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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
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 Note: Video is outdated, see documentation for a full list of new features!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
sale
$8.99 $8.09
FuelMonitor is a lightweight and fully customizable Rust plugin that displays a clean, modern fuel HUD while driving fuel-powered vehicles. The plugin features a real-time updating fuel bar, low fuel popup notifications, sound alerts when fuel is running low, and a clear OUT OF FUEL warning when the tank is empty. FuelMonitor now also includes a built-in speedometer, allowing players to view their current speed directly from the HUD, with support for both Km/h and MPH display modes. An in-game Admin Settings UI is included, allowing server owners to manage the plugin directly in-game through a clean and safe workflow. With the settings panel, admins can: - Preview changes live before applying them - Adjust the Global Max Fuel value - Reposition the main Fuel UI using Move Mode - Reposition popup warning notifications using Warning Move Mode - Customize all UI colors - Enable or disable the speedometer - Switch speed units between Km/h and MPH FuelMonitor also includes a dedicated Vehicles tab inside the Admin Settings UI, allowing full per-vehicle customization. Server owners can create and manage vehicle-specific profiles for all supported vehicles, including: - Enable or disable the HUD per vehicle - Enable or disable warning sounds per vehicle - Set a custom max fuel value per vehicle - Choose whether low fuel warnings use Amount or Percent mode - Configure custom low fuel warning thresholds - Configure custom fuel bar gradient thresholds - Preview each vehicle profile live before applying changes - Reset a single vehicle profile or apply one vehicle profile to all vehicles All changes are handled through a safe pending workflow with Apply / Cancel controls, ensuring nothing is pushed live until the admin confirms it. Once applied, changes affect all players server-wide.   #Admin Commands : /fui     FuelMonitor works automatically in the background, is performance-friendly, and requires no player commands.   Need Support?
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
$29.99 $19.99
Contracts allows you to create versatile quests/missions that rotate periodically. Each contract can have one or more objectives, with multiple objective types to choose from. It doesn't stop there: each objective can be augmented with objective conditions, which add additional requirements in order to progress it. This allows you to define versatile and unique quests: You could have quests as simple as "Kill 5 scientists"... or a little bit more challenging quests like "Kill 5 scientists with an assault rifle" or have crazy requirements like "Kill 5 scientists, with an assault rifle OR an MP5, between 25-50m away, while being below 20 HP, while wearing a bandana and riding a horse". The possibilities are endless! Features Highly customizable quests/missions to help you build your unique set of goals and control difficulty beyond just progression amounts required. Control the flow and order of how contract objectives can be completed. 10+ objective types to vary gameplay across your server 10+ objective condition types to add as many layers of challenge that you want to your objectives Customizable categories and their rotation period, with the possibility to disable rotations altogether and manually control when contracts rotate. Clean UI for browsing and tracking contracts. HUD to track contracts while playing. Permission based features for your VIP members: Max active contracts globally, Max active contracts per category and Max HUD pins. Event logging with JSONL format support Powerful Web editor to make editing your configs a breeze and viewing insightful charts on your JSONL logs Motivation The motivation behind the plugin is to give players an evolving gameplay experience on your server with an urgency aspect, with the goal of improving player engagement. Instead of making hundreds of quests available from day 1 and achievable anytime during the wipe, I wanted players to have a sense of urgency and achievement when completing quests. I also didn't want to overwhelm players with hundreds of quests to choose from. Contracts solves this by letting you define any number of contracts and assign them to timed categories that will rotate through a portion of contracts on the period you set them to. The more contracts you have, the more variety you add, without adding the mental burden of choice. Included While you can discard and customize the contracts, categories and presets yourself, the plugin comes with: 4 categories: Hourly (11 contracts), Daily (13 contracts), Weekly (11 contracts) and Wipe (6) 41 contracts designed to touch just about every objective types and objective conditions available. These contracts' difficulty were designed for the category they were assigned to. Permissions All permissions listed here are the default ones. You can configure them in the config file of the plugin. contracts.use - allows the player to use Contracts (open the menu, accept/complete contracts, etc.) contracts.admin - allows the player to run admin commands (manually rotate categories, reset data, view cache debug info, etc.) Max Active Contracts - Maximum amount of contracts the player can have at a time. Largest amount is used. (-1 for unlimited) contracts.use - 3 contracts.vip - 5 contracts.admin - -1 Max Tracked Contracts - Maximum amount of contracts the player can pin in the HUD. Largest amount is used. (-1 for unlimited. 0 disables the HUD) contracts.use - 2 contracts.vip - 5 contracts.admin - -1 Chat Commands Note: While the "contracts" command is the default, it can be configured to be different name(s) in the config file! /contracts - opens the contracts menu /contracts hud - toggles the HUD /contracts scale <0.5 - 1.0> - adjusts the plugin's UI element's scale. (default: 1.0)  This option is designed to be set to the same as the player's Rust UI scale, configurable under the Settings > User Interface menu. No action is required for players who left Rust default UI scale (1.0), but players with a smaller scale will have their initial UI much smaller than intended. Unfortunately, the plugin cannot read the player's Rust UI scale, so it will need to be set manually. You should inform your players about this so they get the best UI! Console Commands contracts.rotate_category <category_id> - trigger rotation for the specified category ID. contracts.reset_all_progress - clears all player progress data Debugging commands contracts.debug.refresh.all - refresh all caches (clears and rebuilds them). This is normally only done on category rotation. contracts.debug.cache.all - Print all caches info. Replace "all" with individual cache names: attackers, card_swipe, craft, damage, kill, loot, gather, heal, fishing, crate_hack contracts.debug.hooks - Print the subscription status of hooks (enabled or disabled, depending on if any objective needs them) contracts.debug.tainted_items - Print information about item taints (for the Loot objectives) contracts.debug.clear_tainted_items - Clears all taints from the loot cache contracts.debug.transfers - Print information about item transfers (for the Loot objectives). Normally, there should be zero transfers printed most of the time. Transfers are only meant to track items movement between containers (where they start and where they end) and then automatically get cleaned up. contracts.debug.clear_transfers - Clears the transfers cache Configuration Contracts has 1 config file and 3 data files that you can edit for your needs, though the plugin comes with a generous amount of pre-defined contracts (generated when you first load the plugin). oxide/config/Contracts.json Command - The commands that can be used to interact with the plugin Permissions - Set the permissions for features Use Contracts Features - Permission required to use Contracts, open the menu, accept contracts and complete them. Admin - Permission required to use admin commands Max Active Contracts - Maximum amount of contracts the player can have at a time. Largest amount is used. (-1 for unlimited) Max Tracked Contracts (HUD) - Maximum amount of contracts the player can pin in the HUD. Largest amount is used. (-1 for unlimited. 0 disables the HUD) Rewards Show Ineligible Rewards - When true, rewards that the player is not eligible to get upon completion are dimmed. When false, ineligible rewards are hidden from the menu. Conditions Condition Ordering - One of "Optimized" (default), "None" or "RootOptimized"  Optimized - The plugin will re-order conditions to execute from less computationally expensive to most None - Condition ordering are kept as defined RootOptimized - Only conditions at the first level are optimized, not the nested ones in AND and OR conditions HUD Anchor Min - The HUD's bottom left anchor position (see Oxide UI position) Anchor Max - The HUD's top right anchor position (see Oxide UI position) Collapse Direction - One of "TopLeft" (default), "TopRight", "BottomLeft" or "BottomRight" TopLeft = Header is above tracked contracts. Toggle button is on the left. TopRight = Header is above tracked contracts. Toggle button is on the right. BottomLeft = Header is below tracked contracts. Toggle button is on the left. BottomRight = Header is below tracked contracts. Toggle button is on the right. Logging - collect logs on specified events (stored in oxide/logs/Contracts/<date> or carbon/logs/Contracts/<date>) Mode - One of "None" (default), "JSONL" or "Text" None = Disable logging JSONL = Logs events in a structured format. JSONL is more efficient for large datasets than JSON because it doesn't require you to load the entire file into memory! Text = Human readable text lines that you can configure with placeholders. Can also be used to create your own JSONL format, if the one provided is not preferred. Retention Days - Log folders past this age will be deleted at plugin load time. Set to 0 to disable and never delete logs (not recommended). Contract Accepted - occurs when the player accepts a contract Enabled - whether or not to collect logs for this event Format (Text Mode) - Log format to use when the logging mode is "Text". See Logging section below for {placeholders}. Contract Completed - occurs when the player completes a contract. Contract Claimed - occurs when the player claims the rewards on a contract.  Contract Abandoned - occurs when the player abandons a contract. Reward Given - occurs once for each reward given when the player claims the contract Rotation Started - occurs when a category rotates its contracts Objective Completed - occurs when the player completes a contract objective Version - The version of the config. Matches the plugin's version. Default Configuration { "Command": ["contracts"], "Permissions": { "Use Contracts Features": "contracts.use", "Admin": "contracts.admin", "Max Active Contracts": { "contracts.use": 3, "contracts.vip": 5, "contracts.admin": -1 }, "Max Tracked Contracts (HUD)": { "contracts.use": 2, "contracts.vip": 5, "contracts.admin": -1 } }, "Rewards": { "Show Ineligible Rewards": true }, "Conditions": { "Condition Ordering": "Optimized" }, "HUD": { "Anchor Min": "0.0 0.60", "Anchor Max": "0.135 0.87", "Collapse Direction": "TopLeft" }, "Logging": { "Mode": "None", "Retention Days": 30, "Contract Accepted": { "Enabled": false, "Format (Text Mode)": "[{timestamp_local}] {player_name} ({player_id}) accepted contract {contract_name} ({contract_id}) in {category_name} ({category_id})" }, "Contract Completed": { "Enabled": false, "Format (Text Mode)": "[{timestamp_local}] {player_name} ({player_id}) completed contract {contract_name} ({contract_id}) in {category_name} ({category_id}) in {duration}s" }, "Contract Claimed": { "Enabled": false, "Format (Text Mode)": "[{timestamp_local}] {player_name} ({player_id}) claimed contract {contract_name} ({contract_id}) in {category_name} ({category_id})" }, "Contract Abandoned": { "Enabled": false, "Format (Text Mode)": "[{timestamp_local}] {player_name} ({player_id}) abandoned contract {contract_name} ({contract_id}) in {category_name} ({category_id})" }, "Reward Given": { "Enabled": false, "Format (Text Mode)": "[{timestamp_local}] {player_name} ({player_id}) received {reward_type} reward: {reward_detail} from contract {contract_name} ({contract_id})" }, "Rotation Started": { "Enabled": false, "Format (Text Mode)": "[{timestamp_local}] Category {category_name} ({category_id}) rotated. Contracts: {contract_ids}." }, "Objective Completed": { "Enabled": false, "Format (Text Mode)": "[{timestamp_local}] {player_name} ({player_id}) completed objective {objective_name} (#{objective_id}) in contract {contract_name} ({contract_id})" } }, "Version": { "Major": 0, "Minor": 5, "Patch": 0 } } Contracts Website The data files that follow this section don't have to be manually edited! Head to the Web Editor at https://www.rustcontracts.com , drop your data configs and start editing your configs in a convenient UI. The quality of the editor and its extensive features are on par with the quality of the plugin!  Website Features Convenient UI: Edit all your contracts, categories and presets in a Web-based UI. No manual JSON editing required. Rich Editing Experience: Validation, undo/redo from anywhere, ID refactoring, autocomplete fields, optional raw JSON editing and more QoL features. Data Persistence: Save snapshots of your configs and restore or download them at a later time (data saved in your browser). AI Generated Contracts: (experimental) Use OpenAI, Google or Anthropic's models to generate entire contracts from a prompt. (BYOK) Command Palette: Easily navigate through contracts, categories, presets from anywhere in the editor through the command palette. Stats: View your JSONL logs in pre-made charts to gain insights into your contracts, such as pacing and reward balance. Data Files Contracts has 3 types of data files meant to be configured by you (other data files are generated by the plugin, such as player progress, but not meant to be edited): Presets, Contracts and Categories. oxide/data/Contracts/preset_data.json Presets are lists of strings you can define to easily reference them in contracts. E.g: Instead of defining all the types of scientists for a kill contract, you can reference them with "@scientists" presets - key/value pair where the key is the name of the preset and the value is a list of strings that the preset resolves to. You can mention other presets in a preset, but they must not have a circular reference version - The version of the config. Matches the plugin's version. Example presets: { "presets": { "scientists": [ "scientist2.heavy", "scientist2", "scientist2.shotgun", "scientistnpc_arena", "scientistnpc_bradley", "scientistnpc_bradley_heavy", "scientistnpc_cargo", "scientistnpc_cargo_turret_any", "scientistnpc_cargo_turret_lr300", "scientistnpc_ch47_gunner", "scientistnpc_excavator", "scientistnpc_full_any", "scientistnpc_full_lr300", "scientistnpc_full_mp5", "scientistnpc_full_pistol", "scientistnpc_full_shotgun", "scientistnpc_heavy", "scientistnpc_junkpile_pistol", "scientistnpc_oilrig", "scientistnpc_outbreak", "scientistnpc_patrol", "scientistnpc_patrol_arctic", "scientistnpc_peacekeeper", "scientistnpc_ptboat", "scientistnpc_rhib", "scientistnpc_roam", "scientistnpc_roam_nvg_variant", "scientistnpc_roamtethered" ], "ballista": [ "ballista.static", "ballista.mounted" ], }, "version": { "Major": 0, "Minor": 2, "Patch": 0 } } oxide/data/Contracts/contracts_data.json This file holds all your contract definitions. contracts - key/value pair where the key is the contract ID and the value is the contract definition title - The title of the contract description - Optional description for the contract progressionType - One of "Independant" (default), "Sequential" or "Progressive" Independant - objectives can be completed in any order simultaneously Sequential - objectives must be completed in order from first to last. The locked objectives are visible. Progressive - objectives must be completed in order from first to last. The locked objectives are hidden. objectives - key/value pair where the key is the objective ID and the value is the objective definition title - The objective title description - Optional objective description conditions - key/value pair where the key is the condition ID and the value is the condition definition type - The type of the condition (see Objective Conditions below) ... more fields depending on the objective condition type (see Objective Conditions below) type - Type of the objective (see Objective Types below) ... more fields depending on the objective type (see Objective Types below) rewards - key/value pair where the key is the reward ID and the value is the reward defintion title - Optional title for the reward (empty titles will use default names) description - Optional description for the reward eligiblePermissions - list of strings of permissions allowed to claim this reward type - Type of the reward (see Contract Rewards below) ... more fields depending on the reward type (see Contract Rewards below) version - The version of the config. Matches the plugin's version. oxide/data/Contracts/contract_category_data.json This file holds all your contract categories definitions. categories - key/value pair where the key is the category ID and the value is the category definition name - The category name description - Optional category description contractIds - List of all contract IDs defined earlier that are part of the category and will be rotated periodically rotation duration - Time in seconds that the rotation lasts (-1 = never rotates) minContractsAmount - minimum number of contracts to include in the rotation maxContractsAmount - maximum number of contracts to include in the rotation maxActiveContracts - key/value pair where the key is the permission name and the value is a number indicating the maximum amount of contracts that can be active in this category for a given player (-1 for unlimited. defaults to -1). This works in conjunction to the config Max Active Contracts parameter. e.g: "contracts.use": 1 - only 1 contract in this category can be active at a time version - The version of the config. Matches the plugin's version. Objective Types Contracts currently support the following objective types, with additional types possible in the future! Objective types are intentionally kept simple with minimal configuration so that you can create more complex objectives with Objective Conditions. This section also details the additional fields to be added in the objectives definition of the contract (where it says "... more fields depending on the objective type"). ☠️ Kill Requires the player to kill one of the specified entities. Configuration (excludes common objective fields): type - Always "Kill" amountRequired - An integer value greater than 0 entities - list of entities targeted by the objective. Can include presets. Example (excludes common objective fields): { "type": "Kill", "amountRequired": 50, "entities": ["wolf", "boar", "@scientists"] }  💔 Damage Requires the player to damage one of the specified entities. Configuration (excludes common objective fields): type - Always "Damage" amountRequired - An integer value greater than 0 entities - list of entities targeted by the objective. Can include presets. Example (excludes common objective fields): { "type": "Damage", "amountRequired": 5000, "entities": ["wolf", "boar", "@scientists"] }  🛠️ Craft Requires the player to craft one of the specified items. Configuration (excludes common objective fields): type - Always "Craft" amountRequired - An integer value greater than 0 items - list of items that count toward the objective's progression. Can include presets. Example (excludes common objective fields): { "type": "Craft", "amountRequired": 50, "items": ["bandage", "@firearms"] }  🪓 Gather Requires the player to gather one of the specified items. Configuration (excludes common objective fields): type - Always "Gather" amountRequired - An integer value greater than 0 items - list of items received from a gathered dispenser that count towards the objective's progress. Can include presets. Example (excludes common objective fields): { "type": "Gather", "amountRequired": 500, "entities": ["wood", "metal.ore", "@ores"] }  💳 Card Swipe Requires the player to swipe cards of specified access levels. Configuration (excludes common objective fields): type - Always "CardSwipe" amountRequired - An integer value greater than 0 accessLevels - list of access levels that count towards the objective's progress. Valid access levels are 1, 2 or 3 1 = Green | 2 = Blue | 3 = Red Example (excludes common objective fields): { "type": "CardSwipe", "amountRequired": 3, "accessLevels": [1, 3] }  🔟 Crate Hack Requires the player to hack hackable crates. Configuration (excludes common objective fields): type - Always "CrateHack" amountRequired - An integer value greater than 0 Example (excludes common objective fields): { "type": "CrateHack", "amountRequired": 50 }  🐟 Fishing Requires the player to catch any or specified types of fish. Configuration (excludes common objective fields): type - Always "Fishing" amountRequired - An integer value greater than 0 fish - List of fishes that count towards the objective's progress. Leave empty for any. Can include presets. bait - List of baits used to fish that count towards the objective's progress. Leave empty for any. Can include presets. Example (excludes common objective fields): { "type": "Fishing", "amountRequired": 50, "fish": ["fish.salmon", "@rarefish"], "bait": ["grub", "@rawmeat"] }  ❤️‍🩹 Heal Requires the player to heal themselves and/or others by a specified amount of health Configuration (excludes common objective fields): type - Always "Heal" amountRequired - An integer value greater than 0 items - List of healing items that can be used to count towards the objective's progress. Leave empty for any. Can include presets. target - One of Any, Self or Others Any = Heal anyone | Self = Heal self | Others = Heal others Example (excludes common objective fields): { "type": "Heal", "amountRequired": 100, "items": ["bandage", "@advancedheals"], "target": "Self" } 📦 Turn In Requires the player to give specified items to the plugin. Turned in items are removed from the inventory. Configuration (excludes common objective fields): type - Always "TurnIn" amountRequired - An integer value greater than 0 items - List of items that count towards the objective's progress. Can include presets. Example (excludes common objective fields): { "type": "TurnIn", "amountRequired": 100, "items": ["scrap", "@components"] } 🔎 Loot Requires the player to loot the specified items from the world. Looted items are not removed from the inventory, unlike turn in objectives. Configuration (excludes common objective fields): type - Always "Loot" amountRequired - An integer value greater than 0 items - List of items that count towards the objective's progress. Can include presets. Example (excludes common objective fields): { "type": "Loot", "amountRequired": 100, "items": ["scrap", "@components"] }   Objective Conditions Objective types on their own do not provide much configuration for variety by design. Objective conditions are what makes your objectives so customizable with many combination of conditions that can be applied on top of objective types. They are what makes your objectives challenging and versatile. This section also details the additional fields to be added in the objective conditions definition of the contract (where it says "... more fields depending on the objective condition type"). 🔫 Weapon Requires the player to use a specific weapon during an attack on an entity. Configuration (excludes common objective condition fields): type - Always "Weapon" weapon - List of weapons that satisfy the condition. Can include presets. Example (excludes common objective condition fields): { "type": "Weapon", "items": ["grenade.molotov", "@primitiveweapons"] } 🌙 Time of Day Requires the player to progress the objective between set times. Note: the plugin supports day wrapping. If your start time is "20:00" and end time is "06:00", then the plugin will understand it's between 8PM - 6AM. Configuration (excludes common objective condition fields): type - Always "TimeOfDay" startTime - The minimum time of day. 24h format. e.g: "21:32" endTime - The maximum time of day. 24h format. e.g: "06:00" Example (excludes common objective condition fields): { "type": "TimeOfDay", "startTime": "20:00", "endTime": "06:00" } 👕 Player Wear Requires the player to wear specific clothing Configuration (excludes common objective condition fields): type - Always "PlayerWear" items - List of wearable items that satisfy the condition. Can include presets. requireAll - true = requires all items to be worn. false = require some items to be worn. requireNaked - true = requires the player to wear nothing (items should be empty (i.e: [ ] ) ). false = use items list to determine the condition. Example (excludes common objective condition fields): { "type": "PlayerWear", "items": ["bandana", "@woodarmor"], "requireAll": false, "requireNaked": false } 🐎 Player Mount Requires the player to be mounted on specific entities (vehicles, horse, chairs, etc.) Configuration (excludes common objective condition fields): type - Always "PlayerMount" mounts - List of mount entities that count satisfy the condition. Can include presets. Example (excludes common objective condition fields): { "type": "PlayerMount", "mounts": ["ridablehorse", "@chairs"] } ♥️ Player Health Requires the player to be between specific amount of HP. Configuration (excludes common objective condition fields): type - Always "PlayerHealth" minHealth - Minimum amount of health required to satisfy the condition. -1.0 to ignore. maxHealth - Maximum amount of health required to satisfy the condition. -1.0 to ignore. Example (excludes common objective condition fields): { "type": "PlayerHealth", "minHealth": -1.0, "maxHealth": 30.0 } 💥 Min Damage Ratio Requires the player to have done a minimum amount of damage when compared to the total damage done with others. Currently, this is mostly only useful for the Kill objective, though it could be attached to a Damage objective if you have the need for it... Configuration (excludes common objective condition fields): type - Always "MinDamageRatio" minDamageRatio - The minimum ratio of damage that the player needs to have on the victim to satisfy the condition. Between 0.0 and 1.0. Example (excludes common objective condition fields): { "type": "MinDamageRatio", "minDamageRatio": 0.5 } ↔️ Attack Distance Requires the player's attack to occur between specified distance in meters. Configuration (excludes common objective condition fields): type - Always "AttackDistance" minDistance - Minimum distance required to satisfy the condition. -1.0 to ignore. maxDistance - Maximum distance required to satisfy the condition. -1.0 to ignore. Example (excludes common objective condition fields): { "type": "AttackDistance", "minDistance": 50.0, "maxDistance": -1 } && And Requires the player to satisfy all listed conditions inside the AND operator condition. Note that this condition is useless when used at the top level of your conditions, because multiple conditions are already evaluated as an AND condition (i.e: all conditions within the objective's "conditions" list must be satisfied). It is only useful when placed inside a Not or an Or condition. Configuration (excludes common objective condition fields): type - Always "And" conditions - key/value pair where the key is the condition ID and the value is a condition that needs to be satisfied. All conditions inside the And condition need to pass to satisfy this condition. Example (excludes common objective condition fields): { "type": "And", "conditions" { "and_weapon_condition": { "type": "Weapon", "weapon": ["rifle.ak"] }, "and_attackdistance_condition": { "type": "AttackDistance", "minDistance": -1.0, "maxDistance": 10.0 } } }  || Or Requires the player to satisfy any of the listed conditions inside the OR operator condition. Configuration (excludes common objective condition fields): type - Always "Or" conditions - key/value pair where the key is the condition ID and the value is a condition that needs to be satisfied. Any condition inside the Or condition need to pass to satisfy this condition. Example (excludes common objective condition fields): { "type": "Or", "conditions" { "or_attackdistance1_condition": { "type": "AttackDistance", "minDistance": -1.0, "maxDistance": 10.0 }, "or_attackdistance2_condition": { "type": "AttackDistance", "minDistance": 100.0, "maxDistance": -1.0 } } } 🚫 Not Requires the player to NOT satisfy the specified condition. (inverses the satisfaction requirement) Configuration (excludes common objective condition fields): type - Always "Not" condition - The condition to NOT satisfy Example (excludes common objective condition fields): { "type": "Not", "condition" { "type": "Weapon", "weapon": ["@firearms"] } }   Contract Rewards The following rewards can be distributed by the plugin. This section also details the additional fields to be added in the reward definition of the contract (where it says "... more fields depending on the reward type"). 🏷️ Item Grants the player a specified quantity of an item. Configuration (excludes common reward fields): type - Always "Item" item - The item shortname quantity - An integer value greater than 0 Example (excludes common reward fields): { "type": "Item", "item": "scrap", "quantity": 50 } 💲 Economics Grants the player an amount of money. Requires the Economics plugin. Configuration (excludes common reward fields): type - Always "Economics" amount - A decimal value greater than 0.0 Example (excludes common reward fields): { "type": "Economics", "amount": 50.50 } 🎁 Server RP Grants the player an amount of server rewards points. Requires the Server Rewards plugin. Configuration (excludes common reward fields): type - Always "ServerRewards" amount - An integer value greater than 0 Example (excludes common reward fields): { "type": "ServerRewards", "amount": 5 } ⌘ Command Runs a parameterized command. Useful when the other rewards are not suitable and you need something custom. Technically, all above rewards can be achieved through a command reward. Configuration (excludes common reward fields): type - Always "Command" command - The command to run on reward claim. You can add the following {placeholders} and the plugin will fill them during distribution: {playerId} - The player's Steam ID {playerName} - The player's Steam name {qPlayerName} - The player's Steam name wrapped in "quotes" {playerX} - The player's current X position, rounded to the nearest integer {playerY} - The player's current Y position, rounded to the nearest integer {playerZ} - The player's current Z position, rounded to the nearest integer Example (excludes common reward fields): { "type": "Command", "command": "say {playerName} is the top fisherman!" }   Logging When using Text formatting for logging, you can use {placeholders} to inject data into your logs. Each event type has their own placeholders. The following placeholders are always available: timestamp_utc - yyyy-MM-dd HH:mm:ss timestamp using the UTC timezone timestamp_local - yyyy-MM-dd HH:mm:ss timestamp using your server's local timezone timestamp_iso - timestamp using the ISO format (same format used in JSONL) time_utc - HH:mm:ss timestamp using the UTC timezone time_local - HH:mm:ss timestamp using your server's local timezone The following are additional fields per event type: Contract Abandoned player_id category_id contract_id player_name category_name contract_name Contract Accepted player_id category_id contract_id player_name category_name contract_name Contract Claimed player_id category_id contract_id player_name category_name contract_name Contract Completed player_id category_id contract_id player_name category_name contract_name duration - the amount of time (in seconds) that passed since the player accepted the contract Contract Expired player_id category_id contract_id player_name category_name contract_name duration - the amount of time (in seconds) that passed since the player accepted the contract Objective Completed objective_type player_id category_id contract_id objective_id player_name category_name contract_name objective_name Reward Given reward_type player_id category_id contract_id reward_id player_name category_name contract_name reward_name reward_detail - e.g: scraps x50 ; command ; $1000 ; 10 RP amount - always 1 for commands Rotation Started category_id contract_ids - comma separated list of contract IDs category_name API This plugin does not currently expose an API. Let me know what you'd like to see in a future implementation! Discord Join the official Discord server for support, announcements and more! https://discord.rustcontracts.com
0.0
$32.99
Well rounded shop, with various features. It's standalone plugin which is compatible with WelcomePanel, HumanNpc. This plugin also supports selling commands, wipe block, no escape, sales, permission access.   Multi-currency support Use different currencies for different items. Economics and ServerRewards (RP) is supported as well as scrap or any other ingame item.     Restrictions Combat, raid, spawn and building block supported alongside with  basic cooldowns and wipe block.   NoEscape is required for combat and raid block.       Appearance   Simple and clean design to ensure smooth user experience for your players.   Additionally Shop can be inserted into WelcomePanel to achieve "all in" server panel.   Customization Widely customizable and feature rich Shop which will  fit all needs of your community.         Field Tested Plugin made by experienced developer,  tested by hundreds of server owners and used by some big organizations.       Discord   Customer support available on discord,   Installation - unzip downloaded package and place Shop.cs file into your plugin folder. - after succesfuly loading the plugin, data folder oxide/data/Shop will be generated - take data files provided in plugin package and drop them into your Shop data folder After finishing these steps your shop is ready to used.         Server Currency   If you don't wish to use ingame items as currency make sure you use either Economics or ServerRewards as you currency management as only those two plugins are compatible with Shop. Default currency setting is Economics ("eco"), if you wish to change it navigate to "oxide/data/Shop/Items.json", open this file in some text editor (VSC recommended) and simply select "eco" and mass replace for desired value. (video here) "eco" for Economics "rp" for ServerRewards "scrap" or any other ingame item   Shop Categories To remove, change or add new categories open "oxide/data/Shop/Categories.json" file. There you will find all categories alongside with items lists. If you wish to remove certain items from category, just head over to item list and delete from there.   Items Changing prices In "oxide/data/Shop/Items.json" you will find every item with their properties, to quick search for specific items press "CTRL + F".  By leaving BuyPrice or SellPrice at 0 you will disable selling or buying of said item. Due to multi-currency support prices can be set only in whole numbers, no decimals. To offset for this, you can set minimal amount requirement. For example instead of selling one piece of wood for 0.01$ you can set minimal amount of  100x wood for 1$.   Removing items If you wish to remove some items from Shop, you can do that directly in  "data/Shop/Categories.json" file. Removing items from "Items.json" is not needed as they have no effect unless they are listed in some category. Adding new items To add new item you must first head over to "Items.json" data file and create new entry by copy pasting some of the existing ones. Once done with that you can add the  item into category. To add multiple versions of same item can be created by simply adding unique tag behind shortname, for example "rifle.ak{1}",  "rifle.ak{2}", etc...   Commands Adding new commands Commands can be create at "data/Shop/Commands.json". Plugin can only run server side console commands and then parse steam id or player name with tags {steamid} and {playername}. There are two examples shown in default data file. Server side console commands are common thing and almost all plugins utilize them. Listing commands in categories Simply type in one of your command names into category item list like this "cmd/yourCommandName". Slash cmd in front of command name is there to make difference between ingame item and command.   Cooldowns These are very basic, cooldown is triggered when buy/sell action is triggered. By using minimal amount requirement for items you can manage how much player buy and how often. Cooldowns are managed in "data/Shop/Cooldowns.json". Default data file contains two example of cooldowns but it's simply shortname and amount of seconds.     Restrictions Raid and Combat Block Managed by NoEscape plugin, option to enable these two block can be found in config file. Building Block Prevents players from using shop while they are building block, option can be found in config file. Spawn Block Prevents players from using shop after they respawn, amount of seconds can be set in config file, 0 = disabled. Wipe Block Prevents players from buying specific items after wipe. Settings are located in "data/Shop/ItemsWipeBlock.json", similar as cooldowns.   Sales By Permission (config file) Discount on every item in the shop assigned by permission, multiple permission can be created with their own discount values. By Category (categories data file) Discount for every item within specified category. By Item Discount for specific item in the shop. If item is already in discounted category, higher discount will be applied.   WelcomePanel integration To integrate this plugin into WelcomePanel simply use one of the four configs included in download package. These config were premade for each WelcomePanel template (goes from 1 to 4). In case you have own  highly customized layout for WelcomePanel you will have to adjust "Layout Container" in Shop config file by yourself.                  
4.9
$30.00
Manage your Rust server easier and more efficiently with the AdminMenu plugin. Track players, interact with them, edit their data and permissions, as well as change server convars and manage plugins. Features: Menu retains its state after closing, you won't lose everything you did before. Ability to fully translate the menu into any language.   Large range of permissions for each action, will allow you to flexibly customize the admin menu for each group of administrators. Quick menu that allows you to perform quick actions Full list of players with the ability to filter by online, offline, admins and moderators. Also has a frame of different colors depending on the level of authorization. Wide range of information and actions for the selected player. Editing convars with search. Has a complete list of editable convars with descriptions for some of them. Extensive issue menu by category, with easy management of name, skin and amount (manual, +1, +100, +1000, +10000). Plugin management menu. It is possible to reload, unload or load a plugin easily and quickly. Updates occur in real time. Ability to create your own custom buttons that execute several commands Quick Start: You install the plugin in the plugins folder. Give yourself the adminmenu.fullaccess permission.   Commands, use one of your choice, one for the player and one for the admin group:   o.grant user [name or steamid] adminmenu.fullaccess   o.grant group admin adminmenu.fullaccess Press the X button (swap  seat button) or type adminmenu in the console. Enjoy   Useful stuff: You can quickly open a player in the admin menu. To do this, point at the player and press X. You don't have to hover over the player exactly, you will be able to open players within a certain radius of the place you are looking at.   CUSTOM BUTTONS Custom buttons are buttons that when pressed will execute commands on behalf of the administrator, commands can be several, below will be the details. At the moment, custom buttons can be created in two places: in the quick menu and in the menu when selecting a player. These places are separated in the config. Button Fields: "Execution as server" - Call the command on behalf of the server, not the administrator "Label"  - Text that will be on the button, for each such inscription creates a field in the lang file, accordingly you can translate this text into several languages. "Commands" - Array of commands that will be executed on behalf of the administrator. Chat commands require a special entry, see examples. "Permission"- permission to display and use the button. You need to write the permission that will be after  "adminmenu.". Example: if you enter the permission "test"  the permission will be adminmenu.test "Position"  - The location for the button, the first number is responsible for the row number, the second for the position within the row, starts from 0.There are limits of locations, if you have gone beyond the limit - the button will not be displayed. Common Tags: {adminUID} - administrator's id. {position} - administrator coordinates (underfoot) {view_position} - the position where the administrator is looking (can be used for spawning or something similar) {view_direction_forward} - forward view direction of the administrator {view_direction_backward} - the direction the administrator is looking backwards {view_direction_left} - direction of the administrator’s view to the left {view_direction_right} - administrator’s view direction to the right Tags for target only: {steamid}, {steamID}, {userID}, {STEAMID}, {USERID} - mean the same thing, namely the id of the selected player. {target_position} - target coordinates (underfoot)   Example of commands: chat.say \"/{chat command}\" vanish ban {steamID} teleport {steamID} {adminUID}     More information about the grant menu: The grant menu includes the full list of items including hidden items as well as custom items created by the CustomItemDefinitions library. The menu can be accessed from the navigation or from the menu of the selected player. When issuing itself has categories. Search works in any registry by any part of the name or short name.   Has a page system at any stage. More information about the buttons in the Quick Menu: [Teleport to 0 0 0] - Teleport to coordinates 0 0 0. Requires  adminmenu.quickmenu.teleportto000 permission [Teleport to Deathpoint] - Teleport to your deathpoint. Requires adminmenu.quickmenu.teleporttodeath  permission [Teleport to Spawn point] - Teleport to a random spawn point. Requires adminmenu.quickmenu.teleporttospawnpoint  permission [Kill Self] - Kill Self, kills even when immortal. Does not require permission. [Heal Self] - Fully heal yourself. Requires  adminmenu.quickmenu.healself  permission   [Call Heli] - Call Helicopter to yourself (arrives in time). Requires adminmenu.quickmenu.helicall  permission [Spawn Bradley] - Spawn bradley on yourself. Requires adminmenu.quickmenu.spawnbradley  permission More information about the buttons in the menu of the selected player: [Teleport Self To] - Teleport yourself to the selected player. Requires adminmenu.userinfo.teleportselfto permission [Teleport To Self] - Teleport the selected player to yourself. Requires adminmenu.userinfo.teleporttoself  permission [Teleport To Auth] - Teleportation to random authorization (TC). Requires adminmenu.userinfo.teleporttoauth permission [Teleport to Deathpoint] - Teleportation to a player's deathpoint. Requires adminmenu.userinfo.teleporttodeath  permission [Heal] - Full healing, including metabolism. Requires adminmenu.userinfo.fullheal  permission [Heal 50%] - Half healing. Requires adminmenu.userinfo.halfheal permission. [View Inventory] - View and edit player's inventory. Requires adminmenu.userinfo.viewinv  permission [Strip Inventory] - Clear player's inventory. Requires adminmenu.userinfo.stripinventory permission [Unlock Blueprints] - Unlock all Blueprints. Requires adminmenu.userinfo.unlockblueprints  permission [Revoke Blueprints] - Reset all Blueprints. Requires adminmenu.userinfo.revokeblueprints permission.   [Kill] - Kill a player. Requires adminmenu.userinfo.kill  permission [Kick] - Kick a player. Requires adminmenu.userinfo.kick permission [Ban] - Ban a player. Requires adminmenu.userinfo.ban  permission More information about the buttons in the menu of the selected group: [Remove Group] - Remove group, has confirmation. Requires adminmenu.groupinfo.removegroup  permission [Clone Group] - Clone group with the ability to copy users. Requires adminmenu.groupinfo.clonegroup permission Permissions: adminmenu.use - Ability to use admin menu with basic set. Open tab quick menu (each button has its own permission, without permissions is present only kill yourself button) and the list of players. adminmenu.fullaccess - Full access to all functions without the need for each permission, includes also adminmenu.use. It is recommended to give only to the main administrators. adminmenu.quickmenu.teleportto000 - Access to the button in the quick menu, teleportation to coordinates 0 0 0 0. adminmenu.quickmenu.teleporttodeath - Access to the button in the quick menu, teleportation to the point of your death. adminmenu.quickmenu.teleporttospawnpoint - Access to the button in the quick menu, teleportation to a random spawn point. adminmenu.quickmenu.healself - Access button in quickmenu, heal yourself completely. adminmenu.quickmenu.helicall - Access to the button in the quick menu, call a helicopter to yourself (arrives in time). adminmenu.quickmenu.spawnbradley - Access button in quickmenu, spawn bradley. adminmenu.userinfo.teleportselfto - Access to the button in the menu of the selected player, teleportation to the selected player. adminmenu.userinfo.teleporttoself - Access to the button in the menu of the selected player, teleport the selected player to himself. adminmenu.userinfo.teleporttoauth - Access to the button in the menu of the selected player, teleportation to random authorization (TC). adminmenu.userinfo.teleporttodeath - Access to the button in the menu of the selected player, teleportation to the place of death of the player. adminmenu.userinfo.fullheal - Access to the button in the menu of the selected player, full healing, including metabolism. adminmenu.userinfo.halfheal - Access to the button in the menu of the selected player, half healing. adminmenu.userinfo.viewinv - Access to the button in the selected player's menu, view and edit the player's inventory. adminmenu.userinfo.stripinventory - Access to the button in the menu of the selected player, clear the player's inventory. adminmenu.userinfo.unlockblueprints - Access the button in the menu of the selected player, unlock all drafts. adminmenu.userinfo.revokeblueprints - Access to the button in the menu of the selected player, reset all drafts. adminmenu.userinfo.kill - Access the button in the selected player's menu to kill the player. adminmenu.userinfo.kick - Access the button in the selected player's menu to kick the player. adminmenu.userinfo.ban - Access to the button in the menu of the selected player, ban the player. adminmenu.groupinfo.removegroup - Access to the button in the menu of the selected group, the ability to remove the group. adminmenu.groupinfo.clonegroup - Access to the button in the menu of the selected group, the ability to clone the group. adminmenu.convars - View and edit convars. adminmenu.permissionmanager - View and edit permissions in groups, player groups, create, delete and clone groups (requires additional permissions from these buttons). adminmenu.pluginmanager - Access to plugin management, reloading, unloading, loading plugins. adminmenu.give - Access to give resources, as well as yourself and the selected player.
4.9
sale
Tired of monuments feeling empty and lifeless? This is a professionally configured for Monuments that adds strategically placed Scientists to most monuments. Instead of just spamming NPCs, I have spent hours manually placing them where they make the most impact—guarding rooftops, watching over loot crates, and securing strategic entrances. This Medium pack contains a lot more scientists overall and includes larger monuments such as Water Treatment, Military Tunnels, Airfield, Missile Silo, and Train Yard. This is not some huge, over-the-top config. It’s a reasonable touch designed to bring some extra action to your server without players complaining that it feels "too modded" or impossible to play. Why choose this setup? Ready-to-Use: Plug-and-play file that works instantly after installation. Step-by-step installation instructions are included in the download. Strategic Placement: NPCs are positioned to protect loot, forcing players to use tactics. Smart AI: Primarily uses roamthered NPCs to ensure guards stay at their posts and don't wander to far away from the monument. Map Independent: Works on all procedural maps as coordinates are saved relative to the monuments. Performance Optimized: Balanced NPC counts to maintain server FPS while keeping the challenge. Guarded Locations: Sphere Tank (Dome), Harbor (Large & Small), Junkyard, Satellite Dish, Lighthouse, Ferry Terminal, Sewer Branch, Jungle Ziggurat, Gas Station, Supermarket, Mining Outpost, Water Treatment, Military Tunnels, Airfield, Missile Silo, TrainYard  and a few more. Requirement: This product requires the Monument Addons plugin to function, simply download it and its done! Support: If you have any issues or need help with the configuration, feel free to reach out to me. I'm happy to help you get the most out of this setup! Want bigger Monuments to be free from npc? Check out my smaller pack : Monument Guards Video:  
0.0
Premium Betterloot table V.4 Compatible + Updated deep sea loot + MAY 2026 update! Elevate your Rust server's loot economy with this meticulously crafted BetterLoot v4 configuration, designed exclusively for 2x gather servers. Probability-driven drops ensure reasonable and fair loot without flooding the map with junk loot. This covers boxes, NPC and all other loot on rust. Key Balancing Features Precision 2x Scaling: Matches vanilla logic with custom percentage drop rates for every item, ensuring a perfectly balanced 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. Unlike generic 'copy-paste' tables that simply slap a 2x multiplier on everything, this config features distinct loot tiers. You won’t find Heavy Scientist loot on a regular NPC, and you won't find endgame items in a roadside barrel. Every drop is manually weighted for logical progression. Perfect for servers seeking premium, player-approved loot without a lot of custom plugins. Full config JSON included with setup guide. I also have a , 3x, 5x and 10x table based like this. Links: 3x, 5x and 10x Why choose this config? Setting up a balanced 2x server can be a real headache. I’ve spent countless hours fine-tuning these tables to ensure your players get a rewarding experience without breaking the progression. Save your time and focus on growing your community instead of fighting with config files! This configuration is backed by consistent positive feedback by a lot of servers, 5-STAR reviews and has been refined to ensure a stable, bug-free experience. Quality and reliability are my top priorities. You do not need to buy any plugin! BetterLoot is free to download. Video of the loot table in action:   
4.5
sale
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: All you do is replace the 2 .json files (Loot table and loot groups), after that reload BetterLoot and it works:)   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
sale
This is a carefully designed, atmospheric hub area built inside a natural rock basin. At the centre, there’s a large tree with bright pink blossoms, almost cherry blossom like. The tree acts as the visual focal point and gives the space a calm but slightly mystical feel. Around the outer edge, embedded into the rock walls, are 13 evenly spaced glowing portal entrances. There is 5 more in the centre between several small water pools. Their consistent spacing makes the hub feel organized and easy to navigate. The whole scene is enclosed by steep rocky cliffs with patches of greenery, giving it a secluded, almost hidden sanctuary vibe, perfect for a lobby where players gather before branching out into different modes.
5.0
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Latest Reviews
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Happy to be the first to write a review for this plugin! It's amazing! No need to try to communicate with a toxic player through public or voice chat. Now I can issue a warning using a simple command Audible sound effect gives me confirmation that the player got the warning, and completely blocks them from doing anything until they hit the Acknowledge button Really simple, but makes life 1000x easier
Super fun thx, just need an automatic spawn system needs to be created around Outpost and Bandit Camp. This will allow events to trigger on their own without requiring players to press the button manually.
Zeode hit it out of the park with this one! This plugin is so flexible. Multiple ways you can implement it for your server. VIP rewards, store upgrade purchases, etc.  Adds another layer of playability to electricity on your server. You know RUST payers, they always want that next upgrade, so give them the ability to work towards that next level of efficiency in their electrical grid. Thanks Zeode 👏
Absolutely outstanding map. Bwana Dik has been a fantastic addition to our LuffyRust 1000x server, and our players absolutely love it. The layout is well thought out, the pacing works perfectly for fast-action gameplay, and the overall craftsmanship really shows. The map feels polished, balanced, and built with purpose. From the custom areas to the flow between monuments, roads, rails, and build locations, everything feels like it was designed to keep players engaged without feeling ov
What a beauty of a QoL plugin! No hassle, load it, equip the backpack and wonder how you played Rust for so long without this. Prompt and effective turnaround of fixes from the developer also. 5 stars!
Bought this a while back only just used it recently.  Creator gave no support to the bugs.  The plugin does not work correct. And like many other customers has reported he does not reply or seem to care.   Granted it took me a long time to use I still paid money for this for it to be useless still.   Would recommend purchasing from somewhere with better support and aftercare for their products.  

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