I see my statistics updated immediately on the leaderboard? A: The leaderboard is cached and refreshes periodically (configurable interval) to minimize server load and ensure optimal performance. This means statistics may take a few minutes to appear on the leaderboard after the action is performed. The caching system helps maintain smooth server operation even with large player bases and extensive statistics tracking. Q: How can I track multiple similar items or entities with one statistic? A: You can combine multiple prefabs using the pipe symbol | in the prefab field. For example, to track all types of scientists as one "NPC Kills" statistic, use: npc_tunneldweller|npc_underwaterdweller|scientistnpc_arena|scientistnpc_bradley. This is useful for grouping similar items, resources, or entities into a single tracked category. Q: How do I find the correct prefab names for items, entities, or events? A: There are several ways to find prefab names: In-game console command: Use leaderboard.find.short.prefab <search_term> in the server console to search for prefabs containing your search term. For example: leaderboard.find.short.prefab scientist will show all prefabs containing "scientist". F1 console spawn command: In-game, open F1 console and use the spawn command to see available entity prefabs. Type spawn followed by part of the name to see matching options. Item shortnames: For items, use their shortname (e.g., "stones", "metal.ore", "wood"). You can find these by examining items in your inventory or using item-related commands. Plugin documentation: Check the "Custom Prefabs" and "Available Loot Types" sections in this plugin's description for comprehensive lists of supported prefabs and loot types. Q: How can I output the sum of all values by type of statistics (for example, all kills, all loot collected)? A: Use the prefab total_sum for the desired LootType. For example, to show the total number of all player kills, specify the LootType Kill and the prefab total_sum in the column or block settings. It works for any type: Kill, Gather, Craft, Event, and others. Q: How does the leaderboard scoring system work? A: The leaderboard uses a points-based scoring system. Points are earned from in-game actions, and each action has: Loot Type - The category of action (e.g., Kill, Gather, Construction, Craft, Event) Prefab/Short Name - The specific item or entity (e.g., "kills", "stones", "helicopter", "supply_drop") Score Value - The points awarded for this action (configured in Loot Settings) When a player performs an action: The plugin looks up the score for that action type + prefab combination Multiplies the score by the action value (usually 1 per action) Adds it to the player's total Points Example scores (from config): Player kills: +1.0 point per kill Deaths: -1.0 point per death Gathering stone: +0.1 point per stone Supply drop looted: +3.0 points Bradley crate: +5.0 points Helicopter kill: +15.0 points Bradley kill: +10.0 points How to become top player: Perform actions that have scores configured in Loot Settings Accumulate the most total Points The leaderboard ranks players by their Points value (or other tracked stats) Q: What award types are available and how do I configure them? A: UltimateLeaderboard supports 8 award types: Command - Execute console commands. Supports %steamid% placeholder. Use | to separate multiple commands. Example: "Command (%steamid%)": "inventory.giveto %steamid% rifle.ak 1|oxide.usergroup add %steamid% vip" Kit - Give kits from Kits plugin. Requires Kits plugin to be loaded. Example: "Type": "Kit", "Kit Name": "vip_starter" ServerRewards - Add reward points. Requires ServerRewards plugin. Example: "Type": "ServerRewards", "Amount": 1000 Economics - Deposit money via Economics plugin. Example: "Type": "Economics", "Amount": 5000 BankSystem - Deposit money to player's bank account. Example: "Type": "BankSystem", "Amount": 2500 GameStores - Add balance via GameStoresRUST plugin. Example: "Type": "GameStores", "Amount": 100 MoscowOVH - Add balance via RustStore plugin (Moscow OVH integration). Example: "Type": "MoscowOVH", "Amount": 50   💻 Custom Prefabs UltimateLeaderboard supports advanced custom prefabs for granular statistics tracking and display: total_play_time - Total playtime (in seconds) current_playtime - Current session duration kdr - Kill/Death ratio points - Internal points system longest_kill_distance - Longest kill distance record total_hits - Total player hits total_resources - Total resources gathered total_items_crafted - Items crafted events_won - Event victories structures_built - Structures built upgrades_performed - Building upgrades name/nickname - Player display name formatted_total_playtime - Human-readable playtime (Xd Xh Xm) kd - K/D formatted as "Kills/Deaths" favorite_resource - Most gathered resource favorite_crafted_item - Most crafted item favorite_event - Most won event favorite_building_material - Preferred building material favorite_weapon - Most used weapon total_quests_completed - Total completed quests total_sum - Sum of all values for the selected LootType. For example, using total_sum with LootType Kill will show the total number of all kills for the player (across all kill categories). Works for any LootType: Kill, Gather, Craft, Event, etc.   📊 Available Loot Types None Construction Medical Event Available prefabs: Convoy Sputnik Caravan GasStationEvent AirEvent SatDishEvent Triangulation WaterEvent HarborEvent FerryTerminalEvent ArcticBaseEvent JunkyardEvent SupermarketEvent PowerPlantEvent ArmoredTrainEvent SurvivalArena KillBoss PaintballTeam PaintballFFA GunGame ZombieInfection TugboatPirates SpaceEvent AbandonedBase DungeonEvent FlyingCargoEvent AirfieldEvent Gather Kill Available custom prefabs: helisignals_{skin} - Tracks helicopter kills from HeliSignals (e.g., "helisignals_2920175997") bradleydrops_{skin} - Tracks bradley kills from BradleyDrops (e.g., "bradleydrops_2905355269") roadbradley_{profile} - Tracks bradley kills from RoadBradley (e.g., "roadbradley_easy") helicopter - Tracks helicopter kills Custom NPC support: horde_npc - For NPCs from ZombieHorde plugin raidbase_npc - For NPCs from Raidable Bases plugin For NPCs from NpcSpawn use NPC name as key (BossMonster, BetterNpc, NPCs from events, etc.) Other entity prefabs can be found in-game by using the "spawn" command in the F1 console Consume Raid Death Available custom prefabs: Custom NPC support: horde_npc - For NPCs from ZombieHorde plugin raidbase_npc - For NPCs from Raidable Bases plugin For NPCs from NpcSpawn use NPC name as key (BossMonster, BetterNpc, NPCs from events, etc.) Craft Crate LootItems Fishing Puzzle Available prefabs: keycard_1 keycard_2 keycard_3 Custom Upgrade ShotFired ExplosiveUsed RecycleItem BodyHits WeaponUsed RaidableBases Available prefabs: easy medium hard expert nightmare Economy Available prefabs: ShoppyStock Economics IQEconomic Quest EconomyBalance Available prefabs: Economics ServerRewards BankSystem IQEconomic Gambling Available prefabs: BlackjackDeposit BlackjackWon SlotDeposit SlotWon PockerDeposit PockerWon WheelDeposit WheelWon SkillTree Available prefabs: xp - Experience points earned level - Skill tree level reached Trivia MixingTable   📡 API for Developers UltimateLeaderboard provides a comprehensive API for developers to integrate with other plugins and extend functionality: 📊 Methods JArray API_GetUltimateLeaderboardUsers(int offset, int limit, int? columnIndex = null) - Get leaderboard users with pagination float API_GetPlayerStat(ulong playerId, string lootType, string shortname) - Get specific player statistic bool API_IsHiddenFromLeaderboard(ulong playerId) - Check if player is hidden from leaderboard void API_OnItemGather(ulong player, string shortname, int amount) - Add gather statistics for a player void API_OnEventWin(ulong userID, string eventName, int amount = 1) - Record event wins for a player 🎣 Hooks void OnUltimateLeaderboardContent(BasePlayer player, string categoryType, CuiElementContainer container) - Called when displaying custom category content void OnUltimateLeaderboardCached() - Called when leaderboard data is cached and ready
5.0
$29.99
Basements lets players build underground rooms beneath their bases. Place a hatch on your foundation and dig straight down into a hidden basement with walls, ceilings, and full building privileges. Great for stashing loot, setting up secret bunkers, or just adding extra space. Readme Link - Click Here for Instruction and Documentation 👆Highly recommend reading the FAQ section! BUILD Build basements easily from your tool cupboard. Just place an entrance to get started.  EXPAND Expand your basement by drilling underground. But don't forget to bring a headlamp - its dark down there! TRAVERSE Place multiple entryways, building out your labyrinth of tunnels beneath your base.  DECORATE All deployables, electricity, and storage items can be placed in your basement. Take advantage of your new space! RAID Nothing is safe in Rust, including your basement. If all the entrances are destroyed, then the basement is too. Any loot below will float to the surface. Protect the entrance at all costs! API METHODS (For Plugin Developers) // Returns true if the given entityId is part of a basement. bool IsBasementEntity(ulong entityId) // Returns the building ids of the basements connected to a given surface building id. uint[] GetBasementBuildingIds(uint surfaceBuildingId) // Returns the building ids of the surface buildings connected to a given basement building id. uint[] GetSurfaceBuildingIds(uint basementBuildingId)  
4.9
Overview: This plugin allows players to mount weapons to their player Helicopters. Players can configure their weapons by simply inserting them into the corresponding inventory slots of a box on the back of the copter. Ammo for the weapons is also stored in this box in ammo slots that are shared between all of the weapons. Players can also equip their copters with flares, a radar set, and other utilities which will be added in the future.   Operation Using the plugin is very straightforward and intuitive: just drop weapons in the spots you want em, then go! The default key binds mimic the attack helicopter, so players don’t get confused: Fire Weapon: LMB Fire Flare: RMB Switch Weapon: Sprint Switch Ammo/Reload : Duck Switch Radar Target: Use Lock target/Activate Seeker: Reload   Configuration The config is very long and can be confusing to navigate. The plugin will automatically create the default config when you first run it. The dictionary of weapons always gets written on top, so you will need to scroll to the very bottom in order to find the general plugin settings. Here are some of the settings that can be changed (this is subject to change as I plan to add much more functionality over the coming months):   "DebounceTimeSeconds": 4.0, (The amount of time a button will be inactive after pressing) "DisplayOutOfAmmoMessage": true, "DisplaySelectedWeaponMessage": true, "UnlimitedAmmo": false, (Makes server projectile weapons not require ammo, but doesn’t work on most weapons. If you want an unlimited ammo version, please look for Minicopter Combat) "DisablePermissionCheck": true, (enables permissions for each weapon) "ApplyToScrapCopter": true, (Does a weapon box spawn on the back of all minicopters) "ApplyToMinicopter": true, "FlareFiredSfx": "assets/prefabs/weapons/grenade launcher/effects/attack.prefab", "SwitchWeaponSfx": "assets/prefabs/deployable/dropbox/effects/submit_items.prefab", "AlarmSfx": "assets/prefabs/locks/keypad/effects/lock.code.unlock.prefab", "ReloadSfx": "assets/prefabs/npc/autoturret/effects/reload.prefab", "CounterMeasureDespawnTime": 5.0, "WeaponSwitchDelay": 2.0, "AmmoSwitchDelay": 1.0, "FirePrimaryButton": 1024,   (This is where you can set your keybinds. The values represent binarys for a facepunch Enum that represents each client input. Refer to the button table below.) "FireFlareButton": 2048, "SwitchWeaponButton": 128, "SwitchAmmoButton": 64, "RadarSelectButton": 256, "TargetLockButton": 8192, "EnableScrapcopterGibs": false, (turns off gib spawning for better server performance) "GibsDespawnTimerOverride": 0.0, "DisableFire": false, "HideUnauthorizedWeapons": true, (This option doesn’t quite work as intended yet. It will show players the weapons they don’t have access to due to not having the oxide permission for that weapon in the weapon selection menu while flying. Right now, setting this to false shows all weapons that exist for the plugin.)   Buttons    • FORWARD = 2,  • BACKWARD = 4,  • LEFT = 8,  • RIGHT = 16  • JUMP = 32  • DUCK = 64  • SPRINT = 128  • USE = 256  • FIRE_PRIMARY = 1024  • FIRE_SECONDARY = 2048  • RELOAD = 8192  • FIRE_THIRD = 134217728    
5.0
$15.00
BoatControl is a Rust server plugin that completely enhances boat handling. When taking the helm, a user-friendly CUI interface appears, allowing players to raise/lower sails and anchors, start/stop engines, and switch navigation direction forward or backward. The plugin also supports automatic reloading when the player has ammunition, cannon firing with configurable cooldown (or bypass via permission), and toggling all torches and lanterns without fuel consumption. Additionally, players can control navigation using W/S and fire cannons with the left mouse click.   Want to try it before you buy it? You can try it by accessing the Staging server: connect staging.rustspain.com (provided the server is online, as it's my test server).     Video Update 1.0.0   Features Displays a CUI interface when taking the helm that allows you to: Raise / lower sails. Raise / lower anchors. Turn engines on / off. Change the navigation direction forward / backward (engines and sails reverse accordingly). Reload (if the player has ammunition in their inventory, with a permission to bypass this). Fire cannons with a cooldown (or without it if you have the bypass permission). Turn all torches and lamps on/off (In the settings you can decide whether you want them to consume fuel or not). Allows enabling boat editing anywhere. Blocks edit mode within safe zones. Blocks the ability to activate the anchor within safe zones. Allows you to view the list of authorized players (similar to BetterTC). Sail Configuration System: Displays a window similar to the config menu showing all sails placed on the boat. Each sail shows its health amount below it. Added a button that allows upgrading sails by levels (thrust power). Everything is configurable, including upgrade costs (in-game resources, RP, or Economy). This allows admins to add as many levels as they want in the config.  Engine Configuration System: Displays a window similar to the config menu showing all engines placed on the boat. Each engine shows its fuel amount and health below it. Added the ability to refuel engines using fuel from the player’s inventory. Added another button that allows upgrading engines by levels (fuel efficiency and engine power). Everything is configurable, including upgrade costs (in-game resources, RP, or Economy). This allows admins to add as many levels as they want in the config. Important: There is a maximum speed limit in the game. I have been testing ways to increase the speed, but I still need to continue researching and testing to find the best way to increase it. Automatic repair system: If damage is received during repair, it will stop. If the player runs out of materials in their inventory, it will stop. If the player disconnects, it will also stop. Note: The boat health system is unusual and does not work like a normal building, so the system simulates repairs at different points on the boat depending on the percentage of health lost. That is why you will not hear the actual damaged entity being repaired. BetterTC Integration: If you have BetterTC installed with version 1.6.2 or higher, the automatic Wallpaper placement system will be enabled. Facepunch will add wallpaper support for Boats starting in March; you can test it meanwhile on staging.   You can also change the navigation direction using the W and S keys, and fire the cannons with the left mouse click. I'm open to further improving this plugin over time. If you'd like to see any features integrated, please mention them in the discussion section. Ideas I've tried but haven't been able to implement: Modifying the build area (net size) to make it larger. It doesn't seem possible to change this. Making the engines work without fuel consumption. I managed to do this in an initial test, but then FacePunch changed something and it's no longer possible. I'll try to see if I can adjust fuel consumption to make it more economical. The maximum number of engines and sails cannot be increased. Or at least not easily; it could be done with commands and strange contraptions, but it wouldn't be entirely convenient.   Permissions boatcontrol.use – Enables the functionality for the player when mounting the boat’s helm. boatcontrol.bypassammo – Allows you to fire cannons without using real ammunition from your inventory. Free ammo! (not recommended to give to regular players) boatcontrol.bypasscannoncooldown – Allows you to fire cannons with no cooldown. Maximum bombardment! boatcontrol.edit allows enabling boat editing anywhere. boatcontrol.cannonuse If the player doesn’t have it enabled, the option to control cannons won’t appear in the interface. Not having this permission will not block manual/vanilla use. boatcontrol.authlist Shows the list of players authorized to the Boat, similar to BetterTC. boatcontrol.deleteauth Allows authorized players to remove player permissions individually. boatcontrol.sailconfig  Allows players to open and manage the Sail Configuration menu for boats. boatcontrol.sailupgrade  Allows players to upgrade sails (thrust power) according to the configured upgrade levels. boatcontrol.engineconfig  Allows players to open and manage the Engine Configuration menu for boats. boatcontrol.engineupgrade  Allows players to upgrade engines (fuel efficiency and engine power) according to the configured upgrade levels. boatcontrol.wallpaper  Allows players to use the wallpaper placement system on boats. (Requires BetterTC version 1.6.2 or higher.) boatcontrol.repair  Allows players to use the automatic boat repair system. boatcontrol.repair.nocost  Allows players to repair boats without consuming materials Dynamic repair permissions (speed adjustment)  Allows admins to grant specific permissions defined in the config to adjust boat speed limits.   Commands It currently has no chat or console commands.   Configuration DEFAULT CONFIGURATION { "Enable WASD Direction": true, "Enable Cannon Fire Key (Left Mouse Button)": true, "Cannon Aim Step (degrees per click)": 5.0, "Cannon Fire Cooldown": 5.0, "Cannon Crew": { "Enable": true, "Names": [ "Seaman", "Deckhand", "Bosun", "Gunner", "Quartermaster", "Navigator", "Sailor", "Crewman", "Mate", "Boatswain", "Cannoneer", "Buccaneer", "Mariner", "Sea Dog", "Old Salt" ], "Health": 100.0, "MaxCannons": 0, "Wear": { "burlap.shirt": 1380044819, "burlap.trousers": 1380047706, "burlap.shoes": 2215057317, "hat.boonie": 965553937 }, "RequireOperate": true, "ToggleCrewCooldown": 30.0, "NoCorpse": true }, "Lights": { "Enable Light Toggle Key (R)": true, "Light Toggle Cooldown": 1.0, "Require Fuel For Lights": false, "Light Items (shortnames)": [ "tunalight", "lantern", "torchholder", "largecandles", "smallcandles", "jackolantern.angry", "jackolantern.happy", "chineselantern", "chineselanternwhite" ] }, "Impact Force Physics": { "Enable Impact Physics": true, "Impact Force (default: 100, range: 50-500)": 100.0, "Enable Debug Logging": false }, "Alert Chat": true, "Alert Notify Plugin": false, "Notify: select what notification type to be used": { "error": 0, "info": 0 }, "Color Prefix Chat": "#f74d31", "GUI": { "GUI Windows Belt": { "BG Color Primary": "0.10 0.15 0.10 1", "BG Color Secundary": "0.2 0.30 0.2 0.80", "Button Active Color": "0.2 0.6 0.2 0.80", "Button Inactive Color": "0.2 0.30 0.2 0.80", "OffsetMin": "-200 15", "OffsetMax": "181 79", "AnchorMin": "0.5 0", "AnchorMax": "0.5 0" }, "GUI Windows Info": { "BG Color Primary": "0.10 0.10 0.10 0.8", "BG Color Secundary": "0.2 0.30 0.2 0.80", "Button Active Color": "0.2 0.6 0.2 0.80", "Button Inactive Color": "0.2 0.30 0.2 0.80", "OffsetMin": "-115 -100", "OffsetMax": "115 100", "AnchorMin": "0.902 0.8104", "AnchorMax": "0.902 0.8104" }, "GUI Windows Cannons Menu": { "BG Color Primary": "0.10 0.15 0.10 1", "BG Color Secundary": "0.2 0.30 0.2 0.80", "Button Active Color": "0.2 0.6 0.2 0.80", "Button Inactive Color": "0.2 0.30 0.2 0.80", "OffsetMin": "-140 85", "OffsetMax": "140 185", "AnchorMin": "0.5 0", "AnchorMax": "0.5 0" } }, "Show Info Window": true, "Boat Edit Damage Cooldown (seconds)": 30.0, "Block Anchor in Safe Zone": true, "Block Boat Edit in Safe Zone": true, "Config Version": "1.2.0", "Repair Cooldown After Recent Damage (seconds)": 30.0, "Cooldown Frequency Repair (larger number is slower)": { "boatcontrol.use": 2.0, "boatcontrol.vip": 1.0 }, "Repair Costs (ItemShortName: Amount per block/component)": { "lowgradefuel": 4, "wood": 75 }, "Engine Upgrades": { "Enable Engine Upgrades": true, "Upgrade Levels": [ { "Level": 1, "Display Name": "Tier 1", "Fuel Efficiency Multiplier (1.0 = normal, 0.5 = half fuel consumption)": 0.9, "Power Multiplier (1.0 = normal, 2.0 = double power)": 2.0, "Upgrade Cost": { "Resource Costs (ItemShortName: Amount)": { "scrap": 100, "lowgradefuel": 50 }, "ServerRewards Points": 0, "Economics Money": 0.0 } }, { "Level": 2, "Display Name": "Tier 2", "Fuel Efficiency Multiplier (1.0 = normal, 0.5 = half fuel consumption)": 0.8, "Power Multiplier (1.0 = normal, 2.0 = double power)": 4.0, "Upgrade Cost": { "Resource Costs (ItemShortName: Amount)": { "scrap": 250, "lowgradefuel": 100, "metal.fragments": 300 }, "ServerRewards Points": 0, "Economics Money": 0.0 } }, { "Level": 3, "Display Name": "Tier 3", "Fuel Efficiency Multiplier (1.0 = normal, 0.5 = half fuel consumption)": 0.65, "Power Multiplier (1.0 = normal, 2.0 = double power)": 8.0, "Upgrade Cost": { "Resource Costs (ItemShortName: Amount)": { "scrap": 500, "lowgradefuel": 200, "metal.fragments": 500, "metal.refined": 25 }, "ServerRewards Points": 0, "Economics Money": 0.0 } }, { "Level": 4, "Display Name": "Tier 4", "Fuel Efficiency Multiplier (1.0 = normal, 0.5 = half fuel consumption)": 0.65, "Power Multiplier (1.0 = normal, 2.0 = double power)": 16.0, "Upgrade Cost": { "Resource Costs (ItemShortName: Amount)": { "scrap": 1000, "lowgradefuel": 300, "metal.fragments": 1500, "metal.refined": 100 }, "ServerRewards Points": 0, "Economics Money": 0.0 } } ], "Currency Type (Resources, ServerRewards, Economics)": "Resources" }, "Sail Upgrades": { "Enable Sail Upgrades": true, "Upgrade Levels": [ { "Level": 1, "Display Name": "Tier 1", "Thrust Multiplier (1.0 = normal, 2.0 = double thrust)": 1.5, "Upgrade Cost": { "Resource Costs (ItemShortName: Amount)": { "scrap": 75, "cloth": 100 }, "ServerRewards Points": 10, "Economics Money": 0.0 } }, { "Level": 2, "Display Name": "Tier 2", "Thrust Multiplier (1.0 = normal, 2.0 = double thrust)": 2.0, "Upgrade Cost": { "Resource Costs (ItemShortName: Amount)": { "scrap": 150, "cloth": 200, "leather": 50 }, "ServerRewards Points": 15, "Economics Money": 0.0 } }, { "Level": 3, "Display Name": "Tier 3", "Thrust Multiplier (1.0 = normal, 2.0 = double thrust)": 2.5, "Upgrade Cost": { "Resource Costs (ItemShortName: Amount)": { "scrap": 300, "cloth": 300, "leather": 100, "metal.fragments": 200 }, "ServerRewards Points": 20, "Economics Money": 0.0 } }, { "Level": 4, "Display Name": "Tier 4", "Thrust Multiplier (1.0 = normal, 2.0 = double thrust)": 3.0, "Upgrade Cost": { "Resource Costs (ItemShortName: Amount)": { "scrap": 600, "cloth": 500, "leather": 200, "metal.fragments": 500 }, "ServerRewards Points": 30, "Economics Money": 0.0 } } ], "Currency Type (Resources, ServerRewards, Economics)": "ServerRewards" } } For any problem, doubt, suggestion or assistance do not hesitate to contact me by Discord ninco90    
5.0
sale
The Monument Events plugin creates amazing events on the monument from preconfigured presets from config. It creates CustomNPCs around the monument which will roam the monument during the event. Then it will spawn CH47 Helicopter which will drop Hackable crates & spawn configured Patrol Helicopters which will roam the monument vicinity. When players try to unlock the Hackable Crate there will be a  CH47 Helicopter which will carry NPC and drop on the monument and will give players an amazing raged experience. ⭐ Key Features 10+ Monument  preset preconfigured (Radtown, Oxum's Gas Station, Abandoned Supermarket, Water Treatment Plant, Power Plant, Ferry Terminal, Small Harbor, Large Harbor, Junkyard, The Dome, Airfield, Train Yard, Satellite Dish, Sewer Branch, Launch Site) PVE/PVP support  Easy setup everything is pre-configured, so drag and drop and it will auto start from the selected time Massive configure option for individual  monuments (Except a few not added) Monument Owner control based on damage Amazing event for engaging players with monuments 📌 Commands /mestart Preset_Name | monumentID - Starts any specific event  (Console & Chat command) /mestop Preset_Name | monumentID - Stops the event  (Console & Chat command) /melist - Shows all available monument events on the map /mestartrandom - Starts a random from presets (Console & Chat command) /meadd edit  PRESET_NAME -  Select a monument for editing spawn points (Chat command) /meadd  npcspawn -  Creates NPC spawn points for the selected monument  (Chat command) /meadd  wavespawn -  Creates Wave Npc spawn points for the selected monument  (Chat command) /meadd  cratespawn -  Creates Crates  spawn points for the selected monument  (Chat command) /meadd stopedit -  Deselect the current editing monument  (Chat command) 📜 Permissions MonumentEvents.admin - Permission required for using commands 🎬 Video Showcase   ⚙️ Configuration 🚀 API & Hooks 💬 Support  
4.8
Allows both PVE and PVP players to exist on a server at the same time. PVE players will have certain configurable protections and restrictions. You can have players use a command to flag themselves as PVP/PVE or you can assign it to them when they first spawn. If you have ZoneManager you can also designate specific zones to force player's to be PVE or PVP. Plugin is also compatible with SimpleStatus. Note: Video is outdated, see documentation for a full list of new features! Documentation: A full readme including permissions, commands, and config options is available in  this google doc link. Disclaimer: Like all of my plugins - this plugin is sold as is. I will be happy to take feature requests into consideration but make no guarantees about which ones get implemented. Please refer to the feature list before you make your purchase! Developer API: API Methods // Returns the mode of the given entity. Also takes into account if the entity is in a forced mode zone. string GetEntityMode(BaseEntity entity); // Returns the group name for the given mode. For example if given 'pve' will return 'warmodepve' string GetModeGroup(string modeId); // Returns the target type for a given entity. Target types are the category that an entity falls into. // For example, if given a BasePlayer entity, it will return 'players'. If given a horse entity is will // return 'horses'. string GetEntityTargetType(BaseEntity entity); Hooks - place these in your plugin and WarMode will call them. // Called when a player's mode has been updated or config changes have ocurred that may affect the mode. private void WarMode_PlayerModeUpdated(string userid, string modeId) // Used to override WarMode logic for taking damage. // If true/false is returned then WarMode logic will be skipped. Return null to continue WarMode logic. private object CanEntityTakeDamage(BaseCombatEntity target, HitInfo info) // Used to override WarMode logic for targeting. // If true/false is returned then WarMode logic will be skipped. Return null to continue WarMode logic. private object CanEntityBeTargeted(BasePlayer target, BaseEntity attacker, bool skipVendingCheck) // Used to override WarMode logic for triggering a trap. // If true/false is returned then WarMode logic will be skipped. Return null to continue WarMode logic. private object CanEntityTrapTrigger(BaseTrap trap, BasePlayer basePlayer) // Used to override WarMode logic for looting an entity. // If true/false is returned then WarMode logic will be skipped. Return null to continue WarMode logic. private object CanEntityLoot(BasePlayer looter, BaseEntity target, bool skipVendingCheck) FREE Extension Plugins: War Mode Admin Panel Use the /warmode.config or /wmc command to open a panel that allows admins to update mode rules in game without having to reload the pluign. Requires the warmode.admin permission to use. I HIGHLY recommend you use this extension!   WarModeAdminPanel.cs War Mode Spawn UI Provides a UI that is shown to players when they first spawn that prompts them to choose whether they want to be PVP or PVE.   Also supports custom modes. Localization and config options available. This can also be configured to appear when players use the /flag command. WarModeSpawnUI.cs     War Mode Rules UI Using the /rules command (which is configurable) players can see a list of what restrictions they have for their current mode. These ruling will update dynamically based on your config settings. WarModeRulesUI.cs   War Mode Badges Customizable UI elements that will appear on the player's HUD to indicate what their current mode is. WarModeBadges.cs
4.8
Free
StarGuard Platform The RCON dashboard built for Rust server admins Manage your servers from anywhere. Console, players, bans, reports, automated rules, analytics, one place, persistent across wipes. Get Started Live Demo Explore the Dashboard Just a preview, countless other features integrated and planned. Console Full RCON access from your browser Players Live player list with deep profiles Reports All F7 reports in one place Statistics Live server KPIs and performance Plugins Oxide and Carbon plugin management Under the Hood Built for speed and moderation workflows, with real-time data, automation, and persistent history. 🖥️ RCON Console Full RCON from your browser. Command history, syntax highlighting, real-time output. 👥 Player Intel Deep player profiles, alts, playtime, connections, ban history. One click to moderate. 🛡️ Threat Detection Flags suspicious joins instantly. VPN detection, threat scoring, known cheater alerts. ⚡ Automation Event-driven rules. Auto-kick, auto-ban, scheduled commands, runs 24/7. 📊 Analytics Player counts, peak hours, retention, performance trends. 💾 Persistent Data Persistent across wipes. Chat logs, bans, reports, events, all searchable. Oxide Compatible Carbon Compatible Developer API StarGuard hooks into global.playerlist and extends it. If you're building on top of this, here's what you get. GetPlayerList(ConsoleSystem.Arg arg) Replaces the default global.playerlist handler. Returns JSON with extended player data not available in the vanilla response. Response Fields SteamID · OwnerSteamID · DisplayName · Ping · Address · EntityId · ConnectedSeconds · ViolationLevel · Health · NetworkId · S_TeamId TryGetCommand(out ConsoleSystem.Command command) Scans ConsoleSystem.Index.All for global.playerlist. Returns true with the command reference via out, false otherwise. Get set up in 2 minutes. Create an account, connect your server, done. Get Started Live Demo  
5.0
sale
Rust CUI Editor Visual Interface Designer for Rust Stop writing UI code blindly. Design your CUI interfaces visually and export ready-to-use code in seconds.   What is this? Rust CUI Editor is a desktop application for creating Rust game UI (CUI) interfaces using a visual drag-and-drop editor. Instead of writing dozens of lines of CuiHelper code and constantly reloading your plugin to see the result, you design everything visually and get clean, working code instantly. Video demonstration   Elements Panel Image (URL/sprite) Label (with outline) Button InputField ScrollView Countdown Draggable Slot NeedsCursor / NeedsKeyboard Layout Horizontal Layout Group Vertical Layout Group Grid Layout Group Content Size Fitter LayoutElement Visual Drag elements on canvas Resize with 8 handles Multi-selection Marquee select Anchor/offset system Element rotation Inline text editing Element locking Alignment Left / Center / Right Top / Middle / Bottom Stretch to parent Match Width/Height Distribute evenly   🆕 Find & Replace Search and replace element properties across the entire project at once. No need to click through each element manually. ► Search by text content, color value, sprite, or material ► Filter results by element type ► Replace single matches or all at once ► Full undo support for bulk replacements   🆕 Inspect Element Dedicated inspection window for any selected element. Shows all properties in structured form alongside the raw CUI JSON output. ► All component properties in one place ► Raw CUI JSON with one-click copy ► Useful for debugging and quick exports ► Opens with shortcut or right-click menu   🆕 Snapshots Save named project states at any point and restore them without losing your current work. Snapshots are completely separate from undo history. ► Create named snapshots before risky changes ► Restore any snapshot at any time — current work is preserved ► Stored in a .snapshots folder next to the project file ► Independent from undo/redo stack   🆕 Wrap in Parent You've built a header with a label and a close button, then realize you forgot to add a background panel behind them. Select all elements, right-click, Wrap in Parent — done. Nothing moves. ► Works with any selection of elements ► New parent is sized to the bounding box of the selection ► All anchors recalculate automatically ► Wrap into Panel, Button, Image, or ScrollView   🆕 Themes Dark Theme Default dark interface. Easy on the eyes during long sessions. Light Theme Full light mode across all panels, dialogs, and overlays. Toggle in settings.   🆕 Plugin Import Load CUI elements directly from an existing .cs plugin source file. The parser reconstructs the full element tree for visual editing. ► Parses CuiHelper and CuiElementContainer patterns ► Resolves local variables and string constants ► Handles loops and repeated element generation ► Substitutes lang message references with preview text ► Works on any Oxide/Carbon plugin file   🆕 Built-in Reference A built-in help system with searchable articles covering the entire CUI system. No need to leave the editor to look something up. ► Articles for every element type and property ► Covers layers, ScrollView, blur materials, anchors, offsets, fonts ► Shortcut reference with all editor hotkeys ► Live demo canvas inside each article ► One-click "Add to project" from any example   🆕 Performance Rewrite Canvas GPU rendering Scene bitmap cache Static layer cache SKPicture cache SKPaint pooling (50+ allocs/frame saved) Text layout cache Typeface cache Pan without full re-render Element Tree Debounced rebuild on rapid changes Bulk update batching Fast flat selection cache O(n) ThumbnailBrush cache Detach() memory leak fixed Color Picker Real-time updates while dragging Only the affected element redraws No full scene invalidation     🆕 Live Preview See your UI exactly as it appears in-game, right inside the editor. Every element is fully rendered with correct Rust scaling, colors, sprites, and fonts. No need to reload your plugin to check the result. Rendering Panels & Images Labels with fonts Rich Text support Sprite tinting FadeIn / FadeOut Interactive Button hover & press ScrollView with inertia Elastic bounce Auto-hiding scrollbars Live Countdown Drag & Drop Draggable elements Slot filter matching MoveToAnchor snap Element swapping KeepOnTop z-order Tools Element Inspector Grid overlay Outlines view Auto-sync with editor Screenshot to PNG All CuiDraggableComponent properties are supported in preview: LimitToParent, MaxDistance, AllowSwapping, DropAnywhere, DragAlpha, ParentPadding, ParentLimitIndex, AnchorOffset, and more. ► Pick up Draggable elements and drop them into Slots ► Filter matching ensures only compatible elements snap ► Swap elements between occupied slots ► Inspector overlay shows element info on hover (shortcut: I) ► Grid and outline overlays for layout debugging (G / O) ► Background selector: dark, light, or any game screenshot ► Auto-sync keeps preview updated as you edit ► Export preview as PNG screenshot (S)   🆕 Smart Hook Generation When your project uses Draggable or Slot elements, the export automatically generates ready-to-use hook methods with proper logic: ► OnCuiDraggableDrag with if/switch blocks for each draggable ► OnCuiDraggableDropped with switch by slot name ► Comments with accepted elements and filter values ► Works in both Snippet and Plugin export modes   🆕 Developer Tools Professional plugin development toolkit with four dedicated tabs: Plugin Settings Author & version Chat/console commands Auto-show hooks Permissions list Plugin references Generate Unload Lang System Multi-language support Visual translation table Per-element lang keys lang.GetMessage() export Canvas preview ImageLibrary Image key/URL table Per-element ImageLib key GetImage() helper Auto OnServerInitialized Auto plugin reference Templates Reusable code templates Custom method generation Placeholder system Per-project settings 🆕 Localization System Full multi-language support for your plugins. Assign lang keys to any text element, manage translations visually, and export with automatic lang.GetMessage() calls. ► Add unlimited languages (en, ru, de, fr, etc.) ► Visual translation table - edit all strings in one place ► Toggle between raw text and lang key per element ► Canvas shows resolved translations in real-time ► Exported code includes full LoadDefaultMessages with all languages 🆕 ImageLibrary Integration Manage image assets directly in the editor. Define image keys and URLs, assign them to elements, and get clean export code with automatic ImageLibrary loading. ► Image key/URL table in Dev Tools ► ImageLib Key property on Image elements ► Export generates GetImage() helper method ► Plugin export auto-adds OnServerInitialized with image loading ► Automatic [PluginReference] ImageLibrary in export 🆕 Syntax Highlighting ► C# syntax highlighting in Export window ► JSON syntax highlighting in Export window ► Color-coded keywords, strings, numbers, comments ► Optimized for large code blocks 🆕 SVG Design Import Import your designs directly from professional design tools: Figma export to SVG and import Illustrator Adobe AI/SVG support Inkscape free vector editor Any SVG standard format ► Automatic source detection optimizes parsing for each tool ► Smart layer hierarchy preservation ► Automatic element type detection (btn_, lbl_, img_, panel_) ► Correct parent-child coordinate conversion   🆕 Figma Plugin & Tools New "Tools" folder included with the editor: ► CuiHelper Plugin for Figma - export designs directly to C# code ► Sample SVG designs - ready-to-import examples for testing and learning ► Documentation - setup guide for Figma plugin   🆕 Smart Resize Mode Default Mode Resize by changing Anchor values Perfect for responsive layouts that scale with screen size Shift + Resize Resize by changing Offset values Perfect for pixel-perfect positioning Orange handles indicate active mode   🆕 Inline Text Editing ► Double-click any text element to edit it directly on canvas ► No need to switch to the property panel, just click and type ► Press Enter or click outside to confirm changes   Guides, Grid & Smart Snapping ► Draggable guides from rulers ► Customizable grid with snap ► Smart guides - auto-snap to edges ► Distance indicators while dragging   Multiple Backgrounds Preview your UI on actual game screenshots: Game view Inventory Loot container Crafting Map Transparent Export Formats Generate ready-to-use code in three formats: C# (CuiHelper) container.Add(new CuiPanel { RectTransform = { AnchorMin = "0.3 0.3", AnchorMax = "0.7 0.7" }, Image = { Color = "0.1 0.1 0.1 0.9" } }, "Overlay", "MyPanel"); JSON [{ "name":"MyPanel", "parent":"Overlay", "components":[...] }] Full Plugin Complete .cs file with: • using statements • class definition • commands & permissions • Lang & ImageLib integration • all UI code   Import Existing Code Already have CUI code? Import it! ► Paste JSON array ► Paste C# CuiHelper code ► Import from PSD files ► Import from SVG files (Figma, Illustrator, Inkscape) ► Import from .cs plugin source files The editor parses your code and recreates all elements for visual editing.   Project Management ► Save/Load project files ► Multiple tabs for different projects ► Recent projects with thumbnails ► Per-project settings ► Close confirmation for unsaved changes   Property Editor Full control over every element property: ► Position (anchors + offsets) ► Colors with Rust format (0-1 RGBA) ► Fonts and text alignment ► Sprite/material selection ► Outline settings ► Fade in/out animations ► Button commands ► Input field parameters ► ScrollView settings ► Rotation and pivot point     Element Hierarchy ► Layer-based structure (Overlay, Hud, HudMenu) ► Parent-child relationships ► Drag & drop reordering ► Visibility toggle ► Lock elements to prevent accidental edits ► Rename with double-click ► Hover a tree node to highlight it on canvas   Additional Tools Measure Tool measure distances on canvas Style Picker copy style between elements Sprite Library browse Rust sprites Color Picker Rust format preview   Quality of Life ► Unlimited undo/redo ► Copy/paste/duplicate elements ► Copy/paste style ► Keyboard shortcuts for everything ► Multiple preset resolutions ► Smooth multiplicative zoom ► Auto-fit canvas to window ► Dark and light themes ► English & Russian localization ► Automatic update notifications   System Requirements ► Windows 10/11 ► .NET 8.0 Runtime (bundled) Installation 1. Download and extract the archive 2. Run RustCUIEditor.exe 3. Start creating!   Questions or support issues? Contact me via CodeFling messages.
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Flawless, like all the author's works. Operational support. Dilute the boring Rasta gameplay and let your players feel like superheroes. An excellent plugin that will add even more variability to survival.
Great plugins my players love it. If you could make one where players can build taller or bigger boat that would be Fire.
Awesome looking map. I'm new to custom maps but I was under the impression it was finished seeing it cost more than the game itself. First 5 min I jump through a  second story window from some conveniently place tires at a research base and there was no way out. I opened a few doors only for the windows of a clipped building to be there leaving me no options to get out of the building. Lots of things like this were discovered. Wish I could've demo'd it first. I appreciate the effort and realize
Great plugin! A bunch of config options, nice UI and great support.
Great plugin! A bunch of config options, nice UI and great support.
Great plugin! A bunch of config options, nice UI and great support.
Great plugin! A bunch of config options, nice UI and great support.
Great plugin! A bunch of config options, nice UI and great support.
Great plugin! A bunch of config options, nice UI and great support.
Great plugin! A bunch of config options, nice UI and great support.
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