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Carbon for modern Rust servers
Fast, self-updating, and built for performance with seamless in-game plugin and server management.
1,600+
servers powered by Carbon
Welcome to "Decay: The Last Haven," a custom map for the game RUST that immerses players in a post-apocalyptic world where survival is a luxury. This expansive map, with a size of 4500, boasts around 70,000 prefabs, creating a rich and detailed environment. It's fully compatible with BetterNPC plugins(Config for bots in the file), and Train Homes, featuring three stations for the plugin. The map showcases a double-track surface railway, offering two metro entrances with separate branches for spawning trains, complemented by an intricate underground railway system.
The layout includes evenly spaced monuments to optimize the FPS load for clients, ensuring smooth gameplay. Players can find custom building spots in the subway, marked as 'XU' on the minimap, amidst a network of bridges that are navigable by tugboats. The map's design incorporates a multitude of rivers, allowing tugboats and other water transport to access any point on the map with ease.
For those seeking a strategic advantage, the map presents custom monuments in ample quantity for a comfortable and engaging gaming experience. Builders will appreciate the custom sites, indicated by 'X' on the minimap, while the heart of the map features fresh water and lush vegetation, ideal for farmers.
Explorers can discover a large number of small settlements and standalone buildings, not marked on the road map, offering hidden gems throughout the landscape. Adventurous players can delve into underwater farm zones, denoted by 'O' on the minimap, and explore the depths of an underwater laboratory. To add to the excitement, the map is equipped with ziplines, providing a thrilling way to traverse this desolate yet captivating world.
"Decay: The Last Haven" is not just a map; it's a testament to the resilience of humanity in the face of desolation, offering a sanctuary for those brave enough to claim it.
Features:
Map size: 4500;
Prefabs count: ~65K;
Compatible with BetterNPC plugins (Config for bots in the file) & Train Homes ( 3 stations for plug-in );
Double-track surface railway with 2 entrances to the metro with separate branches for spawn trains;
Underground railway;
Evenly spaced monuments to spread the FPS load of client;
Custom places for building in the subway (XU on the minimap);
A lot of bridges ( The tugboat passes );
A large number of rivers, tugboats and other water transport can pass to any point on the map;
Designed custom monuments in sufficient quantity for a comfortable game;
Custom building sites (X on the minimap);
Fresh water and vegetation for farmers are in the center of the map;
A large number of small settlements/single buildings not marked on the road map by road;
Underwater farm zones (O on the minimap);
Underwater Laboratory;
Ziplines.
Custom monuments:
Nuclear Cargo;
Settlement;
Bandit Settlement;
Wood Industry;
Industrial Settlement;
Office Area;
Reverpost;
Shorpek;
Warehouse Settlement;
Bandit Ship;
Slave Ship;
Rebel Ship;
RW Station;
A large number of small settlements/single buildings not marked on the road map by road;
A lots custom places to build a base. ( "X"/"XU" on map );
Underwater farm zones ( "O" on map ).
Monuments:
Combined Outpost;
Launch Site;
The Dome;
Ziggurat;
PowerPlant;
JunkYard;
Harbor;
Airfield;
Arctic Research Base;
Desert Military Base;
Ferry Terminal;
Large fishing village;
Oxum`s Gas Station;
Abandoned supermarket;
Fishing villages;
Lighthouses;
Satellite Dish;
Nuclear Missile Silo;
Water Treatment Plant;
Train Yard;
Giant Excavator Pit;
Underwater laboratory;
Ranch;
Underground railway;
Quarries(HQM,Stone, Sulfur);
Large oilrig;
Oilrig.
My Discord: shemov
A password is attached to the map. You can edit it.
$14.99
Enhances team gameplay by offering features like a team HUD, automatic authorization, team-specific skins, easy markers, and a dedicated team voice chat, with customizable permissions for monetization and performance optimization.
🗒️Features:
This plugin will give your players a better experience when playing in a team.
Team Hud - shows the health, condition(wounded, sleep, offline, etc), active item and square (player location on the map) of your allies
Automatic authorization - adds automatic authorization in turrets, tc's, code locks and sam sites. The team leader can enable/disable authorization for each allie, so that the team can safely accept new players!
Team skins - ability to choose skins for the team, when an item goes into inventory, it is automatically reskin into the team skin
Easy team marker - allow players to use the marker without binoculars
Team voice chat - allows players to switch voice chat to team voice chat. When enabled, the player will only be heard by his allies, works on any distance. A good way to playe with new allies that you don't want to add in discord.
Any function in the plugin can be disabled in the config, so you will not lose performance from unnecessary functions.
Any of the listed functions can be bound to permission in the config, so you can easily monitize, for example, skins.
📕Commands:
/bt - open better team menu
or
Click open team menu button in team Hud
🔖Config:
{
"Team Setting Command": "bt",
"Enabled functions": {
"Enable Team Hud": true,
"Enable global team voice chat": true,
"Enable team skins": true,
"Enable easy team markers": true,
"Enable team auto authorization": {
"TC Authorization": true,
"Codelocks authorization": true,
"AutoTurrets authorization": true,
"SAMSite authorization": true
},
"Easy team markers": {
"Max distance": 50.0,
"Search radius": 1.0,
"Duration [seconds]": 5,
"Cooldown [seconds]": 10
}
},
"Permissions": {
"Need permission for Team Hud?(true - will work only for players with permission / false - work for all players)": true,
"Need permission for Team Voice?(true - will work only for players with permission / false - work for all players)": true,
"Need permission for Team Skins?(Need at least one player with this permission in team to set skins in menu)(true - will work only for players with permission / false - work for all players)": true,
"Need permission for Team marker?(true - will work only for players with permission / false - work for all players)": true,
"Team hud using permission": "betterteams.hud",
"Team Voice using permission": "betterteams.voice",
"Team Skins using permission(only for setting skins. it's mean that only team leader will need this permission)": "betterteams.skins",
"Team marker using permission": "betterteams.marker"
},
"Hud Settings": {
"UI Scale": 1.0,
"Left Offset": 5,
"Top Offset": 200,
"Player grid refresh rate": 5,
"Lines margin": 5,
"Collums margin": 5,
"Max amount of player displays in line": 8
}
}
📗Lang File:
{
"UI_CHANGE": "Change",
"UI_CHOOSE": "Select",
"UI_BETTERTEAMS": "BETTER TEAMS",
"UI_BETTERTEAMSDESCRIPTION": "This modification will allow you to get a better experience playing with friends. Some things have been changed, and new ones have been added, so that you get the better experience playing with your friends!",
"UI_CHANGES": "CHANGES:",
"UI_CHANGEHUD": "• Team Hud - allows you to see status of your mates",
"UI_CHANGETeamVoice": "• Team Voice - allows you to use in-game voice chat to communicate only with your mates(works at any distance). Other players will not hear you. Can be enable in settings",
"UI_CHANGESkins": "• Team Skins - allows you to choose skins for your team. Items you pick up will automatically receive your team's skin",
"UI_CHANGEEasyTeamMabrkers": "• Easy Team Marker - allows you to use fast marker to your team without using binoculars",
"UI_CHANGEAutoAuthTC": "• AutoAuthorization TC - adds automatic authorization of allies in TC",
"UI_CHANGEAutoAuthCodeLocks": "• AutoAuthorization CodeLocks - adds automatic authorization of allies in Code Locks",
"UI_CHANGEAutoAuthTurrets": "• AutoAuthorization Auto Turrets - adds automatic authorization of allies in Auto Turrets",
"UI_CHANGESamSiteAuthorization": "• AutoAuthorization SamSite - adds automatic authorization of allies in Sam Sites",
"UI_CHANGEAuthorizationManager": "• Team Managment - allows the team leader to manage auto authorization for allies.",
"UI_SETTINGSNAME": "PERSONAL SETTINGS",
"UI_S_ENABLE_TEAM_VOICE": "USE TEAM VOICE CHAT ",
"UI_S_ENABLE_TEAM_VOICE_DES": "Yes - Replace vanilla voice to to team chat. Only your allies will hear you. Works at any distance (on the entire map)",
"UI_S_ENABLE_TEAM_SKINS": "USE TEAM SKINS",
"UI_S_ENABLE_TEAM_SKIN_DES": "Yes - all items you pick up will automatically receive your team's skin.",
"UI_S_ENABLE_MARKERS": "USE EASY TEAM MARKERS",
"UI_S_ENABLE_MARKERS_DES": "Yes - will give you the ability to place quick time markers in the world at the location you are looking at. Markers are placed using a key combination and do not require binoculars.",
"UI_S_MARKER_BUTTON": "EASY TEAM MARKER BIND",
"UI_S_MARKER_BUTTON_DES": "Bind your easy team marker command. Just copy command, replace BUTTON to the button you need and enter in console!\nExample: bind BUTTON ftmark -> binb v ftmark",
"UI_S_YES": "YES",
"UI_S_NO": "NO",
"UI_M_MEMBERS": "TEAM MANAGMENT",
"UI_M_ONLY_LEADER": "Available only to the team leader",
"UI_M_AA_H1": "AUTO AUTHORIZATION",
"UI_M_AA_INFO_DES": "All authorization places (tcs, codelocks, auto turrets, etc) add up to a single authorization list for the entire team. If you block any ally from accessing the authorization list, he will lose access to all authorization places, except for those that he installed personally (set codelock or tc himself), while your team will not lose access to his authorization places. Good if you accept new random player in your team.",
"UI_M_SELECT_MATE": "Select one of your allies",
"UI_M_AA_TC": "Tool Cupboard Auto Authorization",
"UI_M_AA_CL": "CodeLocks Auto Authorization",
"UI_M_AA_AT": "Auto Turrets Auto Authorization",
"UI_M_AA_SAMSITE": "Sam Sites Auto Authorization",
"UI_M_KICK": "Kick from team",
"UI_M_KICK_B": "KICK",
"UI_S_TEAM_SKINS": "TEAM SKINS",
"CM_MARKER_COOLDOWN": "Your team ping is on cooldown: {0} seconds left",
"UI_H_INFO_TEXT": "OPEN TEAM MENU",
"UI_S_PERM": "Your team must have at least 1 player with privilege that have access to skins",
"CM_DONT_HAVE_PERM": "You do not have permission to use this command",
"UI_IS_DISABLED": "This function is disabled by admin"
}
$29.99
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 (14 contracts), Daily (16 contracts), Weekly (14 contracts) and Wipe (6)
50 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, plant, harvest, cloning
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"]
}
🌱 Plant
Requires the player to plant any or specified seeds
Configuration (excludes common objective fields):
type - Always "Plant"
amountRequired - An integer value greater than 0
items - List of seed shortnames. Leave empty for any seed.
Example (excludes common objective fields):
{
"type": "Plant",
"amountRequired": 100,
"items": ["seed.corn", "@berries_seed"]
}
🌾 Harvest
Requires the player to harvest any or specified plants.
Configuration (excludes common objective fields):
type - Always "Harvest"
amountRequired - An integer value greater than 0
items - List of seed shortnames. Leave empty for any seed.
source - One of Any, World or Planted
Any = Any plant | World = Natural plants | Planted = Player-planted plants
Example (excludes common objective fields):
{
"type": "Harvest",
"amountRequired": 100,
"items": ["mushroom", "@berries"],
"source": "World"
}
🍃 Cloning
Requires the player to clone any or specified plants.
Configuration (excludes common objective fields):
type - Always "Cloning"
amountRequired - An integer value greater than 0
items - List of clone shortnames to get. Leave empty for any clone.
Example (excludes common objective fields):
{
"type": "Cloning",
"amountRequired": 100,
"items": ["clone.hemp", "@berries_clone"]
}
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
MyRustServer is a Rust Server Tool that allows you to create and manage your own Rust Server in just a few clicks.
The tool brings many possibilities and options that simplify your life as a server admin.
No unnecessary creation of batch files, easy installation of the server and extensions, easy updating of your plugins, wipe your server with one click and manage your players.
Join the discord for better and faster support
❤️ Big thanks to everyone who supports the project and helped me ❤️
You can run MyRustServer on up to 4 different systems.
You can create as many servers on one system as your hardware allows.
It is a standalone program for Windows Only, with which you can host your own server, connecting to other server host service providers is not possible.
No Support for OneDrive Drives.
No Support for Cracked Servers.
The dashboard shows you all relevant information about your server. Here you control your server.
Auto Restart Server
Auto Update Server
Auto Update Oxide/Carbon
Only Updates on Startup
Force Restart
Set Game Mode (Vanilla, Survival, Softcore, Hardcore, Weapontest and Primitive)
Set CPU Affinity
Set Process Priority
Start/Restart Kill and Save Server
With the installer you can easily install and update your server. No batch files are used.
Server
Install or Update Server (Master, BETA, AUX01, AUX02, AUX03)
Verify Server Files
Repair Server Files
Install Discord Extension
Install RustEdit
Install Rust.UI
Oxide
Install Oxide (Public, Staging)
Update/Uninstall Oxide
Show Server in Modded/Community
Permisson Manager
Carbon
Install Carbon (Production, Preview, Edge, Staging, AUX02, AUX03)
Update/Uninstall Carbon
Show Server in Modded/Community
Under Settings you give your server your personal touch.
Here you can set everything for your server.
Server Settings
Name
Logo URL
Web URL
App Logo URL
Description
Tags
Max Players
Add Users (Admins, Mods)
RCON Password
Add Ports to Windows Firewall
Server Port
RCON Port
Query Port
App Port
Server IP
RCON IP
Add Custom Maps
Server Map (Procedural, Custom, Barren, Hapis Island, Craggy, Savas Island, Savas Island Island_koth)
Map Size
Map Seed
Start Configs (convars)
Backups (MRS, Oxide/Carbon, Server, Harmony)
Advanced Settings
Create Backup on Server Start
Minimize Server Console at Startup
Start Rust Server on MyRustServer Startup
Disable MyRustServer Console
Process Start Commands for RustDedicated.exe
In Plugins you can easily manage your plugins.
No annoying manual reload after editing.
Plugins
Reload
Update
View Website
Enable/Disable
Delete
Update
Check Plugins for Update
(Supported sites for checking are: uMod, Codefling, Lone.Design, Chaos, RustWorkshop, Github, ModPulse, RustPlugins, ServerArmour, ImperialPlugins, MyVector, SkyPlugins, Game4Freak)
Update Plguin
(Only plugins from uMod can be updated directly from MyRustServer.)
Editor
Edit Configs/Data
Auto Reload Plugin on Save
Reload
Search by Text
Plugin Installer
Install Plugins from uMod
Here you can create your own schedule if I don't have time at the moment.
Wipe Shedule
Blueprints, Map, Backpacks, Logs, Player Deaths, Player Identities, Player Stats, Player Tokens,
Custom Folder/File
Custom Map
New Map Seed on Wipe
Custom Seed
Date to Server Title
Customs (Wipe Shedule)
Custom Maps
Custom Seed
Wipe
Blueprints, Map, Backpacks, Logs, Player Deaths, Player Identities, Player Stats, Player Tokens,
Custom Folder/File
Custom Map
New Map Seed on Wipe
Custom Seed
See exactly who is on your server.
Online Player List
Offline Player List
Banned Player List
Give Item
Open Steam profile
Copy SteamID
Copy Name
Check IP
Kick Player
Ban Player
Teleport to Me to Player
Teleport Player to Me
Set/Remove Admin/Mod
White List
Kick Max Allowed Bans
Kick Max Allowed Ping
Enable Whitelist
Block Country
View Server Console
Send Commands/Say to your Server
Add Quick Commands
Connect your server to your Discord to use as remote control or status information.
Start Bot on MyRustServer Startup
Bot Commands:
send Commands
talk to Server
check server status
start the server
stop the server
restart the server
kill the server
version status
update server
update Oxide
update Carbon
check plugins
Webhooks:
Send Server Startup
Send Server Online
Send Server Offline
Send Server Restart
Send Client Update
Send Server Update
Send Oxide Update
Send Carbon Update
Send Wipe Notification
Send Low FPS Warning
Send Plugins Update
Personalize your server messages.
Send Server Messages (Restart, Updates and Wipe)
Send Custom Messages
Send Custom Commands
Sets for each Message a Time
Determine how long your server needs until it is reloaded.
Server Restart
Server Update
Update Oxide/Carbon
Server Wipe
FEATURES
Map size: 4500;
Prefab count: ~72k;
A lot of attention was paid to nature, and each section of the map was designed in detail;
Most of the rocks are hand-crafted, which makes them look much better.
The custom config for the BetterNpc plugin is set up so that bots are present at all points of interest;
Compatible with BetterNPC plugins (Config for bots in the file), Train Homes and Raidable bases;
Underground railway;
Custom road junctions;
A large number of small settlements/single buildings not marked on the road map by road;
Double-track surface railway with 1 entrance to the metro with separate branches for spawn trains;
Ring road (compatible with event plugins);
Evenly spaced monuments to spread the FPS load of client;
Custom building sites (X on the minimap);
Custom places for building in the subway (XU on the minimap);
Bridges are designed for easy tugboat access;
A large number of points with access to fresh water for farms. ( Rivers inside the island work like regular game rivers )
CUSTOM MONUMENTS
Sunken City;
Nuclear Cargo;
Command Post;
Bunkers ( X8 );
Underwater caves (x2 ) ( Zones for underwater farm );
Sunken Containers (x2 ) ( Zones for underwater farm );
A lots custom places to build a base. ( "X"/"XU" on map );
Train Station ( For Train homes plugin )
A lots unmarked buildings.
FACEPUNCH MONUMENTS
Combined Outpost;
Harbour (2/2);
Ferry Terminal;
Radtown;
Abandoned Supermarket;
Nuclear Missile Silo;
Oxum's Gas Station;
Airfield;
Lighthouse;
The Dome;
Water treatment plant;
Trainyard;
Power Plant;
Arctic Research Base;
Desert Military Base;
Giant Excavator Pit;
Stone, Sulfur & HQM quarries;
Satellite Dish;
Small & Large Oil Rig;
Large Underwater Lab.
My Discord: shemov
A password is attached to the map. You can edit it.
$25.00
Custom Smelt Item
Custom Smelt Item is an all-in-one plugin that allows you to add smeltable items, fuel items, and freely set the processing speed of each furnace. Create a unique gameplay experience with new smelting recipes, fuel items, and smelting speed adjustments! Compatible with Oxide. Installing this mod will change the smelting system from the vanilla version.
⚠️Note
This data includes "Custom Smelt Item" and "Custom Smelt Item Experimental." Please install only one of them.
"Custom Smelt Item" functions as a stable version, while "Custom Smelt Item Experimental" functions as a Experimental version.
"Custom Smelt Item Experimental" allows you to set additional foods, but please make sure you understand how to use this mod before using it. If there are many reports of bugs caused by incorrect use, we will discontinue releasing the Experimental version.
Custom Smelt Item Experimental will turn off the visuals of food places in campfires, etc.
Read below for instructions on how to use it.
■ Custom Smelting Items
- Set any item to be smelted
- Freely configure input/output items
- Set processing time for each item
- Set output amount per processing
- Support for skinned items (SkinID)
- Custom name settings for output items
- Item type classification for each furnace type (ore, oil)
■ Custom Fuel System
- Add any item as fuel
- Set burn time for each fuel
- Set by-product output (e.g., wood → charcoal)
- Adjust by-product drop rate
- Support for skinned fuel items
■ Furnace Speed Multiplier
Individual speed settings for each furnace type(Custom Smelt Item)
- Furnace
- Legacy Furnace
- Large Furnace
- Electric Furnace
- Small Oil Refinery
Notice : The speed cannot be adjusted for any other types. The speed for all other types is set to 1. This setting is to adjust the interaction between fuel and cooking time. (Custom Smelt Item Only)
You can fully customize the config, adding refined items, fuel items, refinement speed, and more.
*Please do not delete default items from the settings.
Custom Smelting Item
{
"Smelting Patterns": [
{
"ItemType": "oil", ///ore" (for furnaces) or "oil" (for refineries)
"InputItem": "crude.oil", ///Input item short name
"InputItemSkinId": 0, ///Input item skin ID
"OutputItem": "lowgradefuel", ///Output item short name
"OutputItemSkinId": 0, ///Output item skin ID
"OutputItemName": null, ///Custom display name for the output item (null for default)
"RequiredTime": 30, ///Smelting time (seconds)
"OutputAmountPerProcess": 3 ///Output amount per 1
},
{
"ItemType": "oil",
"InputItem": "diesel_barrel",
"InputItemSkinId": 0,
"OutputItem": "lowgradefuel",
"OutputItemSkinId": 0,
"OutputItemName": null,
"RequiredTime": 180,
"OutputAmountPerProcess": 150
},
{
"ItemType": "ore",
"InputItem": "metal.ore",
"InputItemSkinId": 0,
"OutputItem": "metal.fragments",
"OutputItemSkinId": 0,
"OutputItemName": null,
"RequiredTime": 10,
"OutputAmountPerProcess": 1
},
{
"ItemType": "ore",
"InputItem": "sulfur.ore",
"InputItemSkinId": 0,
"OutputItem": "sulfur",
"OutputItemSkinId": 0,
"OutputItemName": null,
"RequiredTime": 7,
"OutputAmountPerProcess": 1
},
{
"ItemType": "ore",
"InputItem": "hq.metal.ore",
"InputItemSkinId": 0,
"OutputItem": "metal.refined",
"OutputItemSkinId": 0,
"OutputItemName": null,
"RequiredTime": 20,
"OutputAmountPerProcess": 1
},
{
"ItemType": "ore",
"InputItem": "can.tuna.empty",
"InputItemSkinId": 0,
"OutputItem": "metal.fragments",
"OutputItemSkinId": 0,
"OutputItemName": null,
"RequiredTime": 20,
"OutputAmountPerProcess": 10
},
{
"ItemType": "ore",
"InputItem": "can.beans.empty",
"InputItemSkinId": 0,
"OutputItem": "metal.fragments",
"OutputItemSkinId": 0,
"OutputItemName": null,
"RequiredTime": 25,
"OutputAmountPerProcess": 15
},
{
"ItemType": "ore",
"InputItem": "honeycomb",
"InputItemSkinId": 0,
"OutputItem": "honey",
"OutputItemSkinId": 0,
"OutputItemName": null,
"RequiredTime": 3,
"OutputAmountPerProcess": 1
},
{
"ItemType": "ore",
"InputItem": "techparts",
"InputItemSkinId": 0,
"OutputItem": "metal.refined",
"OutputItemSkinId": 0,
"OutputItemName": null,
"RequiredTime": 120,
"OutputAmountPerProcess": 10
},
{
"ItemType": "ore",
"InputItem": "sheetmetal",
"InputItemSkinId": 0,
"OutputItem": "metal.fragments",
"OutputItemSkinId": 0,
"OutputItemName": null,
"RequiredTime": 180,
"OutputAmountPerProcess": 150
},
{
"ItemType": "ore",
"InputItem": "scrap",
"InputItemSkinId": 0,
"OutputItem": "metal.fragments",
"OutputItemSkinId": 0,
"OutputItemName": null,
"RequiredTime": 15,
"OutputAmountPerProcess": 10
}
],
"Fuel Patterns": [
{
"FuelInputItem": "wood", ///Fuel item short name
"FuelInputItemSkinId": 0, ///Fuel item skin ID
"FuelOutputItem": "charcoal", ///By-product item (null if none)
"FuelOutputItemSkinId": 0, ///By-product skin ID (default is 0)
"FuelOutputItemName": null, ///Custom by-product Display name
"FuelOutputAmountPerProcess": 1, ///By-product amount per fuel consumed
"FuelOutputChance": 0.7, ///By-product generation probability (0.0-1.0)
"FuelBurnTime": 10 ///Burn time per fuel (seconds)
},
{
"FuelInputItem": "lowgradefuel",
"FuelInputItemSkinId": 0,
"FuelOutputItem": null,
"FuelOutputItemSkinId": 0,
"FuelOutputItemName": null,
"FuelOutputAmountPerProcess": 0,
"FuelOutputChance": 0.0,
"FuelBurnTime": 80
},
{
"FuelInputItem": "coal",
"FuelInputItemSkinId": 0,
"FuelOutputItem": null,
"FuelOutputItemSkinId": 0,
"FuelOutputItemName": null,
"FuelOutputAmountPerProcess": 0,
"FuelOutputChance": 0.0,
"FuelBurnTime": 180
},
{
"FuelInputItem": "charcoal",
"FuelInputItemSkinId": 0,
"FuelOutputItem": null,
"FuelOutputItemSkinId": 0,
"FuelOutputItemName": null,
"FuelOutputAmountPerProcess": 0,
"FuelOutputChance": 0.0,
"FuelBurnTime": 60
},
{
"FuelInputItem": "cloth",
"FuelInputItemSkinId": 0,
"FuelOutputItem": null,
"FuelOutputItemSkinId": 0,
"FuelOutputItemName": null,
"FuelOutputAmountPerProcess": 0,
"FuelOutputChance": 0.0,
"FuelBurnTime": 30
},
{
"FuelInputItem": "plantfiber",
"FuelInputItemSkinId": 0,
"FuelOutputItem": null,
"FuelOutputItemSkinId": 0,
"FuelOutputItemName": null,
"FuelOutputAmountPerProcess": 0,
"FuelOutputChance": 0.0,
"FuelBurnTime": 120
}
],
"Oven Speed Multipliers": { ///Furnace Smelt Speed
"Furnace": 1.0,
"Legacy Furnace": 1.0,
"Large Furnace": 2.0,
"Electric Furnace": 2.0,
"Small Oil Refinery": 3.0
}
}
Custom Smelt Item Experimental
{
"Can Cook In Furnace": false, ///Can food be cooked in a furnace?
"Smelting Patterns": [
{
{
"ItemType": "food", ///"ore" or "oil" or "food"
"InputItem": "mushroom",
"InputItemSkinId": 0,
"OutputItem": "apple",
"OutputItemSkinId": 3347673417,
"OutputItemName": "Cooked Mushroom",
"RequiredTime": 30,
"OutputAmountPerProcess": 1
},
{
"ItemType": "food",
"InputItem": "seed.corn",
"InputItemSkinId": 0,
"OutputItem": "apple",
"OutputItemSkinId": 3154577332,
"OutputItemName": "Popcorn",
"RequiredTime": 30,
"OutputAmountPerProcess": 1
}
...
],
"Fuel Patterns": [
{
"FuelInputItem": "wood",
"FuelInputItemSkinId": 0,
"FuelOutputItem": "charcoal",
"FuelOutputItemSkinId": 0,
"FuelOutputItemName": null,
"FuelOutputAmountPerProcess": 1,
"FuelOutputChance": 0.7,
"FuelBurnTime": 10
},
...
],
"Oven Speed Multipliers": {
"Furnace": 1.0,
"Legacy Furnace": 1.0,
"Large Furnace": 2.0,
"Camp Fire": 1.0,
"Cursed Cauldron": 1.0,
"Skull Fire Pit": 1.0,
"Stone Fireplace": 1.0,
"Hobo Barrel": 1.0,
"Barbeque": 2.0,
"Cooking Workbench": 2.0,
"Electric Furnace": 2.0,
"Small Oil Refinery": 3.0
}
}
■ Configuration Option Details
ItemType: Item type: "ore" (for furnaces) or "oil" (for refineries)
InputItem: Input item short name
InputItemSkinId: Input item skin ID
OutputItem: Output item short name
OutputItemSkinId: Output item skin ID
OutputItemName: Custom display name for the output item (null for default)
RequiredTime: Refining time (seconds)
OutputAmountPerProcess: Output amount per unit
■ Fuel Pattern Settings
FuelInputItem - Fuel item short name
FuelInputItemSkinId - Fuel item skin ID
FuelOutputItem - By-product item (null if none)
FuelOutputItemSkinId - By-product skin ID (default is 0)
FuelOutputItemName - Custom by-product name
FuelOutputAmountPerProcess - By-product amount per fuel consumed
FuelOutputChance - By-product generation probability (0.0-1.0)
FuelBurnTime - Burn time per fuel (seconds)
Important Notes
- Food items (raw meat, fish, etc.) cannot be set as smelting items in Custom Smelt Items, as they maintain vanilla cooking behavior.
- Custom Smelt Item Only : Furnace speed cannot be adjusted for other types. All other types have the speed set to 1. This setting is to adjust the interaction between fuel and cooking time.
- The same item cannot be set as both a smelting item and a fuel item.
- The same item cannot be assigned to multiple item types (ore + oil).
- Fuel settings can only be used for smelting. Vehicle fuel consumption settings cannot be configured.
- The fuel used for vehicles cannot be customized with this mod.
- Please note that compatibility with other mods is not supported.
⚠️⚠️⚠️Important: How to Use Custom Smelt Items (Experimental)⚠️⚠️⚠️
To stop using this mod and keep the server running, you must remove all custom food items from the input slots of the cookable ovens. Before removing this mod, be sure to run the server console command (or reinstall the mod and then run the server console command again).
Failure to perform this step will prevent the server from starting.
Also, absolutely do not save the server in this state; it will corrupt the server save data.
Target Type
Campfire
Cursed Cauldron
Fireplace
Hobo Barrel
BBQ
Cooking Workbench
Console Command : removefood
When you run the command, a confirmation message will appear. Enter "y" if you agree. Then, remove this mod.
VOID / NINJA WORKS
DISCORD : https://discord.gg/U8uxePjSyA
MADE IN JAPAN
$49.90
Welcome to ThemePark Island
An expansive and meticulously crafted custom map for Rust, brought to you by the combined efforts of Silent Creations and Explosive Shart.
This map blends high-octane thrill-seeking with gritty, urban survival. Whether you’re riding a functional coaster or navigating the trap-filled halls of a medical center, ThemePark Island offers a fresh gameplay loop for PVP and PVE servers alike.
🎡 Featured Custom Monuments
The Theme Park
The crown jewel of the island. This isn't just a static monument—it features a fully functional, custom-coded rollercoaster. Scale the heights for a view of the island before diving into the chaos below.
Loot: High-density loot spawns throughout the park.
Puzzles: Includes both Green and Blue keycard puzzle rooms.
The 2 Gorges Dam
A massive, custom-built architectural marvel. The dam dominates the landscape, offering scenic vistas and deep, dark secrets.
Underground Puzzles: Navigate multiple puzzle rooms hidden deep within the structure.
Tactical Depth: Perfect for long-range engagements or sneaky subterranean looting.
Black Rock City
A sprawling urban center that feels like a lived-in wasteland.
Black Rock Medical Center: Enter at your own risk. This landmark is rigged with traps, multiple puzzles, and enough loot to supply an entire clan.
Custom Car Dealership: A unique urban addition for those looking to secure high-tier parts.
Pine Bluff
A smaller, dense city center for quick skirmishes and essential supplies.
Interiors: Explore a replica McDonald’s and a completely custom Supermarket.
Puzzles: Features multiple puzzles and heavy loot concentrations.
Mills Trailer Park
An eerie, abandoned residential area.
Puzzles: Features 2x Green Card puzzles and 1x Blue Card puzzle, making it a high-value stop for progression.
Additional Points of Interest
7-Eleven: That’s right—a faithful replica of the iconic convenience store for all your raiding snack needs.
Fuel Depot: An abandoned facility located in the snow biome, featuring a working Pumpjack and a Green Card puzzle.
Rose Hill Development: An unfinished construction site offering unique verticality and parkour opportunities.
Green Houses: Small botanical structures perfect for picking up plants and quick loot.
Map Size
4500
Prefab Count
#38450
🏛️ Facepunch Monuments
ThemePark Island includes a full suite of classic monuments to ensure a balanced Rust experience:
Tier 3: Launch Site, Arctic Research, Large Oil Rig, Small Oil Rig, Military Tunnel, Giant Excavator.
Tier 2: Airfield, Trainyard, Ferry Terminal, Rad Town, Jungle Ziggurat, Large/Small Harbor.
Tier 1: & Utilities: Bandit Camp, 3x Mining Outpost, 3x Oxums, Lighthouse, Supermarket, Large Barn, Ranch, Abandoned Cabins, Fishing Villages, 3x Water Well.
Resources: Stone, HQM, and Sulfur Quarries.
🙏 Acknowledgements
A massive thank you to those who helped bring this project to life:
Substrata: For the incredible work on the custom rollercoaster plugin.
Milky: For the stellar work on the promotional video.
MrLiquid & the Luffy Map Testing Team: For their dedication to polishing and balancing the map.
For any Assistance or questions Please contact me on Discord @ https://discord.gg/THf6dGN8eW
$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.
Ultimate 2x Full Server Setup | Plug 'n Play | Premium Loottable (June2026update) | Custom Monuments
$19.98
Stop wasting weeks on configs and loot tables – get a pro server in minutes.
This is a complete "Server-in-a-Box" designed for 2x Gather servers (with flexibility to switch to choose 3x,5x and 10x loot table Upon request). It includes my Premium Loottable and a perfectly balanced suite of around 30 plugin configurations.
Everything can be easily adjusted to fit your specific needs. If you ever run into issues or want to tweak a setting, I am here to help!
TOP FEATURES:
Merged Outpost & Bandit: Optimized for performance and convenience. All Bandit Camp shops and airwolf are integrated into the Outpost.
Perfect Balance: 2x Wood/Stone, 1.5x Sulfur. No junk in loot crates.
Monument Upgrades: Recyclers & Drones added to Fishing Village, Ranch, and Barns.
Optimized Speed: Faster smelting, crafting, and recycling.
Time Control: 55m Days / 5m Nights and much more (Add the files that you want to use).
Possible to get helispawn on road, rhib boats at coast and 50% upkeep by request.
BetterLoot V.4: Optimized for 2x: This setup is perfectly balanced for a 2x experience with 5 star reviews.
Need a different rate? Check out my 3x and 5x Server setup!
WHAT YOU GET:
Config & Data Folders: 40+ tuned files (Loot, Files for plugins, Monuments, etc.).
Language Files: Clean chat messages and prefixes.
Plugin explanation:
BetterLoot: Custom 2x loot tables (May 2026 update).
GatherManager: Optimized 2x gather rates.
QuickSmelt: Faster furnace smelting.
StackSizeController: Increased stack limits.
CraftingController: Adjusted crafting speeds.
AutoAuth: Shared TC, Turret & Lock access.
BuildingWorkbench: Extended workbench radius.
RecyclerSpeed: Faster recycling.
BetterChat/Mute: Chat formatting & muting.
PermissionsManager: GUI for permissions.
AdminRadar: Admin tracking tool.
CopyPaste: Building copy/paste tool.
TimeOfDay: Custom day/night cycles.
SignArtist: Custom images on signs.
ImageLibrary: UI icon support.
UnburnableMeat: Prevents burnt meat.
LootBouncer: Refreshes containers by spawning new loot if not fully emptied.
Godmode: Admin invincibility & protection.
InventoryViewer: Remote player inventory inspection.
MonumentAddons: Adds custom features to monuments.
MonumentFinder: Required for locating monuments.
And more!
No extra costs for plugins!
Easy Setup: Very little Knowledge Required: Designed to be as easy as it gets—perfect for both new and experienced server owners.
Step-by-step README included. Also plugin explanation, links to all the plugins to make it as easy as it gets to get the server up n runing.
NOTE: This is a Configuration-only pack. Plugin files (.cs) are not included to ensure you always use the latest versions from uMod/Codefling.Simply download the plugins and drop them in!
ServerPanel adds a player information menu to your server, where you can both share important and useful information with your players and integrate your plugins into it!
🌟 Features
User-Friendly Interface: Intuitive GUI for easy navigation and interaction.
Economy Integration: Supports various economy plugins for seamless financial management.
Dynamic Menu Categories: Organize functionalities into customizable categories for better user experience.
Extensive Configuration Options: Almost every aspect of the plugin can be customized, including messages, colors, sizes, fonts, tion.
Auto-Open Menu: Automatically displays the menu upon player connection, configurable per server settings.
Block Settings: Control access to the menu during building, raiding, or combat situations to enhance gameplay balance.
Multiple Economy Head Fields: Display various economic metrics such as balance, server rewards, and bank information.
Permission Management: Fine-tune permissions for different user roles to control access to features.
Localization Support: Easily translate and customize all messages for different languages.
Performance Optimized: Designed to minimize server lag while providing rich functionality.
Customizable Hooks: Integrate with existing economy systems using customizable hooks for adding, removing, and displaying balances.
Editor Position Change: Admins can now change editor positions with a simple click, choosing between left, center, or right alignments.
Command Enhancements: Commands are now processed with multiple arguments separated by "|", enabling bulk command processing.
🎮 Commands
/info – open menu
/sp.install (or) /welcome.install – open installer menu
sp.migrations – console command for updating plugin data structure when upgrading to new versions. Automatically creates backups before making changes.
sp.migrations list – shows available migrations and whether they need to run
sp.migrations run <version> – runs specific migration (e.g., "1.3.0")
sp.migrations run <version> force – forces migration even if not detected as needed
🛡️ Permissions
serverpanel.edit – allows players to edit the plugin settings and open the edit menu
serverpanelinstaller.admin - required to access the plugin installation functions
🎥 Video
🖼️ Showcase
Templates
Template V1
Template V2
Template V3
Template V5
Editor
Installer
🧪 TEST SERVER
Join our test server to view and experience all our unique features yourself!
Copy the IP Address below to start playing!
connect 194.147.90.239:28015
📊 Update Fields
ServerPanel supports dynamic update fields that can be used in your templates to display real-time information. These fields are automatically updated and can be used in text components, headers, and other interface elements.
Player Information
{online_players} – Number of currently online players
{sleeping_players} – Number of sleeping players
{all_players} – Total number of players (online + sleeping)
{max_players} – Maximum server capacity
{player_kills} – Player's kill count (requires KillRecords, Statistics, or UltimateLeaderboard)
{player_deaths} – Player's death count (requires KillRecords, Statistics, or UltimateLeaderboard)
{player_username} – Player's display name
{player_avatar} – Player's Steam ID for avatar display
Economy
{economy_economics} – Economics plugin balance
{economy_server_rewards} – ServerRewards points
{economy_bank_system} – BankSystem balance
Note: Economy fields are fully customizable in "oxide/config/ServerPanel.json" under "Economy Header Fields". You can add support for any economy plugin by configuring the appropriate hooks (Add, Balance, Remove). Custom keys can be created and used in templates just like the default ones.
Server Information
{server_name} – Server hostname
{server_description} – Server description
{server_url} – Server website URL
{server_headerimage} – Server header image URL
{server_fps} – Current server FPS
{server_entities} – Number of entities on server
{seed} – World seed
{worldsize} – World size
{ip} – Server IP address
{port} – Server port
{server_time} – Current server time (YYYY-MM-DD HH:MM:SS)
{tod_time} – Time of day (24-hour format)
{realtime} – Server uptime in seconds
{map_size} – Map size in meters
{map_url} – Custom map URL
{save_interval} – Auto-save interval
{pve} – PvE mode status (true/false)
Player Stats
{player_health} – Current health
{player_maxhealth} – Maximum health
{player_calories} – Calorie level
{player_hydration} – Hydration level
{player_radiation} – Radiation poisoning level
{player_comfort} – Comfort level
{player_bleeding} – Bleeding amount
{player_temperature} – Body temperature
{player_wetness} – Wetness level
{player_oxygen} – Oxygen level
{player_poison} – Poison level
{player_heartrate} – Heart rate
Player Position
{player_position_x} – X coordinate
{player_position_y} – Y coordinate (height)
{player_position_z} – Z coordinate
{player_rotation} – Player rotation (degrees)
Player Connection
{player_ping} – Connection time in seconds
{player_ip} – Player's IP address
{player_auth_level} – Authorization level (0=Player, 1=Moderator, 2=Admin)
{player_steam_id} – Steam ID
{player_connected_time} – Connection start time
{player_idle_time} – Idle time (HH:MM:SS)
Player States
{player_sleeping} – Is sleeping (true/false)
{player_wounded} – Is wounded (true/false)
{player_dead} – Is dead (true/false)
{player_building_blocked} – Is building blocked (true/false)
{player_safe_zone} – Is in safe zone (true/false)
{player_swimming} – Is swimming (true/false)
{player_on_ground} – Is on ground (true/false)
{player_flying} – Is flying (true/false)
{player_admin} – Is admin (true/false)
{player_developer} – Is developer (true/false)
Network & Performance
{network_in} – Network input (currently shows 0)
{network_out} – Network output (currently shows 0)
{fps} – Server FPS
{memory} – Memory allocations
{collections} – Garbage collections count
Usage Example:
You can use these fields in any text component like: "Welcome {player_username}! Server has {online_players}/{max_players} players online."
🔧 API Documentation for Developers
ServerPanel provides an API for plugin developers to integrate their plugins into the menu system.
Required Methods
API_OpenPlugin(BasePlayer player) - Main integration method that returns CuiElementContainer
OnServerPanelClosed(BasePlayer player) - Called when panel closes (cleanup)
OnServerPanelCategoryPage(BasePlayer player, int category, int page) - Called when category changes (cleanup)
OnReceiveCategoryInfo(int categoryID) - Receives your category ID
Integration Example
[PluginReference]
private Plugin ServerPanel;
private int _serverPanelCategoryID = -1;
private void OnServerInitialized()
{
ServerPanel?.Call("API_OnServerPanelProcessCategory", Name);
}
private void OnReceiveCategoryInfo(int categoryID)
{
_serverPanelCategoryID = categoryID;
}
private void OnServerPanelCategoryPage(BasePlayer player, int category, int page)
{
// Cleanup when player switches categories
}
private CuiElementContainer API_OpenPlugin(BasePlayer player)
{
var container = new CuiElementContainer();
// Create base panels (required structure)
container.Add(new CuiPanel()
{
RectTransform = {AnchorMin = "0 0", AnchorMax = "1 1"},
Image = {Color = "0 0 0 0"}
}, "UI.Server.Panel.Content", "UI.Server.Panel.Content.Plugin", "UI.Server.Panel.Content.Plugin");
container.Add(new CuiPanel()
{
RectTransform = {AnchorMin = "0 0", AnchorMax = "1 1"},
Image = {Color = "0 0 0 0"}
}, "UI.Server.Panel.Content.Plugin", "YourPlugin.Background", "YourPlugin.Background");
// Add your plugin's UI elements here
container.Add(new CuiLabel
{
RectTransform = {AnchorMin = "0.1 0.8", AnchorMax = "0.9 0.9"},
Text = {Text = "Your Plugin Interface", FontSize = 16, Align = TextAnchor.MiddleCenter, Color = "1 1 1 1"}
}, "YourPlugin.Background", "YourPlugin.Title");
// Add buttons, panels, etc. using "YourPlugin.Background" as parent
return container;
}
private void OnServerPanelClosed(BasePlayer player)
{
// Cleanup when panel closes
}
Header Update Fields
API_OnServerPanelAddHeaderUpdateField(Plugin plugin, string updateKey, Func<BasePlayer, string> updateFunction) - Registers a per-player string provider for a header placeholder. Returns true on success.
API_OnServerPanelRemoveHeaderUpdateField(Plugin plugin, string updateKey = null) - Unregisters a specific updateKey for your plugin, or all keys for your plugin when updateKey is null. Returns true on success.
Usage Example
[PluginReference]
private Plugin ServerPanel;
private void OnServerInitialized()
{
// Register a dynamic header field for each player
ServerPanel?.Call("API_OnServerPanelAddHeaderUpdateField", this, "{player_kdr}", (Func<BasePlayer, string>)(player => GetKdr(player)));
}
private string GetKdr(BasePlayer player)
{
// Compute and return the value to display in the header for this player
return "1.23";
}
Using in UI: Place your key (e.g., {player_kdr}) directly in Header Field texts. The value will be updated per player using your function.
📚 FAQ
Q: Why can't I open the menu?
A: Make sure that the plugin is installed and activated on your server. If the problem persists, contact the server administrator.
Q: How do I enable Expert Mode? (disables automatic template updates)
A: In the data file "Template.json", turn on the "Use an expert mod?" option:
"Use an expert mod?": true,
P.S. "Template.json” is located in the "oxide/data/ServerPanel" directory (if you use Oxide) or in the "carbon/data/ServerPanel" directory (if you use Carbon)
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. To fix this, enable Offline Image Mode which will use local images instead:
Enable the mode in config:
Open "oxide/config/ServerPanel.json" (or "carbon/config/ServerPanel.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 ServerPanel (Oxide) or c.reload ServerPanel (Carbon)
Note: If using a hosting service, you may need to use their file manager or FTP to upload the files.
Q: Does ServerPanel work only with Mevent's plugins?
A: Currently, ServerPanel integrates seamlessly with Mevent's plugins (Shop, Kits, Daily Rewards, etc.). However, other developers can use the provided API to integrate their plugins into the menu system. The plugin system is designed to be extensible for third-party integrations.
Q: Why do integrated plugins (Shop, Kits) have different window sizes?
A: Different plugins may use different templates for integration. Make sure all your integrated plugins use the same template version (V1, V2, etc.) that matches your ServerPanel template. Update the template in each plugin to ensure consistent sizing.
Q: The panel displays differently for different players. How can I make it show the same on everyone's screen?
A: This issue occurs when players have different UI scale settings. To fix this and ensure consistent display for all players:
Open the "Template.json" file located in "oxide/data/ServerPanel" (or "carbon/data/ServerPanel" for Carbon)
Find the "Parent (Overlay/Hud)" setting in the "Background" section
Change the value from "Overlay" to "OverlayNonScaled"
Save the file and restart your server or reload the plugin
Q: How can I change the video displayed in the ServerPanel interface to my own custom video?
A: Yes, you can replace the default video with your own! You need to find and modify the command:
serverpanel_broadcastvideo [your_video_url]
Replace [your_video_url] with the direct link to your video. For best compatibility, we recommend hosting your video on imgur.com.
Q: My custom images are not loading or show as blank/question marks. What image hosting should I use?
A: For custom images, we recommend using imgbb.com for image hosting. Avoid Imgur and services without direct access to the image. For the most reliable experience, use Offline Image Mode with local images instead.
Q: How can I make plugin UIs open outside of the ServerPanel menu instead of inside categories?
A: You can configure buttons to execute chat commands that open plugin UIs independently. To do this:
In your button configuration, set "Chat Button": true
Set the "Commands" field to "chat.say /command" (replace "command" with the actual plugin command)
Example: To open the Cases plugin outside the menu:
"Chat Button": true
"Commands": "chat.say /cases"
This will execute the command as if the player typed it in chat, opening the plugin's interface independently rather than within the ServerPanel menu.
Q: Text in V4 template is shifting or sliding out of place. How can I fix this?
A: This issue occurs when text width isn't properly configured. ServerPanel provides "TITLE LOCALIZATION" settings to control text width for categories and pages:
Open the ServerPanel editor (click the "ADMIN MODE" button to open the edit menu)
Select the category or page you want to edit (click to "EDIT CATEGORY" or "EDIT PAGE" button)
In the editor, find the "TITLE LOCALIZATION" section
For each language (en, ru, etc.), you'll see three columns:
LANGUAGE - The language code
TEXT - The localized text content
WIDTH (px) - The width setting in pixels
Adjust the "WIDTH (px)" value to match your text length. Longer text requires larger width values
Save your changes and test in-game
Tip: Start with a width value around 100-150 pixels for short text, and increase it for longer titles. You can adjust this value until the text displays correctly without shifting.
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Latest Reviews
See what customers are saying about their experience with files.
I actailly liked how easy this was to use, and how easily it allowed me to setup loot tables,
it will be missed.
Всё замечательно, но есть одна проблема: двери не отображаются в RustEdit из-за своего размера.
It's great. The only improvement would be if custom items could be added as rewards. That feature would earn the 5th star
I haven't even had to really edit anything yet. The random weather cycle(s) is absolutely perfect and already adding a heavy layer of immersion to my server. Love this mod absolutely worth the $14.99
its a great table i just wish i had bought the no blueprints one instead lol
Managing loot tables is so complicated, this makes it super simple, i don't have to worry about adjusting them when new items come out or wondering if i broke something.
I’m honestly beyond impressed with this plugin. The level of quality, attention to detail, and overall functionality completely exceeded my expectations. Everything works smoothly, the setup process was straightforward, and you can clearly see how much effort and professionalism went into development.
I’ve tested many plugins before, but this one genuinely stands out. It saves time, performs flawlessly, and adds exactly the kind of features I was looking for.
I can confidently say I’m
Easy to use. Supports native C# Rust CUI code and dev is very responsive. 5/5
Amazing Plugin!
A bit of work getting it all setup, cusomisied with loot tables, and kits for the NPC's etc/ but once its done, its an aboslute blast!
I'm added a Prim Raid to mine, NPC with bows an eoka's, and also a Hell Raid mode with 9 waves with MLRS rockers on each, with difficulties everywhere inbetween.
So much fun, and great companion for the raidable bases plugin to give a PVE server both Raiding and being Raided.
Everything works perfectly.