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$14.99
Smelting & cooking control
Quick smelt as a rank, not a server setting
Speed, output and fuel burn are set per permission and per cooker — a large furnace behaves one way for your default group and another for VIP, and the furnaces standing in monuments get a tier of their own. Grant a rank and the ovens that player already placed change on the spot, still burning. Everything is edited from an in-game menu.
8
Cookers supported out of the box
5
Settings per cooker, per rank
3
Tiers preconfigured, unlimited more
0
Dependencies
✓
Speed, output and fuel burn — three independent multipliers per cooker
✓
Ranks apply instantly — existing ovens switch tier the moment the permission lands
✓
Cooking with no fuel at all — including electric furnaces with no power
✓
A separate tier for ownerless ovens — monument furnaces don't inherit anyone's rank
✓
One-click reorganize button inside the oven — load it, fuel it exactly, empty it
01 — Tiers
A furnace that knows who placed it
Every oven is matched to its owner's permission when it spawns, so the same building looks identical and behaves differently depending on who built it.
Per rank, per cooker
Not one blanket smelt rate. A rank sets its own numbers for the small furnace, the large furnace, the electric furnace, the refinery, campfires, the BBQ, the hobo barrel and the fireplace — eight cookers, five settings each, per tier.
Grant a rank, the ovens change immediately
Permissions and groups are watched live. Sell VIP at 2am and the furnaces that player left burning speed up right then — no relog, no re-placing, no server restart. Revoke it and they drop back just as fast.
Ownerless ovens get their own tier
Furnaces and campfires that came with the map or with an event have no owner and therefore no rank. A dedicated static tier covers exactly those, so a monument furnace can stay at 1x while your players' ovens run at 4x — or the other way around.
02 — The dials
Three multipliers that don't overlap
Speed, yield and fuel are separate problems, so they're separate numbers. Combine them into anything from a slightly generous furnace to one that never needs wood.
Quick smelt
Scales how fast the oven ticks. At 4x an ore stack finishes in a quarter of the time — and everything else about the oven, including charcoal, stays proportional.
Output, with fractions that aren't thrown away
More metal out of the same ore. Set 1.5x and the leftover halves are carried over and paid out as whole items later, so a fractional multiplier really is 1.5x over a stack instead of quietly rounding down to 1x on every tick.
Fuel burn
Make wood last twice as long, or twice as short. Independent of speed, so a fast furnace doesn't have to be a hungry one.
Or no fuel at all
One toggle and the oven runs empty — put ore in, take metal out, no wood involved. Electric furnaces get the same treatment and cook without being wired to anything, which is the version people actually ask for.
03 — Reorganize
One button instead of thirty drag-and-drops
A small icon appears inside the oven interface for ranks you enable it for. Pressing it does the whole loading routine at once.
Fills, fuels and empties in one press
Ore goes from your inventory into the oven, finished output comes back out to you, and the wood is trimmed to exactly what this batch needs — the surplus is handed straight back rather than sitting there burning.
The fuel maths accounts for your rank
The amount of wood it leaves is calculated from that oven's real smelting speed and temperature, so a VIP furnace running at 4x isn't loaded with four times the wood it will actually burn.
04 — Setup
Configured by looking at things
Three chat commands and a menu. The config file exists, but you shouldn't need to open it.
Menu: rank, then cooker, then numbers
Pick a permission, pick a cooker, set three values and two toggles. Every change is saved and pushed to every matching oven on the map right away — including the ones currently burning.
Any cooker, including modded ones
Look at an oven that isn't in the list and add it with a command — it appears under every tier with its in-game name, ready to configure. Custom furnaces from other plugins work the same way, as long as they're built on the game's own oven type.
Reliability
Built to be left alone
✓
No dependencies — nothing to install alongside it
✓
Unloads back to vanilla without a restart — burning ovens are restarted on plain game rules and carry on cooking
✓
Charcoal and byproducts behave exactly as vanilla — the game's own byproduct rules are kept, including the charcoal rate of each oven
✓
Other plugins keep working — the standard fuel-consumption hooks are still called, so anything listening to them isn't cut out
✓
Multipliers can't be set to zero — a typo can't freeze every furnace on the server
✓
Destroyed ovens are forgotten immediately — no growing table of dead entities
Commands & permissions
Three admin commands, none for players
All three require setupfurnaces.use; admins have access anyway. Players never type anything.
/fsetup
Open the setup menu
/fadd
Look at a cooker to add it to every tier
/fremove
Look at a cooker to drop it from the list
setupfurnaces.use
Access to the setup menu and commands
setupfurnaces.static
The tier for ovens with no owner. Never grant this one to a player
setupfurnaces.default
Vanilla speed, with the reorganize button and no-fuel cooking on
setupfurnaces.vip
4x smelt speed on every cooker. Rename it, retune it, or add more tiers
Questions
Before you buy
Does a player have to re-place their furnaces after getting VIP?
No. Granting or revoking a permission, and adding or removing someone from a group, re-applies the tier to every oven that player owns, right then.
What about furnaces in monuments and event ovens?
They have no owner, so they use the static tier, which you configure separately. Don't grant that permission to anyone — it exists to describe ownerless ovens, not people.
A player has two tiers. Which one applies?
The one further down the config list, so keep your tiers in ascending order and the top rank last.
Is 1.5x output actually 1.5x, or does it round down?
It's actually 1.5x. Fractions left over from each tick are carried and paid out once they add up to a whole item, so fractional multipliers aren't silently lost.
Can an electric furnace run without electricity?
Yes, with the no-fuel toggle on for that tier and that cooker.
What happens to ovens if I unload the plugin?
Everything burning is restarted on vanilla rules and keeps cooking. No restart needed, nothing stuck on.
Will it conflict with another smelting plugin?
Two plugins both rewriting smelting will fight, as always — run one. Plugins that only listen to fuel consumption are fine: those hooks are still fired.
This is a custom package created by us, featuring 110 unique bases and a specialized loot setup tailored for five difficulty levels, ranging from Easy to Nightmare.
Note: The building skins in the package showcase images may differ from the spawned bases or use the default building skin.
Warning: The Raidable Bases plugin requires the Copy Paste plugin to function. You must install both for this bases pack to work.
🔗 Raidable Bases (Paid): https://codefling.com/plugins/raidable-bases
🔗 Copy Paste (Free): https://umod.org/plugins/copy-paste
This Raidable Bases Pack & Loot Tables package includes:
🏡30 Easy Bases +🗡️Base_Loot Tables (Easy "Vanilla" and "Enhanced" tables included)
🏡30 Medium Bases +🗡️Base_Loot Tables (Medium "Vanilla" and "Enhanced" tables included)
🏡30 Hard Bases +🗡️Base_Loot Tables (Hard "Vanilla" and "Enhanced" tables included)
🏡10 Expert Bases +🗡️Base_Loot Tables (Expert "Vanilla" and "Enhanced" tables included)
🏡10 Nightmare Bases +🗡️Base_Loot Tables (Nightmare "Vanilla" and "Enhanced" tables included)
Beware: Our loot table package includes only the 5-tier loot tables within the Base_loot folder, ranging from easy to nightmare.
It does not include the loot tables from the Difficulty_Loot or Weekday_Loot folders.
With a total of 110 bases, this package focuses on simplicity and optimization.
Most bases are protected by turrets and traps, and each base is designed with player PC performance and server stability in mind.
VANILLA AND ENHANCED LOOT TABLES FOR RAIDABLE BASES
This package includes 10 different base loot table files, ensuring a well-structured and advanced configuration for every difficulty level, from Easy to Nightmare.
5 loot files for the Vanilla setup (Easy, Medium, Hard, Expert, Nightmare), offering a balanced loot experience with some junk items, staying close to a 1x rate.
5 loot files for the Enhanced setup (Easy, Medium, Hard, Expert, Nightmare), designed for modded servers with 2x, 3x, or higher gather rates, featuring cleaner loot tables with minimal junk and more valuable rewards.
📁 Installation Path:
All loot table files are intended for the /oxide/data/RaidableBases/Base_Loot directory.
⚠️ Setup Requirement: You must choose and install only one loot table setup at a time—either Vanilla or Enhanced. If you want to switch, you can replace the current files with the other set, but both cannot be active simultaneously.
For those exclusively seeking the loot table, we offer it as a standalone product: https://codefling.com/customizations/raidable-bases-loot-tables-pack
(Note: If you've purchased our Raidable Bases Pack & Loot Tables (110 Bases) package, there is no need to buy this separately.)
WARNING: TWO DIFFERENT INSTALLATION METHODS
(PLEASE READ BOTH AND APPLY ONLY THE ONE THAT FITS YOUR NEEDS)
INSTALLATION GUIDE 1:
(If you do not have a custom configuration and are not a professional in server configurations, choose this option. However, if you already have your own configuration and profile settings and do not wish to use the optional configs we provide—in other words, if you only need the bases and loot tables—use the second installation guide instead.)
Step 1: Place the Config File
From the extracted ZIP files, locate the config folder and find the RaidableBases.json file. Move it to the following directory:
📁 /serverfiles/oxide/config
Step 2: Place the Bases
From the extracted ZIP files, locate the copypaste folder and move it to the following directory:
📁 /serverfiles/oxide/data
Step 3: Place the Base_Loot Tables
From the extracted ZIP files, locate the Base_Loot folder and move it to the following directory:
📁 /serverfiles/oxide/data/RaidableBases
Important: If there are any existing JSON files inside this folder that are not part of our loot tables, delete them to ensure proper functionality.
Choose between Vanilla or Enhanced loot tables based on your preference.
If the folder is named "Base_Loot (Enhanced loot)", remove the text in parentheses so that the correct folder name is simply: "Base_Loot" (Otherwise, the loot tables will not work properly.)
Step 4: Place the Profiles Folder
From the extracted ZIP files, locate the profiles folder and move it to the following directory:
📁 /serverfiles/oxide/data/RaidableBases
Why Are Profiles Important?
The profiles folder contains crucial settings that allow you to:
✔️ Enable/disable the dome
✔️ Enable/disable NPCs
✔️ Adjust the number of lootable items
These are just a few examples—there are dozens of important settings that directly affect how raid bases function. The config file alone is not enough—these files play a major role in customizing your raid bases.
⚠️ I strongly recommend reviewing each difficulty setting (Easy to Nightmare) inside the profiles folder and adjusting them based on your needs.
Step 5: Restart the plugin via RCON:
o.reload RaidableBases
INSTALLATION GUIDE 2:
(Use this installation method if you do not want to use our configurations and instead prefer to use your own config files and your own /oxide/data/RaidableBases/Profiles configurations.)
In this case, you only need to add the bases. To do this, use the following commands in RCON:
Step 1:
You can add bases one by one or in bulk.
After executing the commands in RCON, the bases will be registered inside the Profiles configuration.
If you do not want to deal with these adjustments, it is recommended to use Installation Guide 1 instead.
A- Example RCON commands:
rb.config add "Easy Bases" fullwipedeasy1
rb.config add "Hard Bases" fullwipedhard1
B- Commands to Integrate Raid Bases in Bulk via RCON:
rb.config add "Easy Bases" fullwipedeasy1 fullwipedeasy2 fullwipedeasy3 fullwipedeasy4 fullwipedeasy5 fullwipedeasy6 fullwipedeasy7 fullwipedeasy8 fullwipedeasy9 fullwipedeasy10 fullwipedeasy11 fullwipedeasy12 fullwipedeasy13 fullwipedeasy14 fullwipedeasy15 fullwipedeasy16 fullwipedeasy17 fullwipedeasy18 fullwipedeasy19 fullwipedeasy20 fullwipedeasy21 fullwipedeasy22 fullwipedeasy23 fullwipedeasy24 fullwipedeasy25 fullwipedeasy26 fullwipedeasy27 fullwipedeasy28 fullwipedeasy29 fullwipedeasy30
rb.config add "Medium Bases" fullwipedmed1 fullwipedmed2 fullwipedmed3 fullwipedmed4 fullwipedmed5 fullwipedmed6 fullwipedmed7 fullwipedmed8 fullwipedmed9 fullwipedmed10 fullwipedmed11 fullwipedmed12 fullwipedmed13 fullwipedmed14 fullwipedmed15 fullwipedmed16 fullwipedmed17 fullwipedmed18 fullwipedmed19 fullwipedmed20 fullwipedmed21 fullwipedmed22 fullwipedmed23 fullwipedmed24 fullwipedmed25 fullwipedmed26 fullwipedmed27 fullwipedmed28 fullwipedmed29 fullwipedmed30
rb.config add "Hard Bases" fullwipedhard1 fullwipedhard2 fullwipedhard3 fullwipedhard4 fullwipedhard5 fullwipedhard6 fullwipedhard7 fullwipedhard8 fullwipedhard9 fullwipedhard10 fullwipedhard11 fullwipedhard12 fullwipedhard13 fullwipedhard14 fullwipedhard15 fullwipedhard16 fullwipedhard17 fullwipedhard18 fullwipedhard19 fullwipedhard20 fullwipedhard21 fullwipedhard22 fullwipedhard23 fullwipedhard24 fullwipedhard25 fullwipedhard26 fullwipedhard27 fullwipedhard28 fullwipedhard29 fullwipedhard30
rb.config add "Expert Bases" fullwipedexp1 fullwipedexp2 fullwipedexp3 fullwipedexp4 fullwipedexp5 fullwipedexp6 fullwipedexp7 fullwipedexp8 fullwipedexp9 fullwipedexp10
rb.config add "Nightmare Bases" fullwipednight1 fullwipednight2 fullwipednight3 fullwipednight4 fullwipednight5 fullwipednight6 fullwipednight7 fullwipednight8 fullwipednight9 fullwipednight10
Step 2: Place the Base_Loot Tables
From the extracted ZIP files, locate the Base_Loot folder and move it to the following directory:
📁 /serverfiles/oxide/data/RaidableBases
Important: If there are any existing JSON files inside this folder that are not part of our loot tables, delete them to ensure proper functionality.
Choose between Vanilla or Enhanced loot tables based on your preference.
If the folder is named "Base_Loot (Enhanced loot)", remove the text in parentheses so that the correct folder name is simply: "Base_Loot" (Otherwise, the loot tables will not work properly.)
Step 3: Restart the plugin via RCON:
o.reload RaidableBases
EXTRA IMPORTANT INFORMATIONS:
We do not use a dome, NPCs, or arena walls around raid bases on our servers, and in the ZIP file we provided, these features are also disabled by default. If you want to enable them, you will need to adjust the settings accordingly.
For example, to enable the dome, follow the steps below:
Navigate to:
/oxide/data/RaidableBases/Profiles
Open the files inside the Profiles folder with a text editor.
Locate the following settings:
(This is already set to false because it is required for markers to appear on the map.)
"Spawn Silently (No Notification, No Dome, No Map Marker)": false,
"Create Dome Around Event Using Spheres (0 = disabled, recommended = 5)": 0,
Change the value from 0 to 5 as shown below:
"Create Dome Around Event Using Spheres (0 = disabled, recommended = 5)": 5,
Additionally, the loot amount for bases varies depending on the difficulty level (easy, medium, hard, expert, and nightmare). You can adjust this setting in the same Profiles location according to your needs:
"Amount Of Items To Spawn": 210,
For example, in medium bases, this value is set to 210, which determines the total number of items that will appear in crates, furnaces, and the cupboard.
Our current configuration is specifically adjusted to prevent players from feeling overwhelmed by massive buildings right after a wipe. We have configured Maintained Events accordingly to ensure a balanced experience.
In our setup:
- Timed events and purchasable events are disabled.
- After a wipe, easy bases will start spawning 30 minutes later.
- Nightmare bases will begin spawning 48 hours (2 days) later.
Imagine starting the game with just a torch in hand and immediately encountering a nightmare base on the shore.
You’d likely quit the game right away—this setting is crucial for us to avoid such scenarios.
Configuration Example: serverfiles/oxide/config
"Maintained Events": {
"Always Maintain Max Events": true,
"Max Maintained Events": 30,
"Enable X Hours After Wipe (0 = immediately)": {
"Easy": 0.5,
"Medium": 1.0,
"Hard": 3.0,
"Expert": 24.0,
"Nightmare": 48.0
All of our bases from Easy to Nightmare are equipped with turret protection.
If you do not want turrets to spawn in your raidable bases on your server, you can use the following method.
Go to the file path /data/RaidableBases/Profiles, open the JSON files inside with a text editor, and apply the following:
"Kill These Prefabs After Paste": [
"assets/prefabs/npc/autoturret/autoturret_deployed.prefab",
"autoturret_deployed"
],
If you are satisfied with this package, you can support us by leaving a 5-star review on the site where you purchased it. Your feedback motivates us to continue improving and providing even better configurations for dedicated server owners like you.
Please leave a review here: https://codefling.com/bases/raidable-bases-pack-loot-tables-110-bases?tab=reviews
Thank you! ❤️
Support: FULLWIPED DISCORD
The Monument Events plugin creates amazing events on the monument from preconfigured presets from config. It creates CustomNPCs around the monument which will roam the monument during the event. Then it will spawn CH47 Helicopter which will drop Hackable crates & spawn configured Patrol Helicopters which will roam the monument vicinity. When players try to unlock the Hackable Crate there will be a CH47 Helicopter which will carry NPC and drop on the monument and will give players an amazing raged experience.
⭐ Key Features
10+ Monument preset preconfigured (Radtown, Oxum's Gas Station, Abandoned Supermarket, Water Treatment Plant, Power Plant, Ferry Terminal, Small Harbor, Large Harbor, Junkyard, The Dome, Airfield, Train Yard, Satellite Dish, Sewer Branch, Launch Site)
PVE/PVP support
Easy setup everything is pre-configured, so drag and drop and it will auto start from the selected time
Massive configure option for individual monuments (Except a few not added)
Monument Owner control based on damage
Editable Monument Setting, Npc Settings, Npc Loottable
Amazing event for engaging players with monuments
NEW • CUSTOM VITAL STATUS
📌 Commands
/mestart Preset_Name | monumentID - Starts any specific event (Console & Chat command)
/mestop Preset_Name | monumentID - Stops the event (Console & Chat command)
/melist - Shows all available monument events on the map
/mestartrandom - Starts a random from presets (Console & Chat command)
/meadd edit PRESET_NAME - Select a monument for editing spawn points (Chat command)
/meadd npcspawn - Creates NPC spawn points for the selected monument (Chat command)
/meadd wavespawn - Creates Wave Npc spawn points for the selected monument (Chat command)
/meadd cratespawn - Creates Crates spawn points for the selected monument (Chat command)
/meadd stopedit - Deselect the current editing monument (Chat command)
📜 Permissions
MonumentEvents.admin - Permission required for using commands
🎬 Video Showcase
⚙️ Configuration
🗃️Monument Settings
🗃️Npc Setting
🗃️Npc Loottable
🗃️Lang
🚀 API & Hooks
💬 Support
Turret Optimizer
A server performance plugin that reduces unnecessary Auto Turret processing without changing normal targeting or combat behavior.
Server FPS optimization
Oxide & Carbon
No configuration required
The benefit scales with the number of Auto Turrets on your server. On build-heavy servers, the plugin can skip tens of thousands of unnecessary turret updates every second.
Goals
Before developing any plugin, we define the goals it should achieve when running on your game server.
Improve and stabilize server FPS
Reduce unnecessary idle processing
Problem
Auto Turrets continue to run recurring update logic even when they are unpowered or far away from players. On servers with hundreds or thousands of turrets, this can add measurable main-thread load.
Turret Optimizer reduces this unnecessary idle processing while allowing active turrets to continue using normal targeting and combat behavior.
Features and Capabilities
Two independent optimizations start automatically after the plugin is loaded. No configuration or player commands are required.
Unpowered turrets stop unnecessary updates
An unpowered turret cannot automatically engage targets, so the plugin disables unnecessary recurring updates until its power state changes.
Distant powered turrets reduce idle processing
When no players are nearby, the plugin reduces unnecessary background updates while keeping the turret ready to resume normal processing
Immediate return to normal
Normal processing resumes immediately when a player or target enters range, the turret takes damage, its power state changes, or someone connects through a Computer Station.
Built-in live statistics
One console command shows the total number of Auto Turrets, how many are currently optimized, and how many unnecessary turret updates are being skipped each second.
Measured Results
Test bench: 2,000 turrets spread across a procedural map (half powered, half unpowered). Same server, same map — the only difference is the plugin.
Server FPS Before and After Enabling the Plugin
One continuous server FPS recording with the optimization enabled mid-test. Before it was enabled, FPS occasionally dropped to approximately 160 FPS. Afterward, it remained close to the configured 240 FPS
Turret Processing Time — Highlighted in Green
The highlighted section shows the server time spent processing Auto Turret methods.
After the plugin was enabled, the measured processing time dropped significantly.
Turret background load — CPU time per second
Measured with Rust ServerProfiler. Same scale on every row — shorter is better.
Total turret load
BEFORE
87 ms
AFTER
15 ms
Aiming updates
BEFORE
70 ms
AFTER
8 ms
Aim network sync
BEFORE
13 ms
AFTER
1 ms
Turret housekeeping
BEFORE
4 ms
AFTER
6 ms
Housekeeping rises slightly by design because the plugin monitors optimized turrets and restores normal processing when needed. In this test, it added approximately 2 ms/s while total turret processing dropped from 87 to 15 ms/s — a net reduction of approximately 72 ms/s.
~80,000
unnecessary turret updates skipped every second
160 → 230+
minimum observed server frame rate in this test
0 ms
additional combat overhead measured in this test
Recorded on July 29, 2026, using the current Rust server build on an empty test server capped at 240 FPS. Actual results depend on server hardware, player activity, entity count, other plugins, and the number of Auto Turrets. Use turretopt.stats to measure the effect on your own server.
Frequently Asked Questions
We have anticipated your questions and answered the most common ones below.
You can ask any additional questions in the plugin's discussion section.
Can the plugin delay turret targeting during a raid?
No. When a player or valid target enters range, the turret immediately resumes normal processing. Taking damage, acquiring a target, changing power state, or connecting through a Computer Station also returns it to its active state.
Does it still help after Rust's built-in Auto Turret optimizations?
Yes. Rust's built-in update budgets limit how much turret processing can run in a single frame. Turret Optimizer targets a different layer by reducing unnecessary processing for unpowered and distant turrets. The benchmark above was recorded on July 29, 2026, using the current Rust server build.
Is it compatible with plugins like "turrets without electricity"?
Yes. The plugin checks turret power state through multiple paths, including non-standard power changes used by compatible turret plugins. If your server uses a heavily modified custom turret system, contact us before purchase so we can confirm compatibility.
How much FPS will my server gain?
The benefit scales with the number of Auto Turrets on the map. A fresh wipe with few turrets may show little difference, while servers with large bases and hundreds of turrets benefit the most.
What should I do if the plugin is not working?
Create a support ticket on our Discord Server and we will help you resolve the issue.
Commands
Below is a list of the commands available in the plugin.
turretopt.stats
Console Live Statistics
Join our
Click on this text to join our server, get support, updates, and more.
Developed by
AUTHORS
Code by DezLife
Design by Illumination
$14.99
Gather & loot rates
Rates that belong to the player, not to the server
Server-wide multipliers give everyone the same wipe. This plugin attaches rates to permissions instead: a default tier, a VIP tier, as many tiers as you sell. Every gather source is covered — nodes, quarries, the excavator, the metal detector, farming, tea, even NPC corpses — and every loot container is multiplied per item category, or per exact item. All of it edited in a UI, applied the moment you type the number.
14
Item categories, each with its own rate
7
Production sources with their own multiplier
4
Fields on every per-item override
0
Dependencies
✓
Unlimited permission tiers — a different wipe for every rank you sell
✓
Every source, not just trees and nodes — quarries, excavator, metal detector, farming, tea, NPC corpses
✓
Guaranteed drops per item — "always 5 scrap, 10% chance of 20" without touching a loot table
✓
Loot and junk pile respawn speed — separately, live, no map restart
✓
Edited in-game — type a number, it's live and saved
01 — Tiers
One server, as many rate sets as you sell
A tier is a permission plus a full set of rates. Two come preconfigured — a 2x/3x default and a 3x/5x VIP — and you add as many as your shop needs.
No permission, no change
Players outside every tier play vanilla rates, untouched. Nothing is applied server-wide, so you can run the plugin on a 1x server and sell 2x as a rank.
Stack tiers, or don't
By default a player with several tiers gets one of them. Flip a single switch and every rate they hold is summed instead — so a booster permission can add on top of a rank rather than replace it.
Everything from one screen
Page through your tiers with two arrows. Global rates, every production source, all 14 categories and the per-item list are on the same screen, each an input field. Type a value and it's active and written to the config — no reload, no o.reload, no file editing.
02 — Loot
Containers that pay what you decide
Barrels, crates, elite crates, hackable crates, supply drops — anything with loot in it goes through a global rate multiplied by the rate of that item's category.
14 categories, 14 dials
Triple the components but leave weapons alone. Halve ammunition while resources stay at 5x. Weapons, construction, items, resources, attire, tools, medical, food, ammunition, traps, misc, components, electrical and fun each carry their own multiplier on top of the global one.
NPC corpses count the killer
Scientists, tunnel dwellers and every other NPC drop loot scaled to the rates of whoever killed them — tracked from the kill to the corpse, so a VIP's kill pays VIP rates even if someone else opens the body.
Shot open or opened by hand
Barrels broken with a rock and crates opened normally both go through the same multipliers, credited to the player who did it — and each container is processed exactly once, never twice.
Respawn speed, live
Two multipliers — one for junk piles, one for crates and barrels — and the world's spawn timers are rebuilt the moment you change them. No wipe, no restart, and the vanilla values are put back when the plugin unloads.
An exclusion list for the things you don't touch
Name a container prefab and it stays vanilla — useful for event crates and custom loot that another plugin already fills.
03 — Gathering
Every way a player earns a resource
Most rate plugins stop at trees and ore. This one follows the resource wherever it comes from, and gives the slow, expensive sources their own multiplier on top.
Nodes, trees and the finishing bonus
Every hit, the bonus for finishing a node, and the leftovers that spill when it breaks — all three are scaled, so the numbers stay consistent instead of the bonus quietly staying at 1x.
Quarries and the excavator pay their operator
A mining quarry, a survey-charge pump jack and the Giant Excavator each have their own production multiplier — and the output is scaled by the rates of the player who switched it on, not by a server-wide number.
Jackhammer, chainsaw and the metal detector
Power tools get a multiplier of their own, so you can make them worth their fuel — or deliberately not. Metal-detector digs are boosted too, which almost nothing else covers.
Tea strength as a rate
The tea multiplier scales the effect value of the tea itself, not the number of leaves. A VIP's ore tea simply works harder than everyone else's.
Farming and hand-picked resources
Harvested plants and everything picked up off the ground — hemp, mushrooms, corn, wood piles — run through the same rates as everything else.
04 — Per item
One item out of step with the rest
Category rates handle the broad strokes. When a single item needs its own rule, it overrides everything above it.
Its own multiplier, ignoring everything else
Run resources at 10x and keep sulfur at 2x. An item with an override takes its own number and nothing else — no compounding surprises.
Guaranteed amounts with a jackpot chance
For loot, set a minimum and a maximum with a percentage chance for the big one. Every barrel gives exactly 5 scrap, and 10% of them give 20 — a flat, predictable economy you can actually price your shop against.
Added by clicking an icon
The picker filters by all 15 categories and searches display names and shortnames as you type. Click an item to add it, type its rate under the icon, click the red cross to drop it. Long lists paginate at 29 per page.
Reliability
Built to be left alone
✓
No dependencies — nothing to install alongside it
✓
Vanilla respawn timings are restored on unload — the plugin remembers what they were before it touched them
✓
Every UI change is written to the config immediately — a crash can't lose the tier you just built
✓
A bad shortname tells you in chat instead of failing silently or throwing errors into console
✓
Respawn boosting is opt-in — off by default, with the safe range stated in the config
Command & permissions
One command, and the tiers you invent
The command name and the setup permission are both configurable. Admins have access regardless.
/rs
Open the rate editor
gatherlootmultiplier.setup
Access to the editor
gatherlootmultiplier.default
Preconfigured tier — 2x loot, 3x gather
gatherlootmultiplier.vip
Preconfigured tier — 3x loot, 5x gather. Rename both, or add ten more
Questions
Before you buy
What happens to players with no permission?
Nothing at all — they get vanilla rates. That's the point: grant the default tier to the default group for a server-wide rate, or keep it for ranks only.
A player has two tiers. Which one wins?
The one further down the config list — so keep your tiers in ascending order and the highest rank ends up last. Alternatively, turn on rate summing and every tier they hold is added together instead.
Do I have to restart or reload after changing a rate?
No. Values from the UI take effect immediately and are saved to the config as you type them. Even loot respawn timing is rebuilt live.
Whose rates apply to a quarry or the excavator?
The player who switched it on. A VIP's quarry produces at VIP rates while it runs.
Can I make a resource drop a fixed amount instead of a multiplied one?
Yes, for loot: give the item a minimum, an optional maximum and a chance for the maximum. The multiplier is then ignored for that item and the amount is rolled between the two.
Is faster loot respawn safe for my server?
It's off by default and it scales the game's own spawn timings rather than spawning extra entities. Stay near the suggested values — extremely low numbers mean more entities alive at once, which costs frames on any server.
Will it fight with my other loot plugin?
Add that plugin's container prefabs to the ignore list and they pass through untouched.
$37.00
🗺️ Fearsome BWANA DIK • high-performance 2K map • 12,000 prefabs
Handmade from scratch and built for battle, BWANA DIK seamlessly merges town and country into one deadly warfront. Continuous road and rail networks connect major monuments, while untouched beaches and rugged mountains remain wild and free. Vast rural wilderness areas hide freshwater lakes, rich ore veins, dense forests, and treacherous snowy mountain passes. This infamous island is just one of many in the local chain — more coming soon to Codefling.
Bwana's feared custom monument 'The Crocotorium' is a dangerous high-risk blue/red card facility protected by a central SAM site and home to massive hungry lizards. Deep in a mountain valley and surrounded by lethal jungle, the Crocotorium is not for the faint of heart. Will your players conquer it… or end up on the menu?
As seen on TV...
⚠ 100% FULLY TESTED on live humans
Network of straight level roads perfect for high-speed vehicle travel.
Convenient zip-tower network to quickly glide back to your body after respawns.
4 large derelict urban centers featuring raised flyovers and established safe zones.
Road & railway system fully support popular plugins like Convoy and Armoured Train.
Numerous buildable offshore islands — ideal for ocean bases to bridge across to.
⚠ Required dependencies: Umod/Oxide and Rustedit DLL.
Any problems? Please advise. -- Nomad
LOST in RUST https://discord.gg/THf6dGN8eW
"Bwana Dik. A nice place to die, but you wouldn't want to live there."
$14.99
Weather & time control
Own the sky — from a GUI, not a config file
Vanilla weather is a coin flip you don't get to influence. This plugin shuts it off and hands you the whole sky: build your own presets, tune every value with plain-English names, chain them on a schedule, or mirror the real weather of any city on Earth. Everything is editable in-game and applies instantly.
33
Tunable parameters
24
Schedulable hours
6
Presets preloaded
0
Dependencies
✓Every parameter named in plain English — no cryptic engine values
✓Real lightning strikes — not just thunder sounds
✓Live weather synced from any real location on Earth
✓Separate day and night length — plus vote-based night skip
✓Personal weather — let chosen players pick their own sky while the server weather stays for everyone else
Video
See it in action
01 — Presets
Weather presets you actually control
All six vanilla presets are imported automatically on first load, so you start from a working base instead of a blank slate. From there, nothing is off limits.
Everything is a dial
Rain, wind, thunder, rainbow and ocean wave height · cloud coverage, size, opacity and scattering · fog density · atmosphere brightness and contrast, day and night separately · full volumetric cloud control
Named in plain English
"Waves in the sea" instead of "OceanScale" · "Fog density" · "Sun glow size". No guessing what a value does before you drag it.
Real lightning, not a sound effect
Any preset with Thunder above zero fires actual strike effects for every online player, across three intensity tiers, with frequency scaling off the Thunder value.
✓Smooth transitions — set a transition time per preset and weather eases in over seconds or minutes instead of snapping
✓Weighted random — make Storm rare and Clear common with a single number
✓Duration per preset — when one ends, the next rolls automatically
02 — Time
Time and nights on your terms
Long days, short nights, or no nights at all — and if you'd rather let the server decide, hand the choice to your players.
Day and night length, separately
A 45-minute day with a 10-minute night is one number each. Sunrise and sunset hours are configurable, and /setday and /setnight change time instantly.
Skip nights automatically
One toggle and nights are skipped the moment they start. Ideal for PvP servers and low-population wipes.
Or let players vote
A vote opens at an hour you choose and the night is skipped only if your required percentage agrees. Vote window, sound effect and every message are customizable. An anti-abuse limit locks voting after a set number of consecutive skipped nights, so your server still has nights.
03 — Automation
Automation that runs the sky for you
Set it once and never touch it again — either on a schedule you design, or synced to the real world.
Rust-time schedule
Assign presets to any of the 24 in-game hours. A preset holds until the next scheduled one, so filling three slots already covers a whole day.
No two days alike
Put several presets in one slot — "Storm,Dust" — and one is picked at random by weight every time that hour comes around.
Real-world weather sync
Give it coordinates and an OpenWeatherMap key and your server mirrors the live weather of that location, rechecked every in-game hour. Map each real condition — Clear, Rain, Snow, Thunderstorm, Fog — to whichever preset you like.
04 — Personal weather
Personal weather for the players you choose
Give a group its own sky. Anyone with the permission sets weather for themselves alone, while everyone else keeps whatever the server is running. A natural VIP perk that costs the rest of your players nothing.
Their own sky, on command
/myweather opens a small menu. The player picks a preset and it applies to them alone, instantly, on top of whatever the server weather is.
You pick what they can choose
Limit the menu to a handful of presets in the config, or leave it open to all of them. Only the presets you allow ever show up.
One click back to normal
A Server Weather button drops them back to the shared sky at any time, and their choice is remembered across reconnects and restarts.
Reliability
Built to be left alone
✓Weather survives restarts — the active preset and how long it has been running are saved, so a reboot doesn't reset the sky to a random state
✓Active preset is highlighted in the UI — you always know what's running
✓Optional console announcement whenever a new preset starts
✓Clean unload — vanilla weather chances are restored exactly as they were
Commands
Three admin commands, two for players
Admin commands require the weather.use permission. Personal weather requires weather.personal.
/wsetupOpen the setup UI
/setdaySet time to day
/setnightSet time to night
/nskipVote to skip the night — configurable, open to all players
/myweatherOpen the personal weather menu — needs weather.personal
Hooks & API
For plugin developers
string API_GetCurrentWeatherPreset()
Returns the name of the active preset
void OnNewPresetStart(string presetName)
Called when a new preset begins
Questions
Before you buy
I scheduled a preset at hour 3, but hours 4–9 are empty. What happens?A preset runs until the next scheduled one. Set Rain at 4 and Dust at 9 and you get rain from 4 to 9, then dust from 9 until hour 4 comes back around.
Can I put more than one preset on the same hour?Yes — comma-separated, like "Storm,Dust". One is chosen at random each time, weighted by each preset's chance.
How do I know which preset is currently active?Open the UI — every preset is listed and the active one is highlighted. A preset you've only selected to edit is not.
What happens when the current preset ends?A new one starts at random, weighted by the chance value you gave each preset.
Does the weather reset when the server restarts?No. The active preset and its elapsed time are saved, so the sky picks up where it left off.
Can players set their own weather?Yes, if you grant them the weather.personal permission. They open /myweather and pick from the presets you allow, and it applies to them alone while everyone else keeps the server weather.
Do I need an API key?Only for real-world weather sync. Everything else works out of the box, and a free OpenWeatherMap key is enough.
Optimize
A stylishly designed plugin that boosts player FPS and includes a wide range of performance optimizations.
15+ optimization settings
Oxide & Carbon
English · Russian
Supports Community Servers
Depending on the hardware, client FPS either goes up or becomes noticeably more stable.
Goals
Before developing any plugin, we define the goals it should achieve when running on your game server.
Improve players FPS
Make your project stand out
Improve the overall quality
Features and Capabilities
We provide extensive functionality for both server owners who purchase the plugin and the players who use it.
General
Polished and thoughtfully designed interface
Extensive plugin customization
Players
One time notification when low FPS is detected
Numerous optimization settings
Optimization Settings
Players enable exactly what they need — every option is toggled individually, and choices are saved automatically.
World Around You
Draw distance
The server stops sending buildings, boxes and other objects that are far away.
Distant trees
Trees load only around you instead of the whole map — as you move, they stream in on their own. Saves memory and speeds up joining the server.
Images and drawings
Drawings on signs, photos, paintings and spray art stop loading. Saves memory and bandwidth.
Unapproved Skins
Disables skins that have not been accepted into the game but may still be used by other players.
Fire, Light & Animations
Destruction debris
No debris flies around when walls and structures collapse. The difference is most noticeable during raids.
Flames
Furnaces, campfires, and torches will no longer display flames.
The difference is especially noticeable in large, heavily built-up bases.
Wind turbine rotation
Wind turbines stop spinning. They generate power just like before.
Turret lasers
Laser sights on turrets and SAM sites are turned off.
Falling trees
A chopped tree simply disappears — no falling animation, no cracking sounds.
Construction smoke
Smoke and effects from placing, upgrading and repairing structures are no longer shown.
Lights
Lamps and searchlights will no longer emit light.
The difference is especially noticeable in large, heavily built-up bases.
Electricity & Industrial
Items in industrial pipes
Item animation inside industrial conveyors and pipes is turned off. The conveyors themselves keep working as usual.
Recyclers and quarries
Recyclers, quarries and pumpjacks stop shaking and animating. They keep on working.
Water flow
Water inside hoses and pipes is no longer rendered. Sprinklers and water supply work as usual.
Effects & Sounds
Distant effects
Explosions, muzzle flashes and smoke from other players' distant fights are hidden. Everything happening near you stays visible as usual.
Voice chat
You won't hear other players' voice chat, or will hear it only at a reduced range.
Frequently Asked Questions
We have anticipated your questions and answered the most common ones below.
You can ask any additional questions in the plugin's discussion section.
Do you accept suggestions for improving the plugin?
Sure! To submit an idea, join our Discord Server obtain the required role, and post your suggestion in the #suggestions channel.
What should I do if the plugin is not working?
Create a support ticket on our Discord Server and we will help you resolve the issue.
Does the plugin require a powerful game server?
No. The plugin is well optimized and will not place a significant load on your server, even on low-end hardware or with a high player count.
Permissions and Commands
Below is a list of the permissions and commands available in the plugin.
Permissions
optimize.use
Grants players access to the plugin
Commands
/fps
Opens the plugin menu
Console Commands
optimize.wipe
Clears the player settings database
Join our
Click on this text to join our server, get support, updates, and more.
Developed in
Authors
Code by DezLife
Design by Illumination
In-game admin panel
Oxide & Carbon
Our Discord
Everything you open RCON for,
without leaving the game.
PowerfulAdmin is an admin panel that lives inside Rust. Fourteen pages in the sidebar cover players, permissions, plugins, the live console, ConVars, a working server map and your own buttons. Four more tools work out in the world, on whatever you happen to be looking at. Every page and every action has a permission of its own, so a junior moderator gets what you hand them and nothing else.
/padmin opens it. After that it is point and click, or a key you bound yourself.
00
New in 1.2.0
Five things this version adds
Config editor
Open any plugin from the Plugins page and edit its config as a form. Booleans become switches, numbers and strings become fields, an object becomes a group, an array opens in its own window. Save writes the file and can reload the plugin for you.
Lang editor
The same form for language files. Copy the open language into a new code to start a translation, delete one you no longer need, or add a key and push it into every localization at once.
Map objects
Cupboards, bags and stashes on the map used to be dots. Click one and a menu opens with the owners and their avatars, a teleport, a remote inventory, and a destroy behind a confirmation.
Economy
If you run Economics, ServerRewards or IQEconomic, the player card shows the balance and lets you add to it, take from it or set it. Reading and changing are separate permissions.
Hammer & hints
The hammer edits container contents instead of only listing them, its action menu moved to a radial you open by holding E, and its HUD can be dragged. Tooltips were added across the sidebar, the actions and the toggles.
01
The sidebar
Fourteen pages, plus whatever docks in
The panel reopens on the page you left. Add-ons appear in the same sidebar, use the same permission system and follow the theme the admin picked.
Dashboard
Live console
Players
Vanish
ESP
Server map
Binds
Permissions
Logs
Plugins
ConVars
Quick buttons
Appearance
Settings
Bans DLC
Freeze DLC
Whitelist DLC
Your own sections land here too, through the API at the bottom of this page
02
Out in the world
Walk up to it and deal with it
Most moderation starts with you standing in front of a base, a player or a locked crate, not in a menu. Four tools cover that, and none of them asks the admin to install anything on their client.
Vanish
You leave the world properly: networking, colliders, entity queries and the game's own AI target list. NPCs stop shooting and forget you were standing there. Radiation, cold, wetness, hunger, thirst and drowning stop touching you, and everything is restored the way it was when you switch Vanish off. A silhouette for other admins, auto vanish on connect, opening locks and noclip riding along are all optional, and each has a permission.
Admin hammer
Hold a hammer, look at anything, and the HUD reads out the owner, position, health, upkeep, power, who is authorized, the code lock codes and what is in the container. Hold E to pick an action from the radial menu, then Shift+LMB runs it: delete, delete with gibs, delete the whole linked structure, edit the container contents, or on a hackable crate unlock it now and set its timer to any value you type.
Inspect
Look at a player and act on them without typing a name. E opens their inventory, RMB opens their full card. A hint on screen keeps telling you which key does what.
Server ESP
The server draws it with the engine's own debug draw and sends it only to admins who hold the permission. Players and sleepers carry their name, HP and held item. Loot, boxes, cupboards, bags, traps, stashes, NPCs, scientists, turrets and vehicles each get their own colour. You set the radius, the opacity and the text size, and enemy, team and admin are coloured apart.
03
The player card
One card per player, awake or asleep
A searchable, paginated roster of everyone the server has ever seen. The card holds the SteamID, live status, current session and total playtime, total Rust hours from the Steam API, groups, first and last seen, the balance if you run an economy plugin, and the IP behind a permission of its own. Under that sit the actions.
Heal
Kill
Strip
Kick
Ban
Freeze
Mute
Teleport
Inventory
Spectate
Give
Blueprints
Modifiers
Vitals
Permissions
Notes
Show on map
Each of these has its own permission
Give is a cart, not a single item. Search the item list, stack up what you want, edit any quantity by clicking the number, then send the lot. Vitals reads the real limits off the prefab, so a raised max HP or a frozen metabolism survives death, respawn, reconnect and wipe.
04
The map
The server map, drawn inside the panel
The island and the Deep Sea, with zoom. Layers go on one at a time, so you look at what you came for and nothing else.
Layers
Players, sleepers, cupboards, bags, stashes, cars, horses, air, shops, events and map notes. Cars, boats, submarines, trains, horses and player helicopters each have their own icon and an arrow showing where they are heading. The cargo ship, the cargo plane and the chinook are on the map with the rest.
Click an object
Cupboards, bags and stashes open a menu that names the owners and shows their Steam avatars. From there you can teleport to it, open its inventory from where you are standing, or destroy it behind a confirmation. Each of the three actions has a separate permission, so a moderator can be allowed to look without being allowed to delete.
Heat
PVP and raid heat build up from kills that actually happened and explosive damage that actually landed, over a window you set. It shows where the server is loud right now rather than guessing.
Side panel
A player search next to the map, and a card for whoever you picked with the same actions as the full player card. Hold Shift and place a map note to teleport straight to it.
05
Server control
The parts you used to need RCON for
Live console
Server output as it happens, filtered by category, with a command line and history. It can be switched off entirely for everyone in Settings.
Permissions
Every permission on the server, grouped under the plugin that owns it. Toggle per user or per group, create and delete groups, set a parent group, and search across thousands of entries. PowerfulAdmin's own permissions can be locked so nobody edits them from inside the panel.
Plugins
Load, unload and reload anything on the server, then open its config and language files as a form and edit them without touching the filesystem. Editing is a separate permission from reloading, so an admin can restart a plugin without being able to rewrite it.
ConVars
Edit the server ConVars that matter, grouped and searchable. The panel keeps them in its own cfg file and applies them again on boot, so a restart does not quietly undo your work.
Logs
Commands, chat, joins, leaves, errors and warnings, colour coded and capped at a number you choose. Companion plugins write into the same log through the API.
06
Make it yours
Bend it to how your team works
Quick buttons
Your own console commands as buttons, each with an icon, a colour, an optional confirmation and a permission of its own. You decide where a button shows up: the player card, the map, the dashboard or the floating widget.
Binds
Ready bind lines for the panel, Vanish, god mode, noclip, ESP, the hammer, inspect and the map. Type the key you want, select the generated line, Ctrl+C, paste into F1. One key toggles both ways.
Appearance
Three themes, Rust, Midnight and Plum, chosen per admin. Fonts are picked per slot, the window can be dragged, and the ESP text size is adjustable. Fonts without Cyrillic are marked in the picker.
Notifications
Panel messages go through Notify or NCP if you have either installed, or through chat, or nowhere at all. You pick the provider in Settings and the add-ons follow it.
Storage
SQLite by default, and it needs no setup. MySQL is there for networks that share data between servers, JSON for people who prefer files. Moving between them is one click in Settings and the data comes along.
Discord
An optional companion plugin ships in the same archive. Two way chat relay, feeds for bans, actions and errors, a bot with a live status line, and roles that decide who may run commands from Discord. It is set up in game, not in a config file.
07
Permissions
Twenty seven of them, and that is the point
A trial moderator can be given Vanish, the player card and nothing else. A head admin gets the lot. The panel greys out what an admin cannot reach instead of hiding it, so nobody has to guess why a page is missing.
powerfuladmin.use
Open the panel at all
powerfuladmin.players
Player page and player cards
powerfuladmin.map
Map page
powerfuladmin.map.teleport
Teleport to an object on the map
powerfuladmin.map.loot
Open an object's inventory from the map
powerfuladmin.map.remove
Destroy an object from the map
powerfuladmin.esp
ESP page and the overlay itself
powerfuladmin.vanish
Vanish
powerfuladmin.vanish.unlock
Open locked doors and boxes while vanished
powerfuladmin.hammer
Admin hammer
powerfuladmin.hammer.codes
See code lock codes in the hammer HUD
powerfuladmin.hammer.loot
Edit container contents with the hammer
powerfuladmin.plugins
Plugin page, load and reload
powerfuladmin.plugins.edit
Edit plugin configs and language files
powerfuladmin.economy
See a player's balance
powerfuladmin.economy.edit
Change a player's balance
powerfuladmin.console
Live console page
powerfuladmin.perms
Permission manager
powerfuladmin.logs
Logs page
powerfuladmin.convars
ConVar editor
powerfuladmin.quickbuttons
Create and edit quick buttons
powerfuladmin.settings
Settings, storage and Discord
powerfuladmin.godmode
God mode toggle
powerfuladmin.noclip
Noclip toggle
powerfuladmin.viewip
Reveal player IP addresses
powerfuladmin.candisablevitals
Edit player vitals and metabolism
powerfuladmin.countableondashboard
Counts toward the admins online figure
On top of that, every action in the player card carries powerfuladmin.player.NAME, and every quick button you create carries powerfuladmin.quickbtn.NAME. You do not have to grant them one by one on day one: pa.setup <steamid or name> in the server console hands a player the whole set at once.
08
Commands
One in chat, three in console
There is nothing else to memorise. The console ones exist mainly so you can bind them to keys.
/padmin
Open the panel
pa.open <page>
Open the panel straight on a page, for example pa.open map
pa.toggle <feature>
Flip vanish, god, noclip, ESP, hammer or inspect. Called without a value it toggles, so one key does both directions
pa.setup <steamid|name>
Grant the full permission set to a player, once, on install
Install
1
Drop the plugin into your scripts folder. It loads and writes a clean config on its own. Oxide and Carbon both work.
2
Run pa.setup with your name or steamid once in the server console.
3
Type /padmin in game. You are in.
4
Optional, later, in Settings: switch to MySQL, connect Discord, add a Steam API key for Rust hours, and copy your binds out of the Binds page.
09
Add-ons
Bans, Freeze and Whitelist, sold separately
Three companion plugins drop into the sidebar and share the card, the permissions and the storage backend. They are extras rather than missing pieces: everything above this line works without them.
PowerfulBans
Timed and permanent bans in their own database, reason templates, per role duration caps, ban history and login enforcement. Runs standalone too.
PowerfulFreeze
Freeze a player where they stand while you talk to them, from the card, the map or the world, with live countdowns and three freeze modes.
PowerfulWhitelist
Closed server whitelisting with JSON, SQLite or MySQL storage and its own standalone commands.
10
Before you buy
The questions that actually get asked
Will it lag my server?
It is built not to. Objects are pooled and buffers reused, only the element that changed repaints instead of the whole panel, saves are debounced, state is cached behind signatures, and ESP, inspect and the map run on intervals you can tune. Nothing runs for an admin who is not looking at it.
Is the ESP a cheat?
There is no client mod involved. The server draws it through the engine's own debug draw and sends it only to admins holding powerfuladmin.esp. Take the permission away and it stops existing for that admin.
Can a junior moderator abuse it?
Only as far as you let them. Every page has a permission, every action in the player card has one, every quick button you make has one, and the plugin's own permissions can be locked so they cannot be edited from inside the panel.
Do I need a database?
No. SQLite is the default and needs no configuration. MySQL is there for networks that want shared data, JSON for people who like plain files, and moving between them is one click in Settings.
Do I have to set up Discord or a Steam API key?
Neither. Discord is optional and configured in game when you want it. The Steam key only fills in the total Rust hours figure on player cards. Without it that one line reads n/a and nothing else changes.
Can I manage players who are offline?
Yes. Teleport to a sleeper, heal them, strip them, edit the inventory, mute, change permissions. Only the actions that need a live connection are disabled while a player is away.
Oxide or Carbon?
Both. On Carbon the panel's internal commands are protected on top of that, so nothing outside the panel can call them, while the public ones stay open for your binds.
What language does it speak?
English and Russian out of the box, and every string lives in a language file. Adding another locale is a translation rather than a code change, and you can now do it from inside the panel.
I write plugins. Can I hook into it?
Yes, and the section below shows how.
11
For developers
Your plugin, inside the panel
Any plugin can register its own sidebar section and draw inside the panel, in the player's language and in whichever theme the admin picked. Bans, Freeze and Whitelist are built on this same public API, so it gets exercised on every release.
[PluginReference] private Plugin PowerfulAdmin;
var definition = new Dictionary<string, object>
{
["id"] = "mystats",
["icon"] = "assets/icons/star.png",
["category"] = "nav.cat.tools",
["permission"] = "myplugin.view",
["title"] = (Func<BasePlayer, string>)(p => "My Stats"),
["hint"] = (Func<BasePlayer, string>)(p => "Kills, deaths, playtime"),
["open"] = (Action<BasePlayer>)OpenSection,
["cardRows"] = (Func<string, List<string[]>>)CardRows,
["settings"] = (Action<BasePlayer, CuiElementContainer, string, int>)DrawSettings,
["settingsHeight"] = (Func<BasePlayer, int>)(p => 180),
["popupActions"] = new Dictionary<string, Action<BasePlayer, ulong, string>>
{
["ban"] = OnBan
}
};
PowerfulAdmin.Call("API_AddSection", definition);
Only id is required. Every other key is optional, and the permission is registered for you if no plugin has claimed it yet. Read API_SectionContext on every render to get the parent layer, the body size, the padding, the player's language and the full theme palette, because the admin can switch themes while your page is open.
API_AddSection(def)
Register or replace a section
API_RemoveSection(id)
Unregister, call it in Unload
API_OpenSection(player, id)
Send a player to your section
API_SectionContext(player)
Geometry, language and palette for rendering
API_ReopenPanel(player)
Reopen the panel where it was
API_RefreshPlayerCard(steamId)
Repaint a player card after your data changes
API_RefreshSettings(player)
Repaint the settings page after saving a value
API_Notify(player, message, isError)
Notify through the admin's chosen provider
API_Log(message, category)
Write a line into the Logs page
API_KnownPlayers()
Every player the server has seen
API_RustHours(steamId)
Total Rust playtime from the Steam API, cached
Support, updates and feature requests
Bugs get fixed and requests get read. LR Development Discord
UltimateQuests is a quest plugin where the quest is the event. Most quest plugins watch your inventory and tick a counter. Here a step picks a spot on the map, marks it for you, and builds something on it: a patrol helicopter over a cargo drop, six shooters dug in behind a treeline, a shark circling a crate on the seabed. You clear it, take what is inside, and carry it back to the man who sent you.
The zone belongs to the player who took the quest and gets placed the moment they take it, so two people running the same quest are not standing in the same field, and the next player who takes it goes somewhere else. Of the 45 quests in the box, 17 stage a zone like that, two put you on a butchering point you have to hold out in the open, and one hands you loot that anyone who kills you can take off your corpse. The rest is the gathering, crafting and hunting work that feeds them.
All 45 ship with the plugin in English and Russian, laid out in a tree that opens up as players work through it. How they reach a player is your call: quest givers standing at monuments that you walk up to and talk to, or a menu that hands out the same work without a single NPC on the map. Both tracks sit inside ServerPanel as their own category if you run it. Everything after that is yours too: objectives, dialog, rewards, zones, and where the NPCs stand.
🌟 Features of UltimateQuests
Any step can stage its own event: the plugin places a zone, marks it on the map, spawns whatever lives in it and clears the whole thing away when the step ends
What goes in a zone: NPC waves built from your own presets, animals, a patrol helicopter, loot containers you fill yourself, and loot that stays locked until the area is cleared or a survival timer runs out
Zones place themselves per player and per run. Pick Sea, Land, Beach, Monument or the player's own base, and the plugin searches for a spot that fits near the giver. PlayerBase mode turns the step into a defense, with the crew coming out of the treeline at the player's own walls
Two ways to put other players in the way: bounty loot that rides in the carrier's inventory until somebody kills them for it, and butchering points that have to be held for a couple of minutes out in the open
45 quests across three givers, a trader, a farmer and a hunter, written out in English and Russian, laid out in a tree with prerequisites and difficulty where every node reads as available, active, completed, locked or VIP
21 objective types, among them gathering, hunting, fishing, crafting, recycling, card swipes, crate hacks and cargo delivery
Two tracks, set by one config field. In Npc mode the givers stand at monuments, the card tells you which grid square to walk to, and a job is offered in a branching conversation and handed in face to face. In Menu mode nobody spawns and the whole thing runs from the panel, quest tree included
Either track docks into ServerPanel as its own category, or stands alone on the plugin's fullscreen layout. Four skins in all, fullscreen plus ServerPanel V1, V2 and V4, picked automatically from the template you run
A HUD tracker for the current step, plus map markers and in-world waypoints pointing at zones, loot containers and butchering points
Rewards as items or console commands, with drop chances, hidden rewards, blueprints, weapon attachments and plant genes
Step credit from more than 30 event plugins, so winning Convoy, Caravan, ArmoredTrain or a Raidable Base can finish a quest step
Completion logging to console, file, chat and a Discord webhook
🎮 Commands
/quest, /quests – open the quest list
/questlist – open the quests the player has already taken
/questhud – turn the HUD tracker on or off
/uq – admin commands. Run /uq help for the full list: create, quest create, start, move, rotate, save, cancel, teleport, spawn, kill, list, reloadnpcs, complete
🛡️ Permissions
ultimatequests.admin – admin commands and NPC edit mode
A quest can also name a permission of its own. Give it any name you like in the profile, and the plugin registers it on load and marks the quest as VIP in the tree for everyone who lacks it.
🏆 Included Quests
Hal Brannigan, Trader – 15 quests. Recovering a sunken shipment, intercepting a rival's cargo, stocking a room and arming the people who guard it.
Roy Hatcher, Farmer – 15 quests. Greenhouses, water, chickens and eggs, and the raiders a good harvest brings to the barn door.
Wade Kestrel, Hunter – 15 quests. Tracking and butchering game, taking trophies, and running a rival outfit off the delta.
Five of them, to show what a quest looks like here:
On the Bottom – Hal marks a dive site within 300 m of where he stands: real seabed, at least eight metres of water. A sealed crate goes on the bottom and a shark circles it. Open it down there, then carry the container back and put it in his hands.
Under the Sights – a cargo drop on open ground. Nothing happens until you open the container: that arms the zone, starts a sixty-second clock and calls in a patrol helicopter. The loot stays locked for the whole minute, so you have to live through it before you can take anything.
They Found the House – two auto turrets on the safehouse first. Then the zone is placed on your own building, and fifteen seconds later six men come out of the treeline in two waves, three rifles and three shotguns. They spawn no closer than twenty-five metres, so you get to see them coming.
The Outfit – a rival crew dug into a twenty-eight-metre patch where the treeline breaks. Six shooters in two waves, spawning around you rather than at the middle of the zone. Their elite crate stays sealed until the last one is down, and crates outside the zone do not count.
Rendered Down – three bears off the treeline, twenty animal fat off the carcasses, and then Roy's butchering block: an eight-metre circle you have to hold for two to three minutes out in the open. What comes off it rides home in your inventory, and anyone who kills you takes it.
The quests live in data/UltimateQuests/Profiles/*.json, one file per NPC. Edit them, add your own, or delete the lot and start over.
🖼️ Showcase
Npc mode – the givers stand at monuments and hand out work in person
Talking to a quest giver
Fullscreen
ServerPanel V1
ServerPanel V2
ServerPanel V4
Menu mode – nobody spawns and the whole thing runs from the panel
Fullscreen
ServerPanel V1
ServerPanel V2
ServerPanel V4
In both modes – the HUD tracker for the current step
HUD tracker – pages through the quests you have taken
🎥 Video
🗒️ Visual Editor
NPCs are placed in the game, not in a config file. Stand where you want one and run /uq create <name>, then /uq start <id> to enter edit mode and nudge it with /uq move and /uq rotate until it sits right. /uq save writes the spot down as an offset from the nearest monument, so the NPC lands in the same corner of that monument on every map you wipe to.
In-game NPC Editor
⚙️ Web Config Editor
Easily manage your UltimateQuests settings with our web-based configuration editor. This tool allows you to adjust plugin configurations through a user-friendly interface, eliminating the need to manually edit files on your server.
It loads all three UltimateQuests file types: the main config, an NPC profile with its quests, and the stats file. Quests, steps, rewards, dialog trees, event zones, NPC spawns, tree filters, the HUD, markers, restrictions, sounds, logging and the translations each get their own form, so a quest chain can be built without opening a single JSON file.
Web Config Editor
P.S. Join our Discord at https://discord.gg/mevent and request the "UltimateQuests" group for access to the web configuration editor.
🧪 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
📚 FAQ
Q: Do I have to use the NPCs?
A: No. Quest Mode in the config takes Npc or Menu, and it ships on Menu. On Npc the givers spawn at their monuments, each card in the list shows the grid square to find them in, and taking a job, handing it in, claiming a reward or dropping a quest all have to happen in person. Try it from the menu and the plugin answers "You can only do that in person. Go find the quest giver." On Menu no NPC is spawned at all, the same 45 quests are taken and handed in from the panel, and every giver gets a quest tree button on their card.
Q: Does that change how it sits in ServerPanel?
A: No, both tracks render as a ServerPanel category, and the plugin reads your template to pick the matching layout. The difference is what the cards show: on Npc a location to walk to, on Menu a progress bar and the tree. Without ServerPanel either track opens on the plugin's own fullscreen layout from the chat command.
Q: What happens when ten players take the same zone quest at once?
A: Each of them gets a zone of their own, placed separately, with its own NPCs and its own loot. A zone comes down when its step is finished, when the player abandons the quest, when they disconnect, and when the plugin unloads, so nothing is left standing on the map after the fact.
Q: My NPCs are standing there with no quests. What went wrong?
A: The data folder from the archive did not make it onto the server. The plugin never writes quest content on its own, so copy the whole folder over and the profiles will end up at oxide/data/UltimateQuests/Profiles/*.json (or carbon/data/). A profile file name has to match the NPC name in the config exactly, so if you rename an NPC, rename its file too.
Q: Which other plugins do I need?
A: ImageLibrary for the avatars and quest icons. NpcSpawn if you want hostile waves inside event zones. Without it a zone still triggers, still runs its timer and still locks its loot, there are just no NPCs in it. MonumentFinder for zones and NPCs placed by monument.
Q: How do I add UltimateQuests to the ServerPanel menu?
A: In ServerPanel, create a category with Type: Plugin, Plugin Name: UltimateQuests, Plugin Hook: API_OpenPlugin. The layout is picked from your ServerPanel template on its own (t1 and t1_1 give V1, t2 gives V2, t4 gives V4), and anything else falls back to the fullscreen layout. While that category exists, the chat commands open it instead of the standalone interface.
Q: Players get "The plugin does not work correctly, contact the administrator!"
A: ImageLibrary is not running. Install it, check that it loads with o.plugins, restart the server and read the console for ImageLibrary errors.
Q: I see black images, or error 429 while images load. What do I do?
A: Turn on Enable Offline Image Mode in the config, drop the contents of PluginsStorage into the TheMevent data folder and reload. Your own images go in TheMevent/ as well and are referenced with the TheMevent/ prefix.
Q: Where do I edit the text, or add my own language?
A: oxide/lang/en/UltimateQuests.json (or carbon/lang/en/). The English file maps every key to itself, so it doubles as the translation template: copy it to lang/<code>/UltimateQuests.json and translate the values only. Never touch the keys, that is how the plugin finds your translation. Russian is included. Players on any other client language see the English text.
Q: What can I put in a command reward?
A: Any console command, with %steamid% substituted for the player. That is also how you hand out a rank for finishing a chain, with something like o.grant user %steamid% yourplugin.vip.
🔧 API / Hooks
void OnQuestStarted(BasePlayer player, int npcId, int questId)
void OnQuestCompleted(BasePlayer player, int npcId, int questId)
Questions, ideas and bug reports go to our Discord.
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