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Combined Storage lets players connect multiple storage containers so they function as one large inventory. Includes automatic item sorting, search functionality, and filtering to keep storage clean and efficient.   Readme Link - Click Here for Instruction and Documentation 👆 Highly recommend reading the FAQ section!   All Your Items - In One Place Link multiple containers so they all share a single organized inventory.   Automatic Sorting Items are automatically sorted as they are inserted, no manual effort required. Search Functionality Quickly find any item across all linked containers using a fast, built-in search bar.   Simple Setup Simply press Link in a container to hook it up with the rest of them in your base. Unique View for Each Player Each player sees their own automatically sorted and filtered view of the shared inventory based on their preferences, without affecting anyone else.    
5.0
sale
$20.00 $15.00
Smart Kill Log ✅Features - Global Kill Log: Server-wide kill feed displayed to all connected players - Smooth Animations: Professional slide-in and slide-out effects with easing (FPS depends on the server) - Personal Notifications: Center-screen zoom notifications when you kill or down someone - Sound Effects: Audio feedback for kills and downs - Customizable Position: Display on left or right side of screen, adjustable vertical position - Opacity Fade: Older entries gradually fade out for cleaner visuals - NPC Support: Tracks kills involving NPCs (scientists, animals, etc.) - Multi-language Support: English, Japanese, Chinese , Russian, French - Custom Background Images: Fully customizable UI backgrounds via ImageLibrary ✅Kill Log Display The kill log shows detailed information for each event: - Attacker name (gold color for players, white for NPCs) - Action type: killed (red), downed (blue), died (purple) - Victim name - Weapon used - Distance in meters ✅Personal Notifications When you kill or down another player, a centered notification appears with: - Zoom-in animation effect - The victim's name highlighted - Action type (Killed/Downed) - Sound effect feedback ✅Dependencies ImageLibrary (for custom background images) If ImageLibrary is not installed, the plugin works without background images.   ✅Commands /killlog                      Toggles the display of the kill log on/off. /killlog notif             Toggles the display of kill notifications on/off. - These settings persist even after restarting the server. ✅Configuration { "Kill Log Settings": { "Enabled": true, "Max Logs": 8, "Display Duration (seconds)": 10.0, "Position (Right or Left)": "Right", "Position Y (0.0-1.0, 0.5=center)": 0.83, "Font Size": 12, "Fade Opacity": true, "Show Weapon and Distance": true, "Show Player vs NPC Kills": true, "Show NPC vs Player Kills": true, "Show NPC vs NPC Kills": true, "Show Suicide Kills": true, "Show Critter Kills": false, "Animation FPS": 60.0 }, "Kill Notification Settings": { "Enabled": true, "Display Duration (seconds)": 1.5, "Position Y (0.0-1.0, 0.5=center)": 0.4, "Font Size": 14 }, "Image Settings": { "Kill Log Background Image URL (Right)": "https://www.dropbox.com/scl/fi/phjuyg4zcm3f0w4maaupi/.png?rlkey=woo4to4ree1taaly5z6euahup&st=a47ypflv&dl=1", "Kill Log Background Image URL (Left)": "https://www.dropbox.com/scl/fi/27x7nr9y77eoaq40ybvgb/.png?rlkey=392e8qmzgdmadu9812y1f1psm&st=0j6yvfyv&dl=1", "Kill Notification Background Image URL (Center)": "https://www.dropbox.com/scl/fi/y0j8alca59m7eqnluwhr0/.png?rlkey=u8mk5qajmr6oqnb41dulorpz5&st=9ocyqggb&dl=1" }, "Color Settings": { "Player Name Color (hex)": "#ffd700", "NPC Name Color (hex)": "#ffffff", "Weapon/Distance Color (hex)": "#f5f5f5", "Killed Action Color (hex)": "#f08080", "Downed Action Color (hex)": "#87cefa", "Died Action Color (hex)": "#dda0dd", "Notification Player Name Color (hex)": "#ff8c00", "Notification NPC Name Color (hex)": "#ff8c00", "Notification Action Text Color (hex)": "#EAE2DA" } } Kill Log Settings: Max Logs: Maximum number of entries displayed at once (default: 😎 Display Duration: How long each entry stays visible (default: 10 seconds) Position: Screen side for the kill log (Right or Left) Position Y: Vertical position (0.0 = bottom, 1.0 = top, 0.5 = center) Fade Opacity: Gradually fade older entries Show Settings : Display settings for NPC and player kill events Show Settings : Display settings for NPC and player kill events Animation FPS : This limits the animation frame rate. Even if the game frame rate on the client is 120fps, it will be limited to the set frame rate. Kill Notification Settings: - Display Duration: How long the center notification shows (default: 1.5 seconds) - Position Y: Vertical position for the notification Image Settings: - Provide URLs to custom PNG images for backgrounds - Separate images for left/right positioning and center notification   ✅Contact VOID / NINJA WORKS DISCORD  :  https://discord.gg/U8uxePjSyA   MADE IN JAPAN
5.0
Allows both PVE and PVP players to exist on a server at the same time. PVE players will have certain configurable protections and restrictions. You can have players use a command to flag themselves as PVP/PVE or you can assign it to them when they first spawn. If you have ZoneManager you can also designate specific zones to force player's to be PVE or PVP. Plugin is also compatible with SimpleStatus. Note: Video is outdated, see documentation for a full list of new features! Documentation: A full readme including permissions, commands, and config options is available in this wiki site. Disclaimer: Like all of my plugins - this plugin is sold as is. I will be happy to take feature requests into consideration but make no guarantees about which ones get implemented. Please refer to the feature list before you make your purchase! Developer API: API Methods // Returns the mode of the given entity. Also takes into account if the entity is in a forced mode zone. string GetEntityMode(BaseEntity entity); // Returns the group name for the given mode. For example if given 'pve' will return 'warmodepve' string GetModeGroup(string modeId); // Returns the target type for a given entity. Target types are the category that an entity falls into. // For example, if given a BasePlayer entity, it will return 'players'. If given a horse entity is will // return 'horses'. string GetEntityTargetType(BaseEntity entity); Hooks - place these in your plugin and WarMode will call them. // Called when a player's mode has been updated or config changes have ocurred that may affect the mode. private void WarMode_PlayerModeUpdated(string userid, string modeId) // Used to override WarMode logic for taking damage. // If true/false is returned then WarMode logic will be skipped. Return null to continue WarMode logic. private object CanEntityTakeDamage(BaseCombatEntity target, HitInfo info) // Used to override WarMode logic for targeting. // If true/false is returned then WarMode logic will be skipped. Return null to continue WarMode logic. private object CanEntityBeTargeted(BasePlayer target, BaseEntity attacker, bool skipVendingCheck) // Used to override WarMode logic for triggering a trap. // If true/false is returned then WarMode logic will be skipped. Return null to continue WarMode logic. private object CanEntityTrapTrigger(BaseTrap trap, BasePlayer basePlayer) // Used to override WarMode logic for looting an entity. // If true/false is returned then WarMode logic will be skipped. Return null to continue WarMode logic. private object CanEntityLoot(BasePlayer looter, BaseEntity target, bool skipVendingCheck) FREE Extension Plugins: All extension plugins are optional, and included in the downloadable zip that WarMode comes in.   War Mode Admin Panel Use the /warmode.config or /wmc command to open a panel that allows admins to update mode rules in game without having to reload the pluign. Requires the warmode.admin permission to use. I HIGHLY recommend you use this extension! War Mode Spawn UI Provides a UI that is shown to players when they first spawn that prompts them to choose whether they want to be PVP or PVE.   Also supports custom modes. Localization and config options available. This can also be configured to appear when players use the /flag command.   War Mode Rules UI Using the /rules command (which is configurable) players can see a list of what restrictions they have for their current mode. These ruling will update dynamically based on your config settings.   War Mode Badges Customizable UI elements that will appear on the player's HUD to indicate what their current mode is.  
4.8
15+ settings Oxide & Carbon English · Russian Community servers toggled one by one same single file per-player language works without UI Note Depending on the hardware, client FPS either goes up or becomes noticeably more stable. Every choice is saved per player and restored on the next connect. 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 What you get   Feature Details Polished interface One menu with every option, a draw distance slider and a live FPS counter. Extensive customization You decide which options players may enable, which are on for new players, and the cooldown of each one. Low FPS notification Shown once, exactly when it matters: the player is offered the menu right after a drop is detected. 15+ settings Each toggled on its own, saved automatically and restored after relog. Optimization settings Players enable exactly what they need — every option is toggled individually. World around you   Setting What it does 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 and animations   Setting What it does Flames Furnaces, campfires and torches no longer display flames. The difference is especially noticeable in large, heavily built-up bases. Lights Lamps and searchlights no longer emit light. The difference is especially noticeable in large, heavily built-up bases. Destruction debris No debris flies around when walls and structures collapse. The difference is most noticeable during raids. 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. 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. Electricity and industrial   Setting What it does 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 and sounds   Setting What it does 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. Community servers Tip Some community servers are not allowed to use custom interfaces. Switch the plugin to chat only mode and players get the same optimizations through commands, with no UI at all. Command What it does /fps Opens the menu, or prints the current status in chat only mode /fps list Lists every option with its state /fps <option> Turns one option on or off /fps radius 1-4 Sets the draw distance preset Permissions and commands Type Name Description Permission optimize.use Grants players access to the plugin Chat command /fps Opens the plugin menu Console command optimize.wipe Clears the player settings database[2] 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. 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. Does hiding an effect change how the game works? No. Hiding is purely visual and per player. A furnace a player hid the flames of still smelts, a wind turbine that stopped spinning still generates power, and a conveyor without item animation still moves items. Can I keep some options disabled for everyone? Yes. Every option has its own switch in the config, so you choose which ones appear in the menu. You can also set which options are enabled for new players by default. 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. Tip Join our Discord server for support, updates and announcements. Developed in Hustle Industries · Code by @DezLife · Design by @Illumination Everything a player hides keeps working on the server — only the picture is hidden for that player. Other players see the world as usual. ↩︎ Available from the server console, RCON or as an admin in game. The first call opens a 30 second confirmation window. ↩︎  
5.0
AI-Powered Anti-Cheat & Moderation Galium: the automated anti-cheat & moderation platform for Rust organizations Detection, intelligence, and enforcement, automated and unified in one organizational dashboard. Galium reads live, server-side gameplay to catch cheaters, teamers and rule-breakers from the way they play, then enforces automatically, 24/7, across every server you run. No client install. Works alongside EAC. Request Access Join Discord 40,000+ players monitored live 2021 protecting Rust since 24/7 automated enforcement Your browser does not support the video tag. One automated layer over your whole operation Galium is an anti-cheat at its core, designed to detect behavioral abuse through live production signals, risk modeling, and automated enforcement workflows. Everything runs server-side, so there is no client for players to install or tamper with, and detection runs off your game server without taxing your tick rate at peak population. It analyzes four live behavioral signal streams in real time, and acts the moment a player crosses the line you set: Combat Aim, recoil & hit patterns Movement Speed, flight & position Chat, voice & signs AI toxicity & NSFW Teams Cooperation & grouping Automated Pillar 01 Server-side anti-cheat Galium flags the full range of Rust cheats from live gameplay, not from the player's machine, from blatant aimbot to the subtle no-recoil that slips past everything else. Every flagged player carries a single risk score and tier, so your staff review who matters first. Detects in real time Aimbot, triggerbot & aim assistance No-recoil & no-spread Spinbot, flyhack & speedhack Scripting & automation Risk scoring & tiers One risk score per player, not per detection Severity tiers prioritize who to review first Explainable & auditable, never black-box Weighting refined through years of real outcomes Automated Pillar 02 Teaming detection, in 3D Teaming beyond your group limit is the hardest rule on Rust to police, and the easiest to hide. Galium surfaces the relationships behind it and maps who is actually cooperating with whom, so you can act on evidence instead of suspicion. ✓ Flags cooperation that exceeds your group limit ✓ Player-to-player, player-to-clan & clan-to-clan scoring ✓ Weighted by interaction and proximity over time Teaming on the 3D map · by RankEval Automated Pillar 03 AI Moderation Toolkit One AI-driven toolkit reads everything players type, say and draw. Language models score chat, speech models transcribe and judge voice, and computer vision scans every spray and sign. It acts in-game the moment something crosses the line, without a moderator in the loop. Chat AI toxicity scoring + word filters Auto-mutes offenders instantly Every action logged to Discord Voice AI transcribes voice in real time Flags toxic & abusive players Optional auto-enforcement & logs Images AI vision scans every spray & sign Flags NSFW & offensive imagery Auto-removed, no manual review Automated enforcement that never sleeps Detection only matters if something happens next. Build no-code rules (trigger, condition, action) and Galium bans, mutes, kicks or alerts the moment a player crosses your threshold, across every server, 24/7. ✓ No-code automation rules: trigger → condition → action ✓ Bans, mutes, kicks and alerts fire automatically, 24/7 ✓ Two-way BattleMetrics ban sync ✓ Full Discord moderation bot, with actions & alerts posted live ✓ Ban history, mute history, evidence linkage & full audit trails From a single server to a whole organization Run one server or fifty. Galium fits both, and grows with you. Where most plugins stop at a single server, Galium gives every player one identity, one risk score and one enforcement history that follows them across everything you run. ✓ One player identity across your entire org ✓ Risk follows the player, not the server they join ✓ Behavioral profiles persist beyond wipe cycles ✓ Staff actions are fully traceable across teams No silos. No per-server blind spots. One structured organizational view. Plugs into the tools you already run Discord A full moderation bot with live alerts, actions and logs in your server. BattleMetrics Two-way ban sync keeps enforcement consistent everywhere. RankEval Player-position tracking and the 3D teaming map. Automated moderation at scale starts here If you operate Rust servers and need cross-server cheat detection, teaming intelligence and automated enforcement that runs itself, and Galium is the infrastructure to support it. Request Access Join Discord See every feature in detail at galium.gg/features Automated Rust anti-cheat since 2021 · 40,000+ players monitored live · Built by CyberSynthetics Solutions LLC
5.0
sale
$40.00 $30.00
Extra Fishing V3 Transform vanilla fishing into a rich, progression-based gameplay pillar with 300+ custom fish species, drifting school-of-fish encounters, aquaculture breeding, fish finders, economy integration, a beautiful animated fish encyclopedia, and fully fish traps. ExtraFishing turns one of Rust's most ignored activities into a deep, rewarding system your players will actually want to engage with. Every catch matters: size, weight, rarity, biome, time of day, water depth, rod tier, school proximity, and aquaculture breeding all influence what ends up on the line.                                                     DEPENDENCIES Required:   ImageLibrary   — For all custom fish icons and UI background images. ExtraFishing will not display images without it. Optional:   Economics      — Enables Economics as a currency backend in the sell UI.   ServerRewards  — Enables ServerRewards as a currency backend.   Zone Manager — This is required when using a floating UI.   Extra Music Player — This is necessary if you want to play custom music when announcing the tournament. If you use only Scrap or a Custom item as currency, no optional plugins are needed.       Added 300+ Fish               • You'll be able to catch 300 different types of fish. The types of fish you can catch will vary depending on the biome.   • Fully configurable fish catalog with custom names, skin IDs, growth     formulas, min/max sizes, rarities (Star 1 to Star 5), biome restrictions,     descriptions, and processed-item yields.   • Each species uses a real weight formula:         Weight (kg) = Growth_A * Size^Growth_B / 1000     so bigger fish really do weigh proportionally more. This is what drives     the per-species weight rankings.   • Fish are linked to vanilla bait items (anchovy, sardine, catfish,     herring, salmon, orangeroughy, smallshark, troutsmall, yellowperch) for     seamless compatibility with vanilla fishing mechanics.   School of Fish System                           • Dynamic, drifting schools spawn and migrate across the ocean in real time.   • Schools provide massive bonuses while players fish inside them:       - Fish size multiplier (default 2.0x)       - Rarity bonus (default +100)       - Hook speed bonus (default 70% faster catch time)   • Visual burst effects trigger in bursts when players hook a fish inside a     school — great immersive feedback.   • Peak time schools spawn in shallower water (1–5m) to reward     morning/evening fishing. Off-peak schools stay in deeper water (30–50m).   • Per-school catch limit forces the school to migrate elsewhere after X     catches, keeping players exploring and preventing AFK camping.   • Fully configurable: max schools, radius range, drift speed, direction     change intervals, catch limit, update rate, effect tick settings.   Fish Finder Device                       • Custom Geiger-counter-based handheld detector with a live radar-style UI     showing distance and bearing to the nearest active school.                 • Configurable:       - Max detection range (default 100m)       - Beep interval, UI update interval, UI size       - Durability drain per interval       - Background image and overlay image stack       - Require specific skinned item vs. allow any Geiger counter   Tiered Fishing Rods                 • Define any number of rod tiers keyed by SkinId. Each rod tier configures:       - ChanceBonus: adds to catch chance for rarer fish       - FishSizeMultiplier: multiplier applied to caught fish size   • Default tiers included: Low / Mid / High Quality Rod.   • Players progress by upgrading their rod — directly tied to bigger, rarer     fish and higher-value catches.   Tiered Fish Traps                 • Define any number of fish trap tiers keyed by SkinId, each with:       - ChanceBonus for rarer fish       - FishSizeMultiplier       - CatchMinnowEnabled toggle + Min/Max minnow per catch       - StorageSlots (override vanilla slot count)       - MaxHealth (override trap durability)   • Default tiers included: Low / Mid / High Quality Fish Trap.   Aquaculture / Fish Breeding                                             • Deployable custom fish cages (Large Fish Cage, Small Fish Cage) that breed     fish over time when fed bait.                                           • Each cage type configures:       - Breeding interval min/max (in minutes)       - Box slot count (storage size)       - Fish size multiplier for bred fish   • Built-in breeding progress UI with feed reminders, empty state, box-full     warning, and an in-game guide overlay.   • Custom raft-based platforms for building floating fish farms:       - Square Raft 3x3 / 5x5 / 10x10       - Hexagonal Raft 1 / 3 / 5                               • Configurable aquaculture settings: replacement/box health, effect     duration, effect tick interval, rarity multiplier for bred fish.   Depth-Based Fishing     • Fish size scales with water depth across 4 configurable tiers.     Default:       - Tier 1 (0.0 – 4.9m):   1.0x       - Tier 2 (5.0 – 39.9m):  1.1x       - Tier 3 (40.0 – 49.8m): 1.2x       - Tier 4 (49.9 – 999.9m):1.3x   • Encourages boat exploration and offshore deep-sea fishing.   • Fully toggleable via config.     Peak Time System     • Morning (default 4:00 – 7:00) and Evening (default 18:00 – 21:00) peak     windows apply a global chance bonus (default +50) for rarer fish.   • During peak time, additional fish schools spawn in shallow water so     players can easily reach them.   • All four values are configurable: MorningStart, MorningEnd, EveningStart,     EveningEnd, PeakTimeChanceBonus.   Fishing Tournaments                             Run server-wide fishing tournaments from the in-game UI.  How it works   • Start a tournament from the fish encyclopedia.     Open /fish, choose a fish, and press Open Tournament on its details page.     That fish becomes the tournament target. Fish with custom skins count as their own species.   • Choose how players compete:       - Size: the longest fish wins       - Weight: the heaviest fish wins   • Set the end time with a date and time, for example 2026-06-14 18:30, 06/14 18:30 or just 18:30. Times use the server's local clock.   • Each player's best catch counts. Only catches of the target fish made while the tournament is running are recorded.                   For players   • Start announcement: a banner appears at the top of the screen with a live countdown and animated fish icons,     and a chat message is broadcast. Players who join or wake up during a tournament also see the banner.   • Live leaderboard: press the Tournament button in /fish to see:       - the target fish and how the tournament is scored       - the reward       - a countdown timer       - the top 3, which update in real time   • Results: when the tournament ends, the top 3 are announced in chat, and each player sees a banner with their own rank.   • Reward: the 1st-place winner gets the reward set in the config. They collect it with the Reward button in /fish,     so it is never lost if they are offline or their inventory is full. If the inventory is full when they collect it, the items drop at their feet. For admins   • While a tournament is running, the leaderboard shows three extra buttons:       - End Now: ends the tournament immediately and gives out results and the reward.       - Change Time: changes the end time or the scoring type.       - Cancel: stops the tournament with no results and no reward.   • Restarts are safe. Tournament progress and unclaimed rewards are saved.     If the end time passes while the server is offline, the tournament ends as soon as the plugin loads. Integration with Extra Music Player     If the Extra Music Player plugin is installed, you can play the tournament notification custom sound in the player.     Please place the tournament.rustbgm file included with this product into the data / ExtraMusicPlayer directory.     Fish Records & Server Rankings                 • Every player's personal best Size and Weight per fish species is     tracked automatically and persisted across wipes (unless you wipe the     data file).   • Comprehensive in-game fish encyclopedia UI (/fish command):       - Search bar with live filtering       - Rarity filter (All / Star 1 – Star 5)       - Biome filter (All / Arid / Temperate / Tundra / Arctic / Jungle)       - "Caught" mark displayed on species the player has already landed       - Per-fish detail page with description, your personal record, and         **Server Top 3 by Size** + **Server Top 3 by Weight** leaderboards   • Optional Hide-Uncaught-Fish mode (HideUncaughtFish config toggle):       - Uncaught species are shown as "?????" with blacked-out icons       - Detail page is blocked both client-side (no clickable button) and         server-side (command rejected) — no way to sneak past the lock       - Search bar is spoiler-safe: real fish names do NOT match uncaught         species when the search filter is used, so players cannot reveal         hidden fish by typing guesses     Fish Sell UI & Economy Integration                 • Built-in fish selling interface with live balance display.   • Supports four currency backends:       - Scrap (vanilla item, no dependencies)       - Economics (optional plugin)       - ServerRewards (optional plugin)       - Custom: any shortname + skin + display name as your server's         currency item   • Per-rarity price multipliers (Star 1 through Star 5) + global base price     multiplier for easy tuning.   • Sell individual fish stacks or use Sell All for bulk liquidation.   • Fish exchange via vending machines can be blocked to prevent trivial     economy exploits.   • Prices scale with fish rarity, base stack value, and base price     multiplier — everything is in the config.       Processed Fish Items (Custom Food / Resources / Buffs)               • When cooked or processed, fish yield custom items with configurable     skin IDs and display names. Example default items: Sulfur Fish yields     sulfur, Wood Fish yields wood, Metal Fish yields metal fragments,     Stones Fish yields stones, Bone Fish yields bone fragments, Crude Oil     Fish yields crude oil, and many more.   • Per-processed-item effects when consumed:       - Instant Health       - Health over Time       - Calories       - Hydration       - Poison reduction       - Bleeding reduction       - Radiation reduction   • **Full tea-buff system** — every vanilla tea modifier can be applied     per processed fish with custom value and duration:       Wood Yield, Ore Yield, Scrap Yield, Max Health, Move Speed,       Harvesting, Fishing Boost, Farming (Better Genes), Comfort, Clotting,       Warming, Cooling, Hunter Vision, Metabolism, Crafting Quality,       Radiation Resistance, Horse Gallop Speed.   • Turn fishing into a viable alternative to vanilla farming and gathering.     Other QOL Features                     • Floating UI — Implemented a floating UI that displays status without accessing fish cages or fish traps as a new technology feature test.     ZoneManager is required to use this feature. It may also cause performance degradation.     • Tension-break calorie penalty — failed casts cost extra calories     (configurable via CaloriesPerTensionBreak).   • Normal fishing calorie cost per cast (CaloriesPerFishing).     • Added a setting to obtain (pickup) worms and grubs when gathering resources.   • Fish stack limit toggle:       - Enabled: each unique fish (size+weight) is its own item with the         full name tag       - Disabled: fish stack vanilla-style with a base-value table per         vanilla shortname   • Biome check toggle — restrict fish species to specific biomes or open them up everywhere.           extrafishing.records     Required to use the /fish encyclopedia and records UI. Grant to all     players who should be able to see the fish catalog, filters, personal     records, and server rankings.     extrafishing.sell     Required to use the in-game fish selling UI. Grant to players who     should be able to sell fish for your chosen currency (Scrap / Economics     / ServerRewards / Custom item).     extrafishing.tournament.admin     Allows starting, editing, ending and cancelling tournaments.     Server admins (ownerid) always have access.   All admin-only commands (/extrafishing, /givefish, /efgive, /chkbiome, /chkdepth, /chktpo, /chkschool, /fishbuff, clearfishdata) require the vanilla Admin or Developer flag — no permission needed.       ◆ Player  Command   /fish     Opens the main fish encyclopedia and records UI. Shows all fish species     with filters (search, rarity, biome), caught marks, and per-species     detail pages including personal and server records. Requires the     extrafishing.records permission.   ◆ ADMIN ONLY COMMAND     /extrafishing     Gives you one of every configured item in a single command:       - Every fishing rod tier (by SkinId from config)       - Every fish trap tier (by SkinId from config)       - Both fish cages (Large + Small)       - Every raft platform (Square 3x3/5x5/10x10, Hex 1/3/5)       - Fish Finder       - 10 of every processed fish item with effects configured     Perfect for quick testing or outfitting admin accounts.     /givefish "Fish Name"     Spawns one fish of the specified species by its display Name (case     insensitive, quoted if it contains spaces). The item is tagged with a     random size/weight from the fish's config range.     Example: /givefish "Sulfur Fish"     /efgive <SteamID|Name> <Item>     Gives a specific named item to any player. See the full item list below.     /fishbuff <player> <percent> <minutes>     Grants a fishing luck buff to the specified player for the specified     duration. Increases chance of rarer fish.     ◆ Console Commands (Server Console / RCON)     clearfishdata     Wipes all player fishing records from memory and disk. Admin only.     Use with caution — this cannot be undone.     fishbuff <steamid> <percent> <minutes>     RCON-friendly version of the chat fishbuff command.     efgive <SteamID|Name> <Item>     RCON-friendly version of the /efgive chat command. See item list below.   ◆ Command : efgive  ITEM LIST — ALL PATTERNS   Usage:   /efgive <SteamID or Name> <Item>   efgive  <SteamID or Name> <Item>   (console / RCON)   The <Item> argument is matched case-insensitively. Names with spaces do NOT need quotes — the command joins all remaining arguments as the item name. These items can also be added to the shop. Please see below.(Please set a custom name, item abbreviation, and skin ID.)   All 15 patterns:   FISHING RODS (3 tiers)     Low Quality Rod     Item Short Name: fishingrod.handmade     SkinId: 3683450483     The entry-level tier. Small ChanceBonus and a modest FishSizeMultiplier     (defaults 0.5x). Players start with this.     Mid Quality Rod     Item Short Name: fishingrod.handmade     SkinId: 3683450683     Mid-tier rod. Better ChanceBonus and FishSizeMultiplier than Low Quality.     Default multiplier 0.6x.     High Quality Rod     Item Short Name: fishingrod.handmade     SkinId: 3683450793     Top-tier rod. Highest ChanceBonus and FishSizeMultiplier (default 0.8x).     Meant as an endgame / shop reward.   FISH TRAPS (3 tiers)     Low Quality Fish Trap     Item Short Name: fishtrap.small     SkinId: 3683441661     Basic automated fish trap. Unlike vanilla traps, ExtraFishing traps work     offline and without a nearby player. Low ChanceBonus, small storage,     low MaxHealth.     Mid Quality Fish Trap     Item Short Name: fishtrap.small     SkinId: 3683441772     Upgraded trap. Better chance bonus, larger storage, more durability.     High Quality Fish Trap     Item Short Name: fishtrap.small     SkinId: 3683441864     Top-tier trap with the highest ChanceBonus, largest storage slot count,     and highest MaxHealth.   SQUARE RAFT PLATFORMS (3 sizes)     Square Raft 3x3     Item Short Name: boatbuildingstation     SkinId: 3691488275     The smallest square raft platform. Used as a base for building small     floating fish farms and bases on water.     Square Raft 5x5     Item Short Name: boatbuildingstation     SkinId: 3691488429     Medium square raft. Plenty of room for fish cages plus storage / crafting.     Square Raft 10x10     Item Short Name: boatbuildingstation     SkinId: 3691488598     Large square raft. Flagship fishing base platform — fit multiple cages,     workbenches, sleeping area, and defenses.   HEXAGONAL RAFT PLATFORMS (3 sizes)     Hexagonal Raft 1     Item Short Name: boatbuildingstation     SkinId: 3691577294     Small single-hex raft platform. Compact, efficient footprint.     Hexagonal Raft 3     Item Short Name: boatbuildingstation     SkinId: 3691577405     Medium hex raft built from 3 hexagonal cells. Aesthetic alternative to     square rafts.     Hexagonal Raft 5     Item Short Name: boatbuildingstation     SkinId: 3691577502     Large hex raft built from 5 hexagonal cells. Comparable in area to a     Square Raft 5x5 but with honeycomb geometry.   FISH CAGES (2 tiers)     Large Fish Cage     Item Short Name: boatbuildingstation     SkinId: 3691368539     The large aquaculture cage. Default 30 box slots, 2.0x fish size     multiplier for bred fish, faster breeding interval (3–5 min). Deploy on     a raft platform and feed it bait to breed rare fish.     Small Fish Cage     Item Short Name: boatbuildingstation     SkinId: 3691368364     Compact cage. Default 18 box slots, 1.5x fish size multiplier, slightly     slower breeding interval (4–6 min). Cheaper, earlier-tier option.   FISH FINDER     Fish Finder     Item Short Name: geiger.counter     SkinId: 3696334992     Handheld radar-style fish finder. Shows distance and direction to the     nearest active fish school on a live UI overlay. Drains durability over     time and beeps periodically. Configurable max detection range (default     100m), durability drain rate, UI size, and visual assets.   Quick Copy/Paste Reference (all 15 valid <Item> strings)   Low Quality Rod   Mid Quality Rod   High Quality Rod   Low Quality Fish Trap   Mid Quality Fish Trap   High Quality Fish Trap   Square Raft 3x3   Square Raft 5x5   Square Raft 10x10   Hexagonal Raft 1   Hexagonal Raft 3   Hexagonal Raft 5   Large Fish Cage   Small Fish Cage   Fish Finder   Examples   /efgive 76561198000000000 High Quality Rod   /efgive PlayerName Large Fish Cage   /efgive 76561198000000000 Square Raft 10x10   efgive PlayerName Fish Finder (from RCON / server console)   If the player isn't found, you'll get "Player not found: <input>".   If the item name isn't recognized, you'll get "Unknown item: <name>"   followed by the full list of available items.     { "EnableUIDisplay": true, /// Show the popup Result UI every time a player catches a fish. "EnableSoundEffects": true, /// Play a catch sound effect (vanilla mission accept prefab) when a fish is landed. "ShowMessages": false, /// Send chat messages on fish catch and tension break events. "ShowMessagesGlobal": false, /// Send chat messages on fish catch and tension break events.(Global) "ShowMessagesOnlyRanked": false, /// Fishing results chat will only appear when you rank in the server rankings or tournaments. "HideUncaughtFish": false, /// Hide uncaught fish in the /fish encyclopedia as "?????" with blacked-out icons. Also blocks detail pages AND spoiler-proofs the search bar (real fish names do not match uncaught species). Default: false. "EnableBiomeCheck": true, /// Enforce biome restrictions from the Fish list (Biome field). Disable to allow all fish in every biome. "EnableUIAnimation": true, /// Enable slide-in/fade-out animations for the Result, Record, and Sell UIs. "CaloriesPerFishing": 1, /// Calories consumed per cast. "CaloriesPerTensionBreak": 3, /// Extra calories lost when the fishing line tension-breaks. "SizeInterval": 20.0, /// Grouping interval in cm used for size display/rounding. "EnableFishStackLimit": true, /// true = each fish is a unique item with [Size/Weight] tag (no stacking). false = vanilla-style stacking using FishBaseValuesForDisableFishStackLimit. Corrected the specifications of EnableFishStackLimit. When set to False, the amount of items obtained when processing fish will be "Rarity x ProcessedItemAmount". "MinnowStackSize": 1000, /// Max stack size for minnow bait items. "UI": { "DisplayDuration": 8.0, /// How long the catch-result popup stays visible (seconds). "Result": { /// Settings for the popup shown when a fish is caught. "AnchorMin": "0.35 0.75", /// UI bottom-left anchor on screen (x y, 0.0–1.0 range). "AnchorMax": "0.65 0.9", /// UI top-right anchor on screen. "BackgroundColor": "0.1 0.1 0.1 0.9", /// Background color in "R G B A" format (0.0–1.0 range, last value is alpha). "TitleColor": "0.678 0.643 0.616 1.0",/// Title text color. "TitleFontSize": 18, /// Title font size. "FishNameColor": "0.678 0.643 0.616 1.0", /// Fish name text color. "FishNameFontSize": 16, /// Fish name font size. "DetailsColor": "0.447 0.427 0.404 1.0", /// Details text color (size/weight info). "DetailsFontSize": 14, /// Details font size. "BackgroundImage": "https://i.imgur.com/C30zzZ5.png", /// Background image URL loaded via ImageLibrary. "UseBackgroundImage": true /// true = use the image above, false = solid color only. }, "Record": { /// Settings for the /fish encyclopedia UI. "AnchorMin": "0.15 0.15", /// Encyclopedia bottom-left anchor. "AnchorMax": "0.85 0.85", /// Encyclopedia top-right anchor. "BackgroundColor": "0.086 0.086 0.086 1.0", /// Background color. "TitleColor": "0.678 0.643 0.616 1.0",/// Title text color. "TitleFontSize": 20, /// Title font size. "FishButtonColor": "0.086 0.086 0.086 1.0", /// Background color for each fish entry button in the grid. "FishNameColor": "0.678 0.643 0.616 1.0", /// Fish name color in the list. "FishNameFontSize": 14, /// Fish name font size in the list. "FishDetailColor": "0.678 0.643 0.616 1.0", /// Body text color on the per-fish detail page. "FishDetailFontSize": 16, /// Body text size on the detail page. "SectionTitleColor": "0.678 0.643 0.616 1.0", /// Section heading color (e.g. "Your Record", "Server Top 3"). "SectionTitleFontSize": 18, /// Section heading font size. "DetailsColor": "0.447 0.427 0.404 1.0", /// Generic detail text color. "DetailsFontSize": 14, /// Generic detail text size. "HighlightColor": "0.447 0.427 0.404 1.0", /// Highlight accent color. "NavButtonColor": "0.090 0.263 0.400 1.0", /// Pagination button background color. "NavTextColor": "0.259 0.620 0.875 1.0", /// Pagination button text color. "NavFontSize": 14, /// Pagination button font size. "CloseButtonColor": "0.722 0.227 0.149 1.0", /// Close-button background color. "CloseTextColor": "0.792 0.643 0.608 1.0", /// Close-button text color. "CloseFontSize": 18, /// Close-button font size. "DescriptionColor": "0.447 0.427 0.404 1.0", /// Fish description text color. "DescriptionFontSize": 14, /// Fish description font size. "BackgroundImage": "https://i.imgur.com/IhEjX5Q.png", /// Encyclopedia background image URL. "UseBackgroundImage": true, /// Toggle for the background image above. "SearchBarAnchorMin": "0.02 0.92", /// Search bar bottom-left anchor. "SearchBarAnchorMax": "0.26 0.98", /// Search bar top-right anchor. "SearchBarBackgroundImage": "https://i.imgur.com/RaLTTp7.png", /// Search bar background image URL. "SearchBarTextColor": "0.678 0.643 0.616 1.0", /// Search bar text color. "SearchBarFontSize": 14, /// Search bar font size. "CaughtMarkImage": "https://i.imgur.com/0lfBSNR.png" /// Image shown in the top-right of fish the player has already caught. }, "Sell": { /// Settings for the fish sell UI. "AnchorMin": "0.15 0.15", /// Sell UI bottom-left anchor. "AnchorMax": "0.85 0.85", /// Sell UI top-right anchor. "BackgroundColor": "0.086 0.086 0.086 1.0", /// Background color. "TitleColor": "0.678 0.643 0.616 1.0",/// Title text color. "TitleFontSize": 20, /// Title font size. "FishButtonColor": "0.086 0.086 0.086 1.0", /// Background color for each fish row in the sell list. "FishNameColor": "0.678 0.643 0.616 1.0", /// Fish name color. "FishNameFontSize": 14, /// Fish name font size. "DetailColor": "0.447 0.427 0.404 1.0", /// Detail info text color (size/weight). "DetailFontSize": 12, /// Detail info font size. "PriceColor": "0.259 0.620 0.875 1.0",/// Price display color. "PriceFontSize": 13, /// Price display font size. "BalanceTextColor": "0.678 0.643 0.616 1.0", /// Currency balance text color. "BalanceFontSize": 14, /// Currency balance font size. "SellButtonColor": "0.3 0.6 0.3 1", /// Individual "Sell" button background color. "NavButtonColor": "0.090 0.263 0.400 1.0", /// Pagination button background color. "NavTextColor": "0.259 0.620 0.875 1.0", /// Pagination button text color. "NavFontSize": 14, /// Pagination font size. "CloseButtonColor": "0.722 0.227 0.149 1.0", /// Close-button background color. "CloseTextColor": "0.792 0.643 0.608 1.0", /// Close-button text color. "CloseFontSize": 18, /// Close-button font size. "SellAllButtonColor": "0.314 0.380 0.200 1.0", /// "Sell All" button background color. "SellAllTextColor": "0.569 0.765 0.231 1.0", /// "Sell All" text color. "SellAllFontSize": 14, /// "Sell All" font size. "BackgroundImage": "https://i.imgur.com/IhEjX5Q.png", /// Sell UI background image URL. "UseBackgroundImage": true /// Toggle for the background image above. }, "FloatingStatusUI": { "Enabled": false, // Master toggle for the entire floating UI system (requires ZoneManager plugin when true). "UpdateRate": 0.03, // UI refresh interval in seconds; lower = smoother but heavier CPU/bandwidth. "MaxDistance": 12.0, // Maximum distance (meters) at which the panel is shown; also defines the ZoneManager zone radius. "MinDistance": 0.0, // Minimum distance (meters); panels closer than this are hidden. "FadeStart": 11.0, // Distance (meters) where alpha fade-out begins. "FadeEnd": 12.0, // Distance (meters) where alpha reaches 0. "TrapHeightOffset": 2.3, // Vertical offset (meters) above the trap where the panel anchors. "CageHeightOffset": 12.5, // Vertical offset (meters) above the cage where the panel anchors. "TrapMaxScale": 1.0, // Trap panel scale when the player is close (at MinDistance). "TrapMinScale": 0.4, // Trap panel scale when the player is far (at MaxDistance). "CageMaxScale": 1.5, // Cage panel scale when the player is close (at MinDistance). "CageMinScale": 0.5, // Cage panel scale when the player is far (at MaxDistance). "BackgroundURL": "https://i.imgur.com/WMefGKk.jpeg", // URL of the panel background image (loaded once via ImageLibrary). "BackgroundOpacity": 0.97 // Background opacity multiplier (0.0–1.0) applied on top of the distance fade. } }, "RarityChances": { /// Base weights for rarity rolls. Final weight[R] = base × (1 + totalBonus × (R-1) / 100). Weights do not need to sum to 100. "1": 80, /// Base weight for ★1 (common) fish. "2": 15, /// Base weight for ★2 fish. "3": 5, /// Base weight for ★3 fish. "4": 2, /// Base weight for ★4 fish. "5": 1 /// Base weight for ★5 (legendary) fish. ~1% at base, ~5% at max bonus. }, "Economy": { /// Currency backend and price multiplier settings for the fish sell UI. "PreferredEconomy (Scrap / Custom / Economics / ServerRewards)": "Scrap", /// Currency backend: "Scrap", "Custom" (uses CustomItem below), "Economics" (plugin required), or "ServerRewards" (plugin required). "RarityMultipliers": { /// Per-rarity price multipliers (applied on top of the base price). "1": 1.0, /// ★1 fish price multiplier. "2": 1.1, /// ★2 fish price multiplier. "3": 1.2, /// ★3 fish price multiplier. "4": 1.3, /// ★4 fish price multiplier. "5": 1.5 /// ★5 fish price multiplier. }, "BasePriceMultiplier": 1.0, /// Global price multiplier applied to every fish sale. "CustomItem": { /// Settings used when PreferredEconomy is set to "Custom". "ItemShortName": "sulfur", /// Shortname of the item used as currency. "ItemSkinId": 0, /// Skin ID of the custom currency item (0 = vanilla, no skin). "DisplayName": null /// Display name for the currency item (null = use the item's default name). } }, "FishBaseValuesForDisableFishStackLimit": { /// Fallback per-fish base prices used ONLY when EnableFishStackLimit = false (since size/weight data is lost under vanilla stacking). "fish.anchovy": 2, /// Base value per anchovy. "fish.catfish": 32, /// Base value per catfish. "fish.herring": 4, /// Base value per herring. "fish.orangeroughy": 37, /// Base value per orange roughy. "fish.salmon": 27, /// Base value per salmon. "fish.sardine": 2, /// Base value per sardine. "fish.smallshark": 45, /// Base value per small shark. "fish.troutsmall": 6, /// Base value per small trout. "fish.yellowperch": 10 /// Base value per yellow perch. }, "ChanceTime": { /// Peak-time window settings. During these hours, rarity chance bonus is added and fish schools spawn in shallow water. "MorningStart": 4.0, /// Morning peak-time start (24h in-game clock). "MorningEnd": 7.0, /// Morning peak-time end. "EveningStart": 18.0, /// Evening peak-time start. "EveningEnd": 21.0, /// Evening peak-time end. "PeakTimeChanceBonus": 50 /// Rarity bonus value added to totalBonus during peak-time windows. }, "DepthMultiplier": { /// Water-depth size multiplier tiers. Evaluated top-down; the first tier whose MaxDepth is >= current depth is used. "Enabled": true, /// Enable the depth multiplier system. "Tier1": { /// Shallowest tier. "MaxDepth": 4.9, /// Max depth for Tier1 (meters). "SizeMultiplier": 1.0 /// Fish size multiplier for this tier. Additive formula: (value - 1.0) is added as bonus. }, "Tier2": { "MaxDepth": 39.9, /// Max depth for Tier2 (meters). "SizeMultiplier": 1.1 /// +10% size bonus in this depth range. }, "Tier3": { "MaxDepth": 49.8, /// Max depth for Tier3 (meters). "SizeMultiplier": 1.2 /// +20% size bonus in this depth range. }, "Tier4": { "MaxDepth": 999.9, /// Max depth for Tier4 (effectively unlimited). "SizeMultiplier": 1.3 /// +30% size bonus in the deepest waters. } }, "FishingRods": { /// Fishing rod tier definitions. Keyed by internal name; SkinIds are mapped in code. "Default Rod": { /// Vanilla rod (no skin). Baseline performance. "ChanceBonus": 0, /// Rarity bonus value added to totalBonus when using this rod. "FishSizeMultiplier": 1.0 /// Size multiplier. Additive formula: (value - 1.0) is added as bonus. }, "Low Quality Rod": { /// Entry-tier custom rod. "ChanceBonus": 10, /// +10 rarity bonus. "FishSizeMultiplier": 1.05 /// +5% size bonus. }, "Mid Quality Rod": { /// Mid-tier custom rod. "ChanceBonus": 20, /// +20 rarity bonus. "FishSizeMultiplier": 1.1 /// +10% size bonus. }, "High Quality Rod": { /// Top-tier custom rod. "ChanceBonus": 30, /// +30 rarity bonus. "FishSizeMultiplier": 1.2 /// +20% size bonus. } }, "FishTraps": { /// Fish trap tier definitions. Trap-caught fish are NOT affected by depth multiplier or school bonus. "Default Fish Trap": { /// Vanilla trap (no skin). Baseline performance. "ChanceBonus": 0, /// Rarity bonus added to totalBonus for trap catches. "FishSizeMultiplier": 0.5, /// Size multiplier for fish caught by this trap. "CatchFishEnabled": true, /// Is it possible to catch fish other than minnows? "CatchMinnowEnabled": true, /// Whether this trap automatically catches minnow bait items. "MinnowMinAmount": 1, /// Minimum minnows caught per cycle. "MinnowMaxAmount": 3, /// Maximum minnows caught per cycle. "StorageSlots": 6, /// Inventory slot count of the trap (overrides vanilla). "MaxHealth": 100.0 /// Max HP/durability of the trap entity. }, "Low Quality Fish Trap": { /* ChanceBonus 5, FishSizeMultiplier 0.6, StorageSlots 12, MaxHealth 300, rest same structure, omitted */ }, "Mid Quality Fish Trap": { /* ChanceBonus 10, FishSizeMultiplier 0.8, StorageSlots 18, MaxHealth 500, rest same structure, omitted */ }, "High Quality Fish Trap": { /* ChanceBonus 15, FishSizeMultiplier 1.0, StorageSlots 24, MaxHealth 750, rest same structure, omitted */ } }, "GetBaitFromPickupResource": { /// This setting determines whether you obtain worms and grubs by picking up resources and plants. "Enabled": true, /// Enable setting "MinAmount": 1, /// MinAmount "MaxAmount": 3 /// MaxAmount }, "SchoolOfFish": { /// Drifting fish school system settings. "Enabled": true, /// Enable the school-of-fish system. "MaxSchoolOfFish": 30, /// Maximum number of schools that can exist simultaneously on the map. "MaxCatchesPerSchool": 5, /// Number of catches before a school is forced to migrate (respawn elsewhere). "MinSchoolOfFishRadius": 10.0, /// Minimum school radius in meters. Players inside this area get bonuses. "MaxSchoolOfFishRadius": 50.0, /// Maximum school radius in meters. "SchoolOfFishRadiusChangeMinMinutes": 0.1, /// Min time until a school's radius randomly changes (minutes). "SchoolOfFishRadiusChangeMaxMinutes": 1.0, /// Max time until a school's radius randomly changes (minutes). "MinDriftSpeed": 0.0, /// Minimum drift speed of a school (m/s). "MaxDriftSpeed": 3.0, /// Maximum drift speed of a school (m/s). "DirectionChangeMinMinutes": 0.5, /// Min time until a school changes direction (minutes). "DirectionChangeMaxMinutes": 3.0, /// Max time until a school changes direction (minutes). "SizeMultiplierBonus": 1.5, /// Fish size multiplier when fishing inside a school. Additive: (value - 1.0) is added as bonus (+50% by default). "HookSpeedBonus": 0.7, /// Catch-time reduction ratio inside a school (0.7 = 70% faster catch). "RarityBonus": 100, /// Rarity bonus added to totalBonus when fishing inside a school. "MinOceanDepth": 30.0, /// Minimum water depth (m) where schools spawn during normal time. "MaxOceanDepth": 50.0, /// Maximum water depth (m) where schools spawn during normal time. "PeakTimeMinOceanDepth": 1.0, /// Minimum depth for schools that spawn during peak time (shallow water). "PeakTimeMaxOceanDepth": 5.0, /// Maximum depth for schools that spawn during peak time. "DriftUpdateInterval": 1.0, /// School position update interval (seconds). "Effect": { /// Visual burst effect settings for schools. "Enabled": true, /// Enable burst effects. "TickInterval": 0.01, /// Internal tick interval while an effect plays (seconds). "DelayMin": 0.0, /// Minimum startup delay before an effect fires (seconds). "DelayMax": 1.5, /// Maximum startup delay before an effect fires (seconds). "BurstDurationMin": 2.0, /// Minimum duration of one burst (seconds). "BurstDurationMax": 10.0, /// Maximum duration of one burst (seconds). "BurstIntervalMinMinutes": 0.1, /// Minimum wait between bursts (minutes). "BurstIntervalMaxMinutes": 3.0 /// Maximum wait between bursts (minutes). }, "FishFinder": { /// Fish finder device settings. "Enabled": true, /// Enable the fish finder feature. "UIUpdateInterval": 0.1, /// Radar UI update interval (seconds). "BeepInterval": 0.5, /// Beep sound interval while pointing toward a school (seconds). "BackgroundImage": "https://i.imgur.com/5K50I7S.png", /// Radar background image URL. "OverlayImages": [ /// List of decorative overlay images layered on top of the radar. "https://i.imgur.com/6L4TG7R.png", /// First overlay image URL. (Additional overlays use the same format.) "https://i.imgur.com/UilagDt.png", /// Subsequent overlays omitted explanation — same format as above. "https://i.imgur.com/Dh5uXPs.png", "https://i.imgur.com/6rSarf6.png", "https://i.imgur.com/yyBuEB9.png" ], "UISize": 0.12, /// Radar UI size as a fraction of screen size. "MaxDetectRange": 100.0, /// Maximum detection range in meters. "DurabilityDrainInterval": 30.0, /// Interval between durability drains (seconds). "DurabilityDrainAmount": 1.0, /// Durability removed per drain tick. "RequireItem": true /// true = only a geiger counter with the configured skin works. false = any geiger counter works. } }, "Aquaculture": { /// Aquaculture / fish breeding system settings. "Enabled": true, /// Enable the aquaculture system. "ReplacementMaxHealth": 5000.0, /// Max HP of the fish cage replacement entity. "BoxMaxHealth": 5000.0, /// Max HP of the aquaculture storage box entity. "EffectDuration": 5.0, /// Duration of aquaculture-related effects (seconds). "EffectTickInterval": 0.03, /// Aquaculture effect tick interval (seconds). "RarityMultiplier": 3, /// Rarity bonus multiplier applied to bred fish. "LargeFishCage": { /// Large fish cage configuration. "DisplayName": "Large Fish Cage", /// Display name of the large cage item. "BreedingIntervalMinutesMin": 3.0, /// Minimum breeding interval (minutes). "BreedingIntervalMinutesMax": 5.0, /// Maximum breeding interval (minutes). "BoxSlots": 30, /// Inventory slot count inside the cage. "FishSizeMultiplier": 2.0, /// Size multiplier for fish bred in this cage. "EnableMaxPerPlayer": false, /// A setting that limits the number of fish cages that can be placed. "MaxPerPlayer": 2 /// Fish cage place limit }, "SmallFishCage": { /* ... same structure as LargeFishCage, omitted ... */ } }, "Fish": [ /// Master fish catalog. 300+ species defined by default. { "ItemShortName": "fish.sardine", /// Base vanilla fish shortname this custom fish is built on. Valid values: fish.anchovy, fish.catfish, fish.herring, fish.orangeroughy, fish.salmon, fish.sardine, fish.smallshark, fish.troutsmall, fish.yellowperch. "SkinId": 3683947483, /// Workshop skin ID that uniquely identifies this custom fish. Same shortname + different skin = different species. "Name": "Sulfur Fish", /// Display name shown in UIs and chat. "MaxSize": 100.0, /// Maximum size of this fish in cm. "MinSize": 20.0, /// Minimum size of this fish in cm. "Growth_A": 0.0188, /// Growth formula coefficient A. Weight(kg) = A × Size^B / 1000. "Growth_B": 3.04, /// Growth formula exponent B. Weight(kg) = A × Size^B / 1000. "Biome": "All", /// Biome restriction: "All", "Arid", "Temperate", "Tundra", "Arctic", or "Jungle". Ignored if EnableBiomeCheck = false. "Rarity": 2, /// Rarity tier 1–5 (★1 to ★5). Used for rarity weight calculation. "ProcessedItemShortName": "sulfur", /// Shortname of the item produced when this fish is cooked/processed. "ProcessedItemSkinId": 0, /// Skin ID of the processed item. Links to the corresponding ProcessedItemEffects entry. "DisplayName": null, /// Display name of the processed item (null = use default name). "ProcessedItemAmount": 50, /// Base amount of processed item given. Scales with the caught fish size. "Description": "A mysterious fish that can be found anywhere and can explode when provoked." /// Description text shown in the fish encyclopedia. } /* ... 300+ additional fish entries follow with the same structure, omitted ... */ ], "ProcessedItemEffects": { /// Per-processed-item effects applied when a player consumes the item. Key = Skin ID matching Fish.ProcessedItemSkinId. "3687258712": { /// Example entry. Each key is a unique skin ID linking to a processed fish item. "DisplayName": "Raw white fish", /// Display name of this processed item. "InstantHealth": 5.0, /// Instant health restored on consumption. "HealthOverTime": 5.0, /// Health restored over time (HoT). "Calories": 80.0, /// Calories restored. "Hydration": 15.0, /// Hydration restored. "PoisonReduce": 50.0, /// Poison meter reduction. "BleedingReduce": 0.0, /// Bleeding meter reduction. "RadiationReduce": 0.0, /// Radiation meter reduction. "Buff": { /// Tea-style buffs applied on consumption. Any buff with Value = 0 or DurationMinutes = 0 is skipped. "Wood": { /// Wood yield tea buff. "Value": 0.0, /// Buff strength in percent (e.g. 100 = +100% wood yield). "DurationMinutes": 0.0 /// Buff duration in minutes. 0 disables this buff. }, "Ore": { "Value": 100.0, "DurationMinutes": 15.0 }, /// Ore yield tea buff (+100% for 15min). "Scrap": { /* ... same {Value, DurationMinutes} structure ... */ }, /// Scrap yield tea buff. "MaxHealth": { /* ... */ }, /// Max health tea buff. "MoveSpeed": { /* ... */ }, /// Move speed tea buff. "Harvesting": { /* ... */ }, /// Harvesting tea buff. "Fishing": { /* Value 100, Duration 30 */ }, /// Fishing boost (increases rare-fish chance). Default Value 100 across all processed fish. "Farming": { /* ... */ }, /// Farming (better genes) tea buff. "ComfortBuff": { /* ... */ }, /// Comfort tea buff. "Clotting": { /* ... */ }, /// Clotting (bleed resistance) tea buff. "Warming": { /* ... */ }, /// Warming tea buff. "Cooling": { /* ... */ }, /// Cooling tea buff. "HunterVision":{ /* ... */ }, /// Hunter vision tea buff. "Metabolism": { /* ... */ }, /// Metabolism booster tea buff. "Crafting": { /* ... */ }, /// Crafting quality tea buff. "RadResist": { /* ... */ }, /// Radiation resistance tea buff. "HorseSpeed": { /* ... */ } /// Horse gallop speed tea buff. } } /* ... additional ProcessedItemEffects entries follow with the same structure, omitted ... */ }, "Tournament": { /// Tournament Settings "RewardShortName": "scrap", /// Tournament Reward Setting "RewardSkinId": 0, /// Tournament Reward Setting "RewardAmount": 500, /// Tournament Reward Setting "RewardDisplayName": "", /// Tournament Reward Setting "StartNotificationDisplaySeconds": 15.0, /// Display time of tournament announcement UI "EndNotificationDisplaySeconds": 10.0, /// Display time of the tournament end notification UI "RankUILeftImageUrl": "https://i.imgur.com/Pou4GZ7.jpg", /// Image to display on the left of the tournament UI "TimerColonImageUrl": "https://i.imgur.com/P4jltnk.png", /// Digital asset images "TimerDigitImageUrls": [ "https://i.imgur.com/QplNyBV.png", /// Digital asset images "https://i.imgur.com/HJn5Aay.png", /// Digital asset images "https://i.imgur.com/QZGPTbt.png", /// Digital asset images "https://i.imgur.com/8uOLLbq.png", /// Digital asset images "https://i.imgur.com/le3f21s.png", /// Digital asset images "https://i.imgur.com/Lk3T2rI.png", /// Digital asset images "https://i.imgur.com/kMhIynf.png", /// Digital asset images "https://i.imgur.com/M1wYCcB.png", /// Digital asset images "https://i.imgur.com/jWuE2UN.png", /// Digital asset images "https://i.imgur.com/O3xN02c.png" /// Digital asset images ], "StartNotificationBgmTrack": "tournament", /// The name of the custom sound data to be played in the tournament announcement. (Only valid if the Extra Music Player plugin is installed.) "StartNotificationBgmVolume": 0 /// Volume (default volume when set to 0) } }       Q. Can you translate information about fish species? A. Yes. This product includes translation data. This data includes Chinese, Russian, Ukrainian, and Japanese. You will need to select one and manually replace the existing text.         VOID / NINJA WORKS DISCORD  :  https://discord.gg/U8uxePjSyA   MADE IN JAPAN
5.0
Halloween Mounts Set your server apart this spooky season with a bundle of two fully custom rideable mounts: the Broomstick, a real witch's broom you drop into the world and fly, and the Pumpkin Jumper, a living jack-o'-lantern that populates your roads on its own and refuses to stand still. Both are true BaseVehicle physics rides — mountable, damageable, pushable, audible — built as real entities, not reskinned horses, and both ship with player-facing text in 31 languages.   ⭐ Features Both mounts Real custom vehicles — bespoke prefabs with their own colliders, physics, mount pose and dismount logic; interact through a native pie menu (Mount / Push / Mute), not a chat command. Squash-and-stretch feedback everywhere — both bodies deform on takeoff, landing and impact, driven by springs, so every hop and slam reads in one frame. Damageable mounts — 300 HP default each (configurable), with hurt and death cues; they also take physics pushes from players by hand or pie menu. Water isn't a wall — buoyancy, drag and splash physics; both mounts bob back up and can be ridden through or out of water. Smart ambient audio zones — a parked mount "beckons" or hums inside a radius (15 m pumpkin, 12 m broom), the zone goes silent once somebody rides, and every player can mute it for themselves alone. Custom soundtracks to every action — 48 named sound events across the bundle (32 broom, 16 pumpkin) routed through SoundLibrary, with automatic fallback to vanilla effect prefabs when a file or the plugin is missing. 31 languages — control tips, pie menus and every message come pre-translated; everything is editable in your lang folder. Mounts that fit tight spaces — dismount logic probes above obstacles and falls back to a velocity-aware release, so you can get on and off inside containers, bases and moving trains without clipping out of the world. 🧹 The Broomstick Drop-to-summon item — a custom broomstick item: drop it and a real witch's broom appears; pick it back up with [R] (or pie menu) and the item remembers its current health. Full flight model — throttle flight at 11 m/s cruise, hold [SHIFT] for a 2.5× afterburner, release W to glide, dive to gain speed, [S] airbrake (full cruise stops in under a second), [CTRL] tuck-dive, tap [SHIFT] for a wingbeat hop. Overspeed bleeds off smoothly instead of snapping. Aerial tricks — barrel roll (RMB), backflip (MMB), or open the in-game tricks menu with [+use]; tricks refuse politely with a toast when the broom lacks air clearance. Hyper drive — toggle your light to order a burn: charge-up with a live % readout, then 55 m/s along a locked rail, launch lift, a coast-out that bleeds back to cruise like a heli-flare, and a 6 s cooldown. It refuses (with reasons) when wet, damaged, too low, mid-trick, or when the rail ahead isn't clear — and it cuts itself short the instant terrain rises onto the rail. Antihack-proof by design — a levitation floor samples the terrain under the hull's entire footprint one physics tick ahead, keeping the mount clear of antihack's InsideTerrain kill even at full burn; dismount mid-air is impossible by design, so space only releases a rider at walking pace over solid ground. Personality — parked brooms levitate and sway, the rider parks into a nose-up hover pose, a broom skimming water sprays at speed — and a broom passing a watching player at 25+ m/s plays a passby sound only that player hears. 🎃 The Pumpkin Jumper Spawns itself on your roads — pumpkins populate the map through the game's own minicopter road spawner: roadside topology only (cliffs, summits, beaches and oceans excluded), aligned to the road slope, refilled on the vanilla population tick, and saved across restarts. No commands, no map edits — join and drive. Hop gallop — the pumpkin moves by hopping: chain hops within the combo window and each one speeds up (cadence tightens per combo step, up to 10 steps), with a separate sprint hop. Super somersault — hold [+use] for a 9 m/s super-hop with a full 360° spin, the candle tucked away mid-revolution. Idle ritual — leave a pumpkin parked and it breathes softly, coils like a cat before a jump, then pops a little hop on its own; until ridden, it croons inside a 15 m beckoning radius to draw players in. Wall boing — hit a wall fast enough and the pumpkin boings away with a kick upward, squash maxed. Precise steering — proportional yaw control with a dead zone (no micro-spin), airborne steering toward your look direction, and ground friction to settle the bounce. Works with SoundLibrary (optional, strongly recommended) — all custom audio; without it, vanilla placeholder effects play and missing .ogg files are reported in console. CustomItemDefinitions (required for the broom item) — registers the broomstick item with its own icon and description. ServerPrefabs / ServerInteraction — the custom-entity and pie-menu frameworks the plugins are built on. Vanilla road spawning — the pumpkin population plugs into SpawnHandler directly and honours the server's Spawn.max_density and population tick. The two plugins are independent: each runs fine without the other. 📁 Configuration carbon/config/Broomstick.json — 61 tunable values across Flight, Maneuvers, HyperDrive, Water, Impacts and Meme, plus root keys for starter health, summon radius and ambience radius. carbon/config/PumpkinJumper.json — 55 settings across Physics, Hop, SuperHop, IdleRitual, Visual, Steering, Water, WallBounce, Interaction, Spawn and the full sound-name mapping. carbon/data/SoundLibrary/ — the .ogg files both mounts play (a startup audit lists anything missing). carbon/data/Broomstick/Icons/ — PNG icons for the broom's pie menu. Defaults are chosen, not placeholders: the broom's summon radius of 15 m exists so two brooms can't spawn stacked on each other, and its glide settles in about 20 s of lazy wing drag rather than flying forever — gliding stays honest. Pumpkin Spawn.MaxCount defaults to 6 and behaves like a dial, not a switch: setting it to 0 stops new spawns but keeps the pumpkins already on your map, so you can retire the event without deleting players' rides. By deliberate design, safety-critical flight values (the levitation floor, the pre-hit lookahead, the hyper rail re-checks and the terrain mask) are not configurable: those stand between a bad config value and an antihack InsideTerrain kill. Everything gameplay-facing stays tunable, and a hand-broken config (null groups, NaN values) silently resets those entries to defaults instead of killing the server tick. Commands & Permissions /broomstick (chat) — gives you the broom item. Permission: broomstick.give. broomstick.use — allows dropping, summoning, riding and picking up a broom. The Pumpkin Jumper needs neither: pumpkins spawn with the world and are ridden straight from the road. FAQ How hard is this to set up? Load the plugins and you're riding: defaults are a complete, tuned experience, and pumpkins appear on the roads by themselves. For the full audio, point SoundLibrary at the bundle's .ogg files — the plugin tells you exactly which are missing. Do pumpkins really spawn without me configuring anything? Yes. They use the same road-density system as the minicopter; Spawn.MaxCount is the only knob you need, and existing pumpkins survive restarts and config changes. What happens without SoundLibrary? Nothing breaks. Every custom sound falls back to a hardcoded vanilla effect, so the mounts still feel alive out of the box. Can my players get banned by antihack while flying? No. The broom's terrain guard keeps the hull above the terrain at every physics step — including during hyper burns — and it physically cannot dismount you at speed in the air. Do they survive real Rust physics? Both are rigidbody vehicles with continuous collision detection, buoyancy, wall bounces and damage — pushed, thrown and mounted like real entities, because they are. Quick Start Install SoundLibrary and drop the bundle's .ogg files into carbon/data/SoundLibrary/ (optional but recommended). Load CustomItemDefinitions, then PumpkinJumper and Broomstick. Pumpkins are already waiting on the roads. Give yourself a broom with /broomstick, drop it, and fly. Tune flight feel, hop physics and pumpkin population in the two config files — every value is live on reload. Compatibility notes The broom item requires CustomItemDefinitions; without it the plugin loads and the broom vehicle still spawns, but the player item isn't registered. Road pumpkins need the vanilla SpawnHandler, which only exists once the world is up — the plugin retries wiring for up to five minutes after load and disables spawning with a clear console warning if it never appears. Riding both mounts forces third-person view; [attack] toggles first/third person. The hyper drive deliberately cannot be fired: underwater, too low, mid-trick, below 25% health, or without ~1 s of clear sky along the rail. Support Discord: https://discord.gg/8nztXhvgDe Author: 0xF — .0xf Every player-facing string is editable in carbon/lang/<lang>/Broomstick.json and PumpkinJumper.json — English and 30 more languages are included.      
0.0
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. /rsOpen the rate editor gatherlootmultiplier.setupAccess to the editor gatherlootmultiplier.defaultPreconfigured tier — 2x loot, 3x gather gatherlootmultiplier.vipPreconfigured 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.
5.0
sale
$24.99 $20.00
High Timez Custom Hand-Crafted Rust Map Created by: Silent Creations   Welcome to High Timez, a custom hand-crafted Rust map engineered for unique, high-intensity gameplay. Carved into the iconic shape of a cannabis leaf, this island layout features a fully customized landscape that seamlessly integrates Facepunch monuments with handcrafted terrain to offer an unforgettable survival experience.   🌴 Map Features Custom Leaf-Shaped Island: A meticulously sculpted pot-leaf layout offering distinct combat zones and strategic terrain chokepoints across every leaf tip.   Balanced Monument Distribution: Strategic placement of essential monuments ensuring smooth progression from fresh spawn to end-game raiding.   Inspiration: Special thanks to High Miles for sparking the core concept for this build.   🏛️ Monuments & Points of Interest Major & High-Tier Monuments Launch Site Giant Excavator Missile Silo Power Plant Train Yard Water Treatment Plant Airfield Large Harbor & Small Harbor Large Barn Jungle Ziggurat Large Oil Rig Small Oil RIg   Mid-Tier & Tactical Monuments Arctic Research Base Satellite Dish Abandoned Military Base The Dome Ferry Terminal Apartment Complex Bandit Camp Outpost Ranch Junkyard   Resource & Utility Outposts 2x Oxum's Gas Station 2x Abandoned Supermarket 2x Mining Outpost 3x Fishing Village Stone Quarry HQM Quarry Sulfur Quarry   Crafted by Silent Creations | A Lost In Rust Project For any Assistance or questions Please contact me on Discord @ https://discord.gg/THf6dGN8eW
0.0
$47.00
🗺️ BAM BRAWLIA • hi-performance 3.8K map • 22,000 prefabs Race the figure-8 super-track that cuts the entire map, corner to corner, train line locked in parallel for full Convoy & ArmoredTrain support. Raised highways meet above Bandit Camp and Outpost, elevated carparks ready for instant exit. A dense zip-tower grid stitches the terrain, complete with heli-panic rooms in each, while mountain ziplines drop you into through-tunnels that cross in three deep underground zones. Four of the zipline towers are safe zones, clustered around the center of the map. "Welcome to Bam Brawlia. Enjoy long figure-of-8 racing track with parallel trainline." Deep canyons, swamp marshes, freshwater lakes, island chains and wide sea rivers linked by multiple road bridges give you every kind of building spot – shoreline woodlands, inland lakes, steep hillsides and true mountain fortresses. Main monuments stay comfortably spaced behind FPS-friendly hills for clean performance. Along the great figure-8 you’ll find a spread of custom medium roadside buildings perfect for low-tier loot runs and quick cover when the Patrol Heli swings by. Recyclers are everywhere. • Raised roads feeding the massive figure-8 circuit • Zip-tower network with heli-panic rooms • Full road/rail support for Convoy & ArmoredTrain • High roadside recycler density of mini-monuments • Four ziptower safezones within central area • Straight, fast roads with sweeping bends for rapid transit ⚠ Required dependencies: Umod/Oxide + RustEdit DLL Any problems? Please advise. -- Nomad Rush 🌴 LOST in RUST https://discord.gg/THf6dGN8eW
0.0
RustLine - Pterodactyl Rust Theme
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6
0
RustLine - Pterodactyl Rust Theme
DesignCrew
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551
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374
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Ionut Shiro
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214
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Just moved from skinbox to this. and already my players are noticing a difference.  skins load so much faster, its so user friendly. the set up is flawless, being able to add the skins in game alone is worth the money for this.  the only thing i can say could be better is the ui. i made it a little darker so its easier to see for players.  the skin request feature is a nice touch and takes the weight off of one person having to add skins to a collection etc.  10/10 cant recommend
A plugin to play with and tune until it does what you want.  Initially I dropped it on the server as is and oh boy, there were NPC's chasing players around the map leaving them in shock!  After actually spending some time tuning the NPC's and where they spawned if made a huge difference to gamely.   Sites like Artic and Launch were left with some nice aggressive bots and snipers, so its stealth needed to breaking to the monuments not just charging in.  Great plugin with plenty of fine tuni
Crazy addition to the server.  So simple to setup and can be made easy to defeat or a monster, great fun to battle. But don’t underestimate it, if your in a heil beware!  Sound effects are top draw, just like certain movie with a similar machine😉 Three of them plodding around the map at the moment,  no issues noted.  Great work Razor!  
A very well-designed and thoughtfully developed plugin. Highly recommended!
Great work. When I first purchased it and installed it we had a few issues with the dragon stuttering but it was updated a few hours later and works flawlessly. 10/10 would recommend. 
200% worth it, it's taken all the guesswork out of setting it up via my host, and now players can't say " I didn't see it was restart" 
Worked flawlessly, loving this plugin it's added so much more to my server it's unreal. 

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