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Carbon for modern Rust servers
Fast, self-updating, and built for performance with seamless in-game plugin and server management.
1,500+ servers powered by Carbon
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$29.99 $19.99
MyRustServer is a Rust Server Tool that allows you to create and manage your own Rust Server in just a few clicks. The tool brings many possibilities and options that simplify your life as a server admin. No unnecessary creation of batch files, easy installation of the server and extensions, easy updating of your plugins, wipe your server with one click and manage your players. Join the discord for better and faster support ❤️ Big thanks to everyone who supports the project and helped me ❤️   You can run MyRustServer on up to 4 different systems. You can create as many servers on one system as your hardware allows. It is a standalone program for Windows Only, with which you can host your own server, connecting to other server host service providers is not possible. No Support for OneDrive Drives. No Support for Cracked Servers.   The dashboard shows you all relevant information about your server. Here you control your server. Auto Restart Server Auto Update Server Auto Update Oxide/Carbon Only Updates on Startup Force Restart Set Game Mode (Vanilla, Survival, Softcore, Hardcore, Weapontest and Primitive) Set CPU Affinity Set Process Priority Start/Restart Kill and Save Server With the installer you can easily install and update your server. No batch files are used. Server Install or Update Server (Master, BETA, AUX01, AUX02, AUX03) Verify Server Files Repair Server Files Install Discord Extension Install RustEdit Install Rust.UI Oxide Install Oxide (Public, Staging) Update/Uninstall Oxide Show Server in Modded/Community Permisson Manager Carbon Install Carbon (Production, Preview, Edge, Staging, AUX02, AUX03) Update/Uninstall Carbon Show Server in Modded/Community Under Settings you give your server your personal touch. Here you can set everything for your server. Server Settings Name Logo URL Web URL App Logo URL Description Tags Max Players Add Users (Admins, Mods) RCON Password Add Ports to Windows Firewall Server Port RCON Port Query Port App Port Server IP RCON IP Add Custom Maps Server Map (Procedural, Custom, Barren, Hapis Island, Craggy, Savas Island, Savas Island Island_koth) Map Size Map Seed Start Configs (convars) Backups (MRS, Oxide/Carbon, Server, Harmony) Advanced Settings Create Backup on Server Start Minimize Server Console at Startup Start Rust Server on MyRustServer Startup Disable MyRustServer Console Process Start Commands for RustDedicated.exe In Plugins you can easily manage your plugins. No annoying manual reload after editing. Plugins Reload Update View Website Enable/Disable Delete Update Check Plugins for Update (Supported sites for checking are: uMod, Codefling, Lone.Design, Chaos, RustWorkshop, Github, ModPulse, RustPlugins, ServerArmour, ImperialPlugins, MyVector, SkyPlugins, Game4Freak) Update Plguin (Only plugins from uMod can be updated directly from MyRustServer.) Editor Edit Configs/Data Auto Reload Plugin on Save Reload Search by Text Plugin Installer Install Plugins from uMod Here you can create your own schedule if I don't have time at the moment. Wipe Shedule Blueprints, Map, Backpacks, Logs, Player Deaths, Player Identities, Player Stats, Player Tokens, Custom Folder/File Custom Map New Map Seed on Wipe Custom Seed Date to Server Title Customs (Wipe Shedule) Custom Maps Custom Seed Wipe Blueprints, Map, Backpacks, Logs, Player Deaths, Player Identities, Player Stats, Player Tokens, Custom Folder/File Custom Map New Map Seed on Wipe Custom Seed See exactly who is on your server. Online Player List Offline Player List Banned Player List Give Item Open Steam profile Copy SteamID Copy Name Check IP Kick Player Ban Player Teleport to Me to Player Teleport Player to Me Set/Remove Admin/Mod White List Kick Max Allowed Bans Kick Max Allowed Ping Enable Whitelist Block Country View Server Console Send Commands/Say to your Server Add Quick Commands Connect your server to your Discord to use as remote control or status information. Start Bot on MyRustServer Startup Bot Commands: send Commands talk to Server check server status start the server stop the server restart the server kill the server version status update server update Oxide update Carbon check plugins Webhooks: Send Server Startup Send Server Online Send Server Offline Send Server Restart Send Client Update Send Server Update Send Oxide Update Send Carbon Update Send Wipe Notification Send Low FPS Warning Send Plugins Update Personalize your server messages. Send Server Messages (Restart, Updates and Wipe) Send Custom Messages Send Custom Commands Sets for each Message a Time Determine how long your server needs until it is reloaded. Server Restart Server Update Update Oxide/Carbon Server Wipe              
5.0
Welcome to ThemePark Island An expansive and meticulously crafted custom map for Rust, brought to you by the combined efforts of Silent Creations and Explosive Shart. This map blends high-octane thrill-seeking with gritty, urban survival. Whether you’re riding a functional coaster or navigating the trap-filled halls of a medical center, ThemePark Island offers a fresh gameplay loop for PVP and PVE servers alike. 🎡 Featured Custom Monuments The Theme Park The crown jewel of the island. This isn't just a static monument—it features a fully functional, custom-coded rollercoaster. Scale the heights for a view of the island before diving into the chaos below. Loot: High-density loot spawns throughout the park. Puzzles: Includes both Green and Blue keycard puzzle rooms. The 2 Gorges Dam A massive, custom-built architectural marvel. The dam dominates the landscape, offering scenic vistas and deep, dark secrets. Underground Puzzles: Navigate multiple puzzle rooms hidden deep within the structure. Tactical Depth: Perfect for long-range engagements or sneaky subterranean looting. Black Rock City A sprawling urban center that feels like a lived-in wasteland. Black Rock Medical Center: Enter at your own risk. This landmark is rigged with traps, multiple puzzles, and enough loot to supply an entire clan. Custom Car Dealership: A unique urban addition for those looking to secure high-tier parts. Pine Bluff A smaller, dense city center for quick skirmishes and essential supplies. Interiors: Explore a replica McDonald’s and a completely custom Supermarket. Puzzles: Features multiple puzzles and heavy loot concentrations. Mills Trailer Park An eerie, abandoned residential area. Puzzles: Features 2x Green Card puzzles and 1x Blue Card puzzle, making it a high-value stop for progression. Additional Points of Interest 7-Eleven: That’s right—a faithful replica of the iconic convenience store for all your raiding snack needs. Fuel Depot: An abandoned facility located in the snow biome, featuring a working Pumpjack and a Green Card puzzle. Rose Hill Development: An unfinished construction site offering unique verticality and parkour opportunities. Green Houses: Small botanical structures perfect for picking up plants and quick loot. Map Size 4500 Prefab Count #38450   🏛️ Facepunch Monuments ThemePark Island includes a full suite of classic monuments to ensure a balanced Rust experience: Tier 3: Launch Site, Arctic Research, Large Oil Rig, Small Oil Rig, Military Tunnel, Giant Excavator. Tier 2: Airfield, Trainyard, Ferry Terminal, Rad Town, Jungle Ziggurat, Large/Small Harbor. Tier 1: & Utilities: Bandit Camp, 3x Mining Outpost, 3x Oxums, Lighthouse, Supermarket, Large Barn, Ranch, Abandoned Cabins, Fishing Villages, 3x Water Well. Resources: Stone, HQM, and Sulfur Quarries. 🙏 Acknowledgements A massive thank you to those who helped bring this project to life: Substrata: For the incredible work on the custom rollercoaster plugin. Milky: For the stellar work on the promotional video. MrLiquid & the Luffy Map Testing Team: For their dedication to polishing and balancing the map.   For any Assistance or questions Please contact me on Discord @ https://discord.gg/THf6dGN8eW
5.0
FEATURES Map size: 4500; Prefab count: ~72k; A lot of attention was paid to nature, and each section of the map was designed in detail; Most of the rocks are hand-crafted, which makes them look much better. The custom config for the BetterNpc plugin is set up so that bots are present at all points of interest; Compatible with BetterNPC plugins (Config for bots in the file),  Train Homes and Raidable bases; Underground railway; Custom road junctions; A large number of small settlements/single buildings not marked on the road map by road; Double-track surface railway with 1 entrance to the metro with separate branches for spawn trains; Ring road (compatible with event plugins); Evenly spaced monuments to spread the FPS load of client; Custom building sites (X on the minimap); Custom places for building in the subway (XU on the minimap); Bridges are designed for easy tugboat access; A large number of points with access to fresh water for farms. ( Rivers inside the island work like regular game rivers ) CUSTOM MONUMENTS Sunken City; Nuclear Cargo; Command Post; Bunkers ( X8 ); Underwater caves (x2 ) ( Zones for underwater farm ); Sunken Containers (x2 ) ( Zones for underwater farm ); A lots custom places to build a base. ( "X"/"XU"  on map  ); Train Station ( For Train homes plugin ) A lots unmarked buildings. FACEPUNCH MONUMENTS Combined Outpost; Harbour (2/2); Ferry Terminal; Radtown; Abandoned Supermarket; Nuclear Missile Silo; Oxum's Gas Station; Airfield; Lighthouse; The Dome; Water treatment plant; Trainyard; Power Plant; Arctic Research Base; Desert Military Base; Giant Excavator Pit; Stone, Sulfur & HQM quarries; Satellite Dish; Small & Large Oil Rig; Large Underwater Lab. My Discord: shemov A password is attached to the map.  You can edit it.
5.0
$29.99
Contracts allows you to create versatile quests/missions that rotate periodically. Each contract can have one or more objectives, with multiple objective types to choose from. It doesn't stop there: each objective can be augmented with objective conditions, which add additional requirements in order to progress it. This allows you to define versatile and unique quests: You could have quests as simple as "Kill 5 scientists"... or a little bit more challenging quests like "Kill 5 scientists with an assault rifle" or have crazy requirements like "Kill 5 scientists, with an assault rifle OR an MP5, between 25-50m away, while being below 20 HP, while wearing a bandana and riding a horse". The possibilities are endless! Features Highly customizable quests/missions to help you build your unique set of goals and control difficulty beyond just progression amounts required. Control the flow and order of how contract objectives can be completed. 10+ objective types to vary gameplay across your server 10+ objective condition types to add as many layers of challenge that you want to your objectives Customizable categories and their rotation period, with the possibility to disable rotations altogether and manually control when contracts rotate. Clean UI for browsing and tracking contracts. HUD to track contracts while playing. Permission based features for your VIP members: Max active contracts globally, Max active contracts per category and Max HUD pins. Event logging with JSONL format support Powerful Web editor to make editing your configs a breeze and viewing insightful charts on your JSONL logs Motivation The motivation behind the plugin is to give players an evolving gameplay experience on your server with an urgency aspect, with the goal of improving player engagement. Instead of making hundreds of quests available from day 1 and achievable anytime during the wipe, I wanted players to have a sense of urgency and achievement when completing quests. I also didn't want to overwhelm players with hundreds of quests to choose from. Contracts solves this by letting you define any number of contracts and assign them to timed categories that will rotate through a portion of contracts on the period you set them to. The more contracts you have, the more variety you add, without adding the mental burden of choice. Included While you can discard and customize the contracts, categories and presets yourself, the plugin comes with: 4 categories: Hourly (14 contracts), Daily (16 contracts), Weekly (14 contracts) and Wipe (6) 50 contracts designed to touch just about every objective types and objective conditions available. These contracts' difficulty were designed for the category they were assigned to. Permissions All permissions listed here are the default ones. You can configure them in the config file of the plugin. contracts.use - allows the player to use Contracts (open the menu, accept/complete contracts, etc.) contracts.admin - allows the player to run admin commands (manually rotate categories, reset data, view cache debug info, etc.) Max Active Contracts - Maximum amount of contracts the player can have at a time. Largest amount is used. (-1 for unlimited) contracts.use - 3 contracts.vip - 5 contracts.admin - -1 Max Tracked Contracts - Maximum amount of contracts the player can pin in the HUD. Largest amount is used. (-1 for unlimited. 0 disables the HUD) contracts.use - 2 contracts.vip - 5 contracts.admin - -1 Chat Commands Note: While the "contracts" command is the default, it can be configured to be different name(s) in the config file! /contracts - opens the contracts menu /contracts hud - toggles the HUD /contracts scale <0.5 - 1.0> - adjusts the plugin's UI element's scale. (default: 1.0)  This option is designed to be set to the same as the player's Rust UI scale, configurable under the Settings > User Interface menu. No action is required for players who left Rust default UI scale (1.0), but players with a smaller scale will have their initial UI much smaller than intended. Unfortunately, the plugin cannot read the player's Rust UI scale, so it will need to be set manually. You should inform your players about this so they get the best UI! Console Commands contracts.rotate_category <category_id> - trigger rotation for the specified category ID. contracts.reset_all_progress - clears all player progress data Debugging commands contracts.debug.refresh.all - refresh all caches (clears and rebuilds them). This is normally only done on category rotation. contracts.debug.cache.all - Print all caches info. Replace "all" with individual cache names: attackers, card_swipe, craft, damage, kill, loot, gather, heal, fishing, crate_hack, plant, harvest, cloning contracts.debug.hooks - Print the subscription status of hooks (enabled or disabled, depending on if any objective needs them) contracts.debug.tainted_items - Print information about item taints (for the Loot objectives) contracts.debug.clear_tainted_items - Clears all taints from the loot cache contracts.debug.transfers - Print information about item transfers (for the Loot objectives). Normally, there should be zero transfers printed most of the time. Transfers are only meant to track items movement between containers (where they start and where they end) and then automatically get cleaned up. contracts.debug.clear_transfers - Clears the transfers cache Configuration Contracts has 1 config file and 3 data files that you can edit for your needs, though the plugin comes with a generous amount of pre-defined contracts (generated when you first load the plugin). oxide/config/Contracts.json Command - The commands that can be used to interact with the plugin Permissions - Set the permissions for features Use Contracts Features - Permission required to use Contracts, open the menu, accept contracts and complete them. Admin - Permission required to use admin commands Max Active Contracts - Maximum amount of contracts the player can have at a time. Largest amount is used. (-1 for unlimited) Max Tracked Contracts (HUD) - Maximum amount of contracts the player can pin in the HUD. Largest amount is used. (-1 for unlimited. 0 disables the HUD) Rewards Show Ineligible Rewards - When true, rewards that the player is not eligible to get upon completion are dimmed. When false, ineligible rewards are hidden from the menu. Conditions Condition Ordering - One of "Optimized" (default), "None" or "RootOptimized"  Optimized - The plugin will re-order conditions to execute from less computationally expensive to most None - Condition ordering are kept as defined RootOptimized - Only conditions at the first level are optimized, not the nested ones in AND and OR conditions HUD Anchor Min - The HUD's bottom left anchor position (see Oxide UI position) Anchor Max - The HUD's top right anchor position (see Oxide UI position) Collapse Direction - One of "TopLeft" (default), "TopRight", "BottomLeft" or "BottomRight" TopLeft = Header is above tracked contracts. Toggle button is on the left. TopRight = Header is above tracked contracts. Toggle button is on the right. BottomLeft = Header is below tracked contracts. Toggle button is on the left. BottomRight = Header is below tracked contracts. Toggle button is on the right. Logging - collect logs on specified events (stored in oxide/logs/Contracts/<date> or carbon/logs/Contracts/<date>) Mode - One of "None" (default), "JSONL" or "Text" None = Disable logging JSONL = Logs events in a structured format. JSONL is more efficient for large datasets than JSON because it doesn't require you to load the entire file into memory! Text = Human readable text lines that you can configure with placeholders. Can also be used to create your own JSONL format, if the one provided is not preferred. Retention Days - Log folders past this age will be deleted at plugin load time. Set to 0 to disable and never delete logs (not recommended). Contract Accepted - occurs when the player accepts a contract Enabled - whether or not to collect logs for this event Format (Text Mode) - Log format to use when the logging mode is "Text". See Logging section below for {placeholders}. Contract Completed - occurs when the player completes a contract. Contract Claimed - occurs when the player claims the rewards on a contract.  Contract Abandoned - occurs when the player abandons a contract. Reward Given - occurs once for each reward given when the player claims the contract Rotation Started - occurs when a category rotates its contracts Objective Completed - occurs when the player completes a contract objective Version - The version of the config. Matches the plugin's version. Default Configuration { "Command": ["contracts"], "Permissions": { "Use Contracts Features": "contracts.use", "Admin": "contracts.admin", "Max Active Contracts": { "contracts.use": 3, "contracts.vip": 5, "contracts.admin": -1 }, "Max Tracked Contracts (HUD)": { "contracts.use": 2, "contracts.vip": 5, "contracts.admin": -1 } }, "Rewards": { "Show Ineligible Rewards": true }, "Conditions": { "Condition Ordering": "Optimized" }, "HUD": { "Anchor Min": "0.0 0.60", "Anchor Max": "0.135 0.87", "Collapse Direction": "TopLeft" }, "Logging": { "Mode": "None", "Retention Days": 30, "Contract Accepted": { "Enabled": false, "Format (Text Mode)": "[{timestamp_local}] {player_name} ({player_id}) accepted contract {contract_name} ({contract_id}) in {category_name} ({category_id})" }, "Contract Completed": { "Enabled": false, "Format (Text Mode)": "[{timestamp_local}] {player_name} ({player_id}) completed contract {contract_name} ({contract_id}) in {category_name} ({category_id}) in {duration}s" }, "Contract Claimed": { "Enabled": false, "Format (Text Mode)": "[{timestamp_local}] {player_name} ({player_id}) claimed contract {contract_name} ({contract_id}) in {category_name} ({category_id})" }, "Contract Abandoned": { "Enabled": false, "Format (Text Mode)": "[{timestamp_local}] {player_name} ({player_id}) abandoned contract {contract_name} ({contract_id}) in {category_name} ({category_id})" }, "Reward Given": { "Enabled": false, "Format (Text Mode)": "[{timestamp_local}] {player_name} ({player_id}) received {reward_type} reward: {reward_detail} from contract {contract_name} ({contract_id})" }, "Rotation Started": { "Enabled": false, "Format (Text Mode)": "[{timestamp_local}] Category {category_name} ({category_id}) rotated. Contracts: {contract_ids}." }, "Objective Completed": { "Enabled": false, "Format (Text Mode)": "[{timestamp_local}] {player_name} ({player_id}) completed objective {objective_name} (#{objective_id}) in contract {contract_name} ({contract_id})" } }, "Version": { "Major": 0, "Minor": 5, "Patch": 0 } } Contracts Website The data files that follow this section don't have to be manually edited! Head to the Web Editor at https://www.rustcontracts.com , drop your data configs and start editing your configs in a convenient UI. The quality of the editor and its extensive features are on par with the quality of the plugin!  Website Features Convenient UI: Edit all your contracts, categories and presets in a Web-based UI. No manual JSON editing required. Rich Editing Experience: Validation, undo/redo from anywhere, ID refactoring, autocomplete fields, optional raw JSON editing and more QoL features. Data Persistence: Save snapshots of your configs and restore or download them at a later time (data saved in your browser). AI Generated Contracts: (experimental) Use OpenAI, Google or Anthropic's models to generate entire contracts from a prompt. (BYOK) Command Palette: Easily navigate through contracts, categories, presets from anywhere in the editor through the command palette. Stats: View your JSONL logs in pre-made charts to gain insights into your contracts, such as pacing and reward balance. Data Files Contracts has 3 types of data files meant to be configured by you (other data files are generated by the plugin, such as player progress, but not meant to be edited): Presets, Contracts and Categories. oxide/data/Contracts/preset_data.json Presets are lists of strings you can define to easily reference them in contracts. E.g: Instead of defining all the types of scientists for a kill contract, you can reference them with "@scientists" presets - key/value pair where the key is the name of the preset and the value is a list of strings that the preset resolves to. You can mention other presets in a preset, but they must not have a circular reference version - The version of the config. Matches the plugin's version. Example presets: { "presets": { "scientists": [ "scientist2.heavy", "scientist2", "scientist2.shotgun", "scientistnpc_arena", "scientistnpc_bradley", "scientistnpc_bradley_heavy", "scientistnpc_cargo", "scientistnpc_cargo_turret_any", "scientistnpc_cargo_turret_lr300", "scientistnpc_ch47_gunner", "scientistnpc_excavator", "scientistnpc_full_any", "scientistnpc_full_lr300", "scientistnpc_full_mp5", "scientistnpc_full_pistol", "scientistnpc_full_shotgun", "scientistnpc_heavy", "scientistnpc_junkpile_pistol", "scientistnpc_oilrig", "scientistnpc_outbreak", "scientistnpc_patrol", "scientistnpc_patrol_arctic", "scientistnpc_peacekeeper", "scientistnpc_ptboat", "scientistnpc_rhib", "scientistnpc_roam", "scientistnpc_roam_nvg_variant", "scientistnpc_roamtethered" ], "ballista": [ "ballista.static", "ballista.mounted" ], }, "version": { "Major": 0, "Minor": 2, "Patch": 0 } } oxide/data/Contracts/contracts_data.json This file holds all your contract definitions. contracts - key/value pair where the key is the contract ID and the value is the contract definition title - The title of the contract description - Optional description for the contract progressionType - One of "Independant" (default), "Sequential" or "Progressive" Independant - objectives can be completed in any order simultaneously Sequential - objectives must be completed in order from first to last. The locked objectives are visible. Progressive - objectives must be completed in order from first to last. The locked objectives are hidden. objectives - key/value pair where the key is the objective ID and the value is the objective definition title - The objective title description - Optional objective description conditions - key/value pair where the key is the condition ID and the value is the condition definition type - The type of the condition (see Objective Conditions below) ... more fields depending on the objective condition type (see Objective Conditions below) type - Type of the objective (see Objective Types below) ... more fields depending on the objective type (see Objective Types below) rewards - key/value pair where the key is the reward ID and the value is the reward defintion title - Optional title for the reward (empty titles will use default names) description - Optional description for the reward eligiblePermissions - list of strings of permissions allowed to claim this reward type - Type of the reward (see Contract Rewards below) ... more fields depending on the reward type (see Contract Rewards below) version - The version of the config. Matches the plugin's version. oxide/data/Contracts/contract_category_data.json This file holds all your contract categories definitions. categories - key/value pair where the key is the category ID and the value is the category definition name - The category name description - Optional category description contractIds - List of all contract IDs defined earlier that are part of the category and will be rotated periodically rotation duration - Time in seconds that the rotation lasts (-1 = never rotates) minContractsAmount - minimum number of contracts to include in the rotation maxContractsAmount - maximum number of contracts to include in the rotation maxActiveContracts - key/value pair where the key is the permission name and the value is a number indicating the maximum amount of contracts that can be active in this category for a given player (-1 for unlimited. defaults to -1). This works in conjunction to the config Max Active Contracts parameter. e.g: "contracts.use": 1 - only 1 contract in this category can be active at a time version - The version of the config. Matches the plugin's version. Objective Types Contracts currently support the following objective types, with additional types possible in the future! Objective types are intentionally kept simple with minimal configuration so that you can create more complex objectives with Objective Conditions. This section also details the additional fields to be added in the objectives definition of the contract (where it says "... more fields depending on the objective type"). ☠️ Kill Requires the player to kill one of the specified entities. Configuration (excludes common objective fields): type - Always "Kill" amountRequired - An integer value greater than 0 entities - list of entities targeted by the objective. Can include presets. Example (excludes common objective fields): { "type": "Kill", "amountRequired": 50, "entities": ["wolf", "boar", "@scientists"] }  💔 Damage Requires the player to damage one of the specified entities. Configuration (excludes common objective fields): type - Always "Damage" amountRequired - An integer value greater than 0 entities - list of entities targeted by the objective. Can include presets. Example (excludes common objective fields): { "type": "Damage", "amountRequired": 5000, "entities": ["wolf", "boar", "@scientists"] }  🛠️ Craft Requires the player to craft one of the specified items. Configuration (excludes common objective fields): type - Always "Craft" amountRequired - An integer value greater than 0 items - list of items that count toward the objective's progression. Can include presets. Example (excludes common objective fields): { "type": "Craft", "amountRequired": 50, "items": ["bandage", "@firearms"] }  🪓 Gather Requires the player to gather one of the specified items. Configuration (excludes common objective fields): type - Always "Gather" amountRequired - An integer value greater than 0 items - list of items received from a gathered dispenser that count towards the objective's progress. Can include presets. Example (excludes common objective fields): { "type": "Gather", "amountRequired": 500, "entities": ["wood", "metal.ore", "@ores"] }  💳 Card Swipe Requires the player to swipe cards of specified access levels. Configuration (excludes common objective fields): type - Always "CardSwipe" amountRequired - An integer value greater than 0 accessLevels - list of access levels that count towards the objective's progress. Valid access levels are 1, 2 or 3 1 = Green | 2 = Blue | 3 = Red Example (excludes common objective fields): { "type": "CardSwipe", "amountRequired": 3, "accessLevels": [1, 3] }  🔟 Crate Hack Requires the player to hack hackable crates. Configuration (excludes common objective fields): type - Always "CrateHack" amountRequired - An integer value greater than 0 Example (excludes common objective fields): { "type": "CrateHack", "amountRequired": 50 }  🐟 Fishing Requires the player to catch any or specified types of fish. Configuration (excludes common objective fields): type - Always "Fishing" amountRequired - An integer value greater than 0 fish - List of fishes that count towards the objective's progress. Leave empty for any. Can include presets. bait - List of baits used to fish that count towards the objective's progress. Leave empty for any. Can include presets. Example (excludes common objective fields): { "type": "Fishing", "amountRequired": 50, "fish": ["fish.salmon", "@rarefish"], "bait": ["grub", "@rawmeat"] }  ❤️‍🩹 Heal Requires the player to heal themselves and/or others by a specified amount of health Configuration (excludes common objective fields): type - Always "Heal" amountRequired - An integer value greater than 0 items - List of healing items that can be used to count towards the objective's progress. Leave empty for any. Can include presets. target - One of Any, Self or Others Any = Heal anyone | Self = Heal self | Others = Heal others Example (excludes common objective fields): { "type": "Heal", "amountRequired": 100, "items": ["bandage", "@advancedheals"], "target": "Self" } 📦 Turn In Requires the player to give specified items to the plugin. Turned in items are removed from the inventory. Configuration (excludes common objective fields): type - Always "TurnIn" amountRequired - An integer value greater than 0 items - List of items that count towards the objective's progress. Can include presets. Example (excludes common objective fields): { "type": "TurnIn", "amountRequired": 100, "items": ["scrap", "@components"] } 🔎 Loot Requires the player to loot the specified items from the world. Looted items are not removed from the inventory, unlike turn in objectives. Configuration (excludes common objective fields): type - Always "Loot" amountRequired - An integer value greater than 0 items - List of items that count towards the objective's progress. Can include presets. Example (excludes common objective fields): { "type": "Loot", "amountRequired": 100, "items": ["scrap", "@components"] } 🌱 Plant Requires the player to plant any or specified seeds Configuration (excludes common objective fields): type - Always "Plant" amountRequired - An integer value greater than 0 items - List of seed shortnames. Leave empty for any seed. Example (excludes common objective fields): { "type": "Plant", "amountRequired": 100, "items": ["seed.corn", "@berries_seed"] } 🌾 Harvest Requires the player to harvest any or specified plants. Configuration (excludes common objective fields): type - Always "Harvest" amountRequired - An integer value greater than 0 items - List of seed shortnames. Leave empty for any seed. source - One of Any, World or Planted Any = Any plant | World = Natural plants | Planted = Player-planted plants Example (excludes common objective fields): { "type": "Harvest", "amountRequired": 100, "items": ["mushroom", "@berries"], "source": "World" } 🍃 Cloning Requires the player to clone any or specified plants. Configuration (excludes common objective fields): type - Always "Cloning" amountRequired - An integer value greater than 0 items - List of clone shortnames to get. Leave empty for any clone. Example (excludes common objective fields): { "type": "Cloning", "amountRequired": 100, "items": ["clone.hemp", "@berries_clone"] }   Objective Conditions Objective types on their own do not provide much configuration for variety by design. Objective conditions are what makes your objectives so customizable with many combination of conditions that can be applied on top of objective types. They are what makes your objectives challenging and versatile. This section also details the additional fields to be added in the objective conditions definition of the contract (where it says "... more fields depending on the objective condition type"). 🔫 Weapon Requires the player to use a specific weapon during an attack on an entity. Configuration (excludes common objective condition fields): type - Always "Weapon" weapon - List of weapons that satisfy the condition. Can include presets. Example (excludes common objective condition fields): { "type": "Weapon", "items": ["grenade.molotov", "@primitiveweapons"] } 🌙 Time of Day Requires the player to progress the objective between set times. Note: the plugin supports day wrapping. If your start time is "20:00" and end time is "06:00", then the plugin will understand it's between 8PM - 6AM. Configuration (excludes common objective condition fields): type - Always "TimeOfDay" startTime - The minimum time of day. 24h format. e.g: "21:32" endTime - The maximum time of day. 24h format. e.g: "06:00" Example (excludes common objective condition fields): { "type": "TimeOfDay", "startTime": "20:00", "endTime": "06:00" } 👕 Player Wear Requires the player to wear specific clothing Configuration (excludes common objective condition fields): type - Always "PlayerWear" items - List of wearable items that satisfy the condition. Can include presets. requireAll - true = requires all items to be worn. false = require some items to be worn. requireNaked - true = requires the player to wear nothing (items should be empty (i.e: [ ] ) ). false = use items list to determine the condition. Example (excludes common objective condition fields): { "type": "PlayerWear", "items": ["bandana", "@woodarmor"], "requireAll": false, "requireNaked": false } 🐎 Player Mount Requires the player to be mounted on specific entities (vehicles, horse, chairs, etc.) Configuration (excludes common objective condition fields): type - Always "PlayerMount" mounts - List of mount entities that count satisfy the condition. Can include presets. Example (excludes common objective condition fields): { "type": "PlayerMount", "mounts": ["ridablehorse", "@chairs"] } ♥️ Player Health Requires the player to be between specific amount of HP. Configuration (excludes common objective condition fields): type - Always "PlayerHealth" minHealth - Minimum amount of health required to satisfy the condition. -1.0 to ignore. maxHealth - Maximum amount of health required to satisfy the condition. -1.0 to ignore. Example (excludes common objective condition fields): { "type": "PlayerHealth", "minHealth": -1.0, "maxHealth": 30.0 } 💥 Min Damage Ratio Requires the player to have done a minimum amount of damage when compared to the total damage done with others. Currently, this is mostly only useful for the Kill objective, though it could be attached to a Damage objective if you have the need for it... Configuration (excludes common objective condition fields): type - Always "MinDamageRatio" minDamageRatio - The minimum ratio of damage that the player needs to have on the victim to satisfy the condition. Between 0.0 and 1.0. Example (excludes common objective condition fields): { "type": "MinDamageRatio", "minDamageRatio": 0.5 } ↔️ Attack Distance Requires the player's attack to occur between specified distance in meters. Configuration (excludes common objective condition fields): type - Always "AttackDistance" minDistance - Minimum distance required to satisfy the condition. -1.0 to ignore. maxDistance - Maximum distance required to satisfy the condition. -1.0 to ignore. Example (excludes common objective condition fields): { "type": "AttackDistance", "minDistance": 50.0, "maxDistance": -1 } && And Requires the player to satisfy all listed conditions inside the AND operator condition. Note that this condition is useless when used at the top level of your conditions, because multiple conditions are already evaluated as an AND condition (i.e: all conditions within the objective's "conditions" list must be satisfied). It is only useful when placed inside a Not or an Or condition. Configuration (excludes common objective condition fields): type - Always "And" conditions - key/value pair where the key is the condition ID and the value is a condition that needs to be satisfied. All conditions inside the And condition need to pass to satisfy this condition. Example (excludes common objective condition fields): { "type": "And", "conditions" { "and_weapon_condition": { "type": "Weapon", "weapon": ["rifle.ak"] }, "and_attackdistance_condition": { "type": "AttackDistance", "minDistance": -1.0, "maxDistance": 10.0 } } }  || Or Requires the player to satisfy any of the listed conditions inside the OR operator condition. Configuration (excludes common objective condition fields): type - Always "Or" conditions - key/value pair where the key is the condition ID and the value is a condition that needs to be satisfied. Any condition inside the Or condition need to pass to satisfy this condition. Example (excludes common objective condition fields): { "type": "Or", "conditions" { "or_attackdistance1_condition": { "type": "AttackDistance", "minDistance": -1.0, "maxDistance": 10.0 }, "or_attackdistance2_condition": { "type": "AttackDistance", "minDistance": 100.0, "maxDistance": -1.0 } } } 🚫 Not Requires the player to NOT satisfy the specified condition. (inverses the satisfaction requirement) Configuration (excludes common objective condition fields): type - Always "Not" condition - The condition to NOT satisfy Example (excludes common objective condition fields): { "type": "Not", "condition" { "type": "Weapon", "weapon": ["@firearms"] } }   Contract Rewards The following rewards can be distributed by the plugin. This section also details the additional fields to be added in the reward definition of the contract (where it says "... more fields depending on the reward type"). 🏷️ Item Grants the player a specified quantity of an item. Configuration (excludes common reward fields): type - Always "Item" item - The item shortname quantity - An integer value greater than 0 Example (excludes common reward fields): { "type": "Item", "item": "scrap", "quantity": 50 } 💲 Economics Grants the player an amount of money. Requires the Economics plugin. Configuration (excludes common reward fields): type - Always "Economics" amount - A decimal value greater than 0.0 Example (excludes common reward fields): { "type": "Economics", "amount": 50.50 } 🎁 Server RP Grants the player an amount of server rewards points. Requires the Server Rewards plugin. Configuration (excludes common reward fields): type - Always "ServerRewards" amount - An integer value greater than 0 Example (excludes common reward fields): { "type": "ServerRewards", "amount": 5 } ⌘ Command Runs a parameterized command. Useful when the other rewards are not suitable and you need something custom. Technically, all above rewards can be achieved through a command reward. Configuration (excludes common reward fields): type - Always "Command" command - The command to run on reward claim. You can add the following {placeholders} and the plugin will fill them during distribution: {playerId} - The player's Steam ID {playerName} - The player's Steam name {qPlayerName} - The player's Steam name wrapped in "quotes" {playerX} - The player's current X position, rounded to the nearest integer {playerY} - The player's current Y position, rounded to the nearest integer {playerZ} - The player's current Z position, rounded to the nearest integer Example (excludes common reward fields): { "type": "Command", "command": "say {playerName} is the top fisherman!" }   Logging When using Text formatting for logging, you can use {placeholders} to inject data into your logs. Each event type has their own placeholders. The following placeholders are always available: timestamp_utc - yyyy-MM-dd HH:mm:ss timestamp using the UTC timezone timestamp_local - yyyy-MM-dd HH:mm:ss timestamp using your server's local timezone timestamp_iso - timestamp using the ISO format (same format used in JSONL) time_utc - HH:mm:ss timestamp using the UTC timezone time_local - HH:mm:ss timestamp using your server's local timezone The following are additional fields per event type: Contract Abandoned player_id category_id contract_id player_name category_name contract_name Contract Accepted player_id category_id contract_id player_name category_name contract_name Contract Claimed player_id category_id contract_id player_name category_name contract_name Contract Completed player_id category_id contract_id player_name category_name contract_name duration - the amount of time (in seconds) that passed since the player accepted the contract Contract Expired player_id category_id contract_id player_name category_name contract_name duration - the amount of time (in seconds) that passed since the player accepted the contract Objective Completed objective_type player_id category_id contract_id objective_id player_name category_name contract_name objective_name Reward Given reward_type player_id category_id contract_id reward_id player_name category_name contract_name reward_name reward_detail - e.g: scraps x50 ; command ; $1000 ; 10 RP amount - always 1 for commands Rotation Started category_id contract_ids - comma separated list of contract IDs category_name API This plugin does not currently expose an API. Let me know what you'd like to see in a future implementation! Discord Join the official Discord server for support, announcements and more! https://discord.rustcontracts.com
5.0
Welcome to "Decay: The Last Haven," a custom map for the game RUST that immerses players in a post-apocalyptic world where survival is a luxury. This expansive map, with a size of 4500, boasts around 70,000 prefabs, creating a rich and detailed environment. It's fully compatible with BetterNPC plugins(Config for bots in the  file), and Train Homes, featuring three stations for the plugin. The map showcases a double-track surface railway, offering two metro entrances with separate branches for spawning trains, complemented by an intricate underground railway system. The layout includes evenly spaced monuments to optimize the FPS load for clients, ensuring smooth gameplay. Players can find custom building spots in the subway, marked as 'XU' on the minimap, amidst a network of bridges that are navigable by tugboats. The map's design incorporates a multitude of rivers, allowing tugboats and other water transport to access any point on the map with ease. For those seeking a strategic advantage, the map presents custom monuments in ample quantity for a comfortable and engaging gaming experience. Builders will appreciate the custom sites, indicated by 'X' on the minimap, while the heart of the map features fresh water and lush vegetation, ideal for farmers. Explorers can discover a large number of small settlements and standalone buildings, not marked on the road map, offering hidden gems throughout the landscape. Adventurous players can delve into underwater farm zones, denoted by 'O' on the minimap, and explore the depths of an underwater laboratory. To add to the excitement, the map is equipped with ziplines, providing a thrilling way to traverse this desolate yet captivating world. "Decay: The Last Haven" is not just a map; it's a testament to the resilience of humanity in the face of desolation, offering a sanctuary for those brave enough to claim it. Features: Map size:  4500; Prefabs count:  ~65K; Compatible with BetterNPC plugins (Config for bots in the  file) & Train Homes ( 3 stations for plug-in ); Double-track surface railway with 2 entrances to the metro with separate branches for spawn trains; Underground railway; Evenly spaced monuments to spread the FPS load of client; Custom places for building in the subway (XU on the minimap); A lot of bridges ( The tugboat passes ); A large number of rivers, tugboats and other water transport can pass to any point on the map; Designed custom monuments in sufficient quantity for a comfortable game; Custom building sites (X on the minimap); Fresh water and vegetation for farmers are in the center of the map; A large number of small settlements/single buildings not marked on the road map by road; Underwater farm zones (O on the minimap); Underwater Laboratory; Ziplines. Custom monuments: Nuclear Cargo; Settlement; Bandit Settlement; Wood Industry; Industrial Settlement; Office Area; Reverpost; Shorpek; Warehouse Settlement; Bandit Ship; Slave Ship; Rebel Ship; RW Station; A large number of small settlements/single buildings not marked on the road map by road; A lots custom places to build a base. ( "X"/"XU"  on map  ); Underwater farm zones ( "O" on map ). Monuments: Combined Outpost; Launch Site; The Dome; Ziggurat; PowerPlant; JunkYard; Harbor; Airfield; Arctic Research Base; Desert Military Base; Ferry Terminal; Large fishing village; Oxum`s Gas Station; Abandoned supermarket; Fishing villages; Lighthouses; Satellite Dish; Nuclear Missile Silo; Water Treatment Plant; Train Yard; Giant Excavator Pit; Underwater laboratory; Ranch; Underground railway; Quarries(HQM,Stone, Sulfur); Large oilrig; Oilrig. My Discord: shemov A password is attached to the map.  You can edit it.
5.0
$14.99
Enhances team gameplay by offering features like a team HUD, automatic authorization, team-specific skins, easy markers, and a dedicated team voice chat, with customizable permissions for monetization and performance optimization. 🗒️Features: This plugin will give your players a better experience when playing in a team. Team Hud -  shows the health, condition(wounded, sleep, offline, etc), active item and  square (player location on the map) of your allies Automatic authorization -  adds automatic authorization in turrets, tc's, code locks and sam sites. The team leader can enable/disable authorization for each allie, so that the team can safely accept new players! Team skins -  ability to choose skins for the team,  when an item goes into inventory, it is automatically reskin into the team skin Easy team marker - allow players to use the marker without binoculars Team voice chat - allows players to switch voice chat to team voice chat. When enabled, the player will only be heard by his allies, works on any distance. A good way to playe with new allies  that you don't want to add in  discord. Any function in the plugin can be disabled in the config, so you will not lose performance from unnecessary functions. Any of the listed functions can be bound to permission in the config, so you can easily monitize, for example, skins.     📕Commands: /bt - open better team menu or Click open team menu button in team Hud 🔖Config:   { "Team Setting Command": "bt", "Enabled functions": { "Enable Team Hud": true, "Enable global team voice chat": true, "Enable team skins": true, "Enable easy team markers": true, "Enable team auto authorization": { "TC Authorization": true, "Codelocks authorization": true, "AutoTurrets authorization": true, "SAMSite authorization": true }, "Easy team markers": { "Max distance": 50.0, "Search radius": 1.0, "Duration [seconds]": 5, "Cooldown [seconds]": 10 } }, "Permissions": { "Need permission for Team Hud?(true - will work only for players with permission / false - work for all players)": true, "Need permission for Team Voice?(true - will work only for players with permission / false - work for all players)": true, "Need permission for Team Skins?(Need at least one player with this permission in team to set skins in menu)(true - will work only for players with permission / false - work for all players)": true, "Need permission for Team marker?(true - will work only for players with permission / false - work for all players)": true, "Team hud using permission": "betterteams.hud", "Team Voice using permission": "betterteams.voice", "Team Skins using permission(only for setting skins. it's mean that only team leader will need this permission)": "betterteams.skins", "Team marker using permission": "betterteams.marker" }, "Hud Settings": { "UI Scale": 1.0, "Left Offset": 5, "Top Offset": 200, "Player grid refresh rate": 5, "Lines margin": 5, "Collums margin": 5, "Max amount of player displays in line": 8 } } 📗Lang File:   { "UI_CHANGE": "Change", "UI_CHOOSE": "Select", "UI_BETTERTEAMS": "BETTER TEAMS", "UI_BETTERTEAMSDESCRIPTION": "This modification will allow you to get a better experience playing with friends. Some things have been changed, and new ones have been added, so that you get the better experience playing with your friends!", "UI_CHANGES": "CHANGES:", "UI_CHANGEHUD": "• Team Hud - allows you to see status of your mates", "UI_CHANGETeamVoice": "• Team Voice - allows you to use in-game voice chat to communicate only with your mates(works at any distance). Other players will not hear you. Can be enable in settings", "UI_CHANGESkins": "• Team Skins - allows you to choose skins for your team. Items you pick up will automatically receive your team's skin", "UI_CHANGEEasyTeamMabrkers": "• Easy Team Marker - allows you to use fast marker to your team without using binoculars", "UI_CHANGEAutoAuthTC": "• AutoAuthorization TC - adds automatic authorization of allies in TC", "UI_CHANGEAutoAuthCodeLocks": "• AutoAuthorization CodeLocks - adds automatic authorization of allies in Code Locks", "UI_CHANGEAutoAuthTurrets": "• AutoAuthorization Auto Turrets - adds automatic authorization of allies in Auto Turrets", "UI_CHANGESamSiteAuthorization": "• AutoAuthorization SamSite - adds automatic authorization of allies in Sam Sites", "UI_CHANGEAuthorizationManager": "• Team Managment - allows the team leader to manage auto authorization for allies.", "UI_SETTINGSNAME": "PERSONAL SETTINGS", "UI_S_ENABLE_TEAM_VOICE": "USE TEAM VOICE CHAT ", "UI_S_ENABLE_TEAM_VOICE_DES": "Yes - Replace vanilla voice to to team chat. Only your allies will hear you. Works at any distance (on the entire map)", "UI_S_ENABLE_TEAM_SKINS": "USE TEAM SKINS", "UI_S_ENABLE_TEAM_SKIN_DES": "Yes - all items you pick up will automatically receive your team's skin.", "UI_S_ENABLE_MARKERS": "USE EASY TEAM MARKERS", "UI_S_ENABLE_MARKERS_DES": "Yes - will give you the ability to place quick time markers in the world at the location you are looking at. Markers are placed using a key combination and do not require binoculars.", "UI_S_MARKER_BUTTON": "EASY TEAM MARKER BIND", "UI_S_MARKER_BUTTON_DES": "Bind your easy team marker command. Just copy command, replace BUTTON to the button you need and enter in console!\nExample: bind BUTTON ftmark -> binb v ftmark", "UI_S_YES": "YES", "UI_S_NO": "NO", "UI_M_MEMBERS": "TEAM MANAGMENT", "UI_M_ONLY_LEADER": "Available only to the team leader", "UI_M_AA_H1": "AUTO AUTHORIZATION", "UI_M_AA_INFO_DES": "All authorization places (tcs, codelocks, auto turrets, etc) add up to a single authorization list for the entire team. If you block any ally from accessing the authorization list, he will lose access to all authorization places, except for those that he installed personally (set codelock or tc himself), while your team will not lose access to his authorization places. Good if you accept new random player in your team.", "UI_M_SELECT_MATE": "Select one of your allies", "UI_M_AA_TC": "Tool Cupboard Auto Authorization", "UI_M_AA_CL": "CodeLocks Auto Authorization", "UI_M_AA_AT": "Auto Turrets Auto Authorization", "UI_M_AA_SAMSITE": "Sam Sites Auto Authorization", "UI_M_KICK": "Kick from team", "UI_M_KICK_B": "KICK", "UI_S_TEAM_SKINS": "TEAM SKINS", "CM_MARKER_COOLDOWN": "Your team ping is on cooldown: {0} seconds left", "UI_H_INFO_TEXT": "OPEN TEAM MENU", "UI_S_PERM": "Your team must have at least 1 player with privilege that have access to skins", "CM_DONT_HAVE_PERM": "You do not have permission to use this command", "UI_IS_DISABLED": "This function is disabled by admin" }  
5.0
sale
About my new 120 Raidable bases by JaaaaaThomas 08.06.2026 June Pack Hello everyone, I’m excited to present a brand new base pack! I’ve put a lot of hard work into this project and I hope you’ll appreciate the quality. In fact, we are already working on the next one! This pack includes 120 completely new, raid-ready bases. You will find 20 unique designs for every difficulty level, from Easy all the way up to Clan Bases. I hope you enjoy these builds! If you’re satisfied, please leave a positive review—it helps a lot. Also, if you have any suggestions for future updates, feel free to leave a comment below! Thank you!"  Important Reminder This is a Base Model Pack (.json files). It is NOT the Raidable Bases plugin script. These are the blueprints crafted by our professional building team.  Level Up Your Server Don't settle for basic cubes. Give your players a challenge they’ll never forget. Whether you're looking for a "Hardcore" event or a permanent fortress for your top clan, these 120 new bases are built to dominate. [ Buy Now & Start Building] This package includes the following packages from the list:  
0.0
sale
$41.95 $31.95
Welcome to UltimateCases - the most exciting case opening experience for Rust servers! Give your players the thrill of unboxing rare items with beautiful roulette animations, create unlimited custom cases with unique rewards, and build a thriving economy through our advanced key exchange system. Whether you want to reward active players with free cases or monetize your server with premium loot boxes, UltimateCases has everything you need to keep players engaged and coming back for more!     ⭐️ Why Choose UltimateCases? Beautiful Unboxing Experience - Watch your players' excitement as they spin the roulette and discover their rewards! Customizable animations, rarity backgrounds, and sound effects create an unforgettable opening experience. Easy Case Creation - No coding required! Use our in-game visual editor to create cases, add items, set prices, and configure everything you need. Edit cases on the fly without touching configuration files. Monetize Your Server - Turn your server into a profitable venture with our key exchange system. Players can buy keys using any currency (Economics, ServerRewards, scrap, etc.) and you control the economy. Reward Active Players - Keep players engaged with free cases! Set playtime requirements and cooldowns to reward your most dedicated community members. Protect Your Economy - Advanced limits and restrictions prevent abuse. Set daily limits, lifetime limits, minimum playtime requirements, and block case opening during combat or raids. Store Rewards Safely - Built-in inventory system stores all case rewards securely. Players can retrieve items when they're ready, with options to persist items across wipes. Share the Excitement - Announce rare wins in chat and Discord! Customizable logging and webhook integration lets your community celebrate big wins together. NPC Traders at Monuments - Spawn NPCs at monuments where players can exchange keys for currency. Perfect for creating trading hubs and encouraging exploration! VIP Benefits - Reward your supporters with exclusive discounts on case opening and key exchange. Multiple VIP tiers with customizable benefits. Works Everywhere - Seamlessly integrates with ServerPanel, supports all major economy plugins, and works with ImageLibrary for perfect image management.   💰 Key Exchange System Turn any currency into case keys! Our flexible exchange system supports: Multiple Currencies - Use Economics, ServerRewards, BankSystem, IQEconomic, or any item (scrap, sulfur, etc.) as currency for key exchange. Bulk Discounts - Reward players who exchange more keys! Automatic discounts: 5% off for 10+ keys, 10% off for 25+ keys, 15% off for 50+ keys, 20% off for 100+ keys. VIP Discounts - Give your supporters extra savings! Configure permission-based discounts (5%, 10%, 15%, 20%) with custom daily limits. Daily Limits - Prevent abuse by limiting how many keys players can exchange per day. Perfect for controlling your server economy. Monument NPCs - Spawn traders at monuments! Players can visit NPCs at lighthouse, outpost, or any monument to exchange keys. Fully customizable appearance and rates.   📦 Smart Inventory System Never lose a reward again! Our inventory system stores all case rewards safely: Secure Storage - All case rewards are automatically stored in your personal inventory, accessible anytime through the UI. Wipe Protection - Choose whether items persist across server wipes or are cleared automatically. Perfect for seasonal rewards! Safe Retrieval - Items can only be retrieved when it's safe - no retrieving during combat, raids, or building blocked situations. Post-Wipe Cooldown - Optional cooldown after wipe before items can be retrieved, helping maintain server balance.   📬 Video Overview   🖼️ Showcase Templates Fullscreen Template ServerPanel V1 Template ServerPanel V2 Template ServerPanel V4 Template In-Game Editor   Monument Trader How to get Keys?   🎮 Commands /opencases or /cases - Opens the cases interface for players /cases.trader - Chat command for managing Monument Traders (requires ultimatecases.edit permission) /cases.trader create [currencyID] [defaultKeys] [prefab] - Create a new trader bot /cases.trader start <botIndex> - Enter edit mode for a trader /cases.trader move - Update trader position (requires edit mode) /cases.trader rotate <angle> - Set trader rotation (requires edit mode) /cases.trader save - Save and reload trader (requires edit mode) /cases.trader cancel/stop - Cancel edit mode /cases.trader list - Show all configured trader bots /cases.trader teleport <botIndex> - Teleport to a trader bot location /cases.trader help - Show help for trader commands cases.give - Console/Rcon command for giving keys or cases to players (admin only) cases.give <player> keys <amount> - Give keys to a player cases.give <player> case <caseID> [amount] - Give case(s) to a player Examples: cases.give PlayerName keys 100 or cases.give 76561198000000000 case 0 5 cases.convert - Console command for converting cases from old Cases plugin (requires UltimateCasesConverter plugin, admin only) cases.convert - Convert all cases and add them to existing UltimateCases data cases.convert true - Clear existing UltimateCases data before converting (fresh start)   🛡️ Permissions ultimatecases.edit - Permission to edit cases, items, and modals using the in-game editor. Required to access all editor functions and manage Monument Traders. ultimatecases.discount1 - 5% discount on case opening ultimatecases.discount2 - 10% discount on case opening ultimatecases.discount3 - 15% discount on case opening ultimatecases.vip1 - 5% discount on key exchange, with optional custom daily limit ultimatecases.vip2 - 10% discount on key exchange, with optional custom daily limit ultimatecases.vip3 - 15% discount on key exchange, with optional custom daily limit ultimatecases.vip4 - 20% discount on key exchange, with optional custom daily limit Note: Additional permissions can be configured in the config file for demo mode and quick unbox mode. These are optional and can be left empty to disable the features.   📚 FAQ Q: How do I open the Case Editor? A: To open the Case Editor: Make sure you have the ultimatecases.edit permission Open the cases menu using /opencases or /cases Look for the "EDIT" button in the header of the interface (usually in the top-right area) Click the "EDIT" button to open the Case Editor From here you can create new cases, edit existing cases, add items, configure prices, permissions, and all case settings   Q: How do I open the Item Editor? A: To open the Item Editor: First, open the Case Editor (see instructions above) Select a case from the list or create a new case In the case editor, you'll see a section for items Click "ADD ITEM" or click on an existing item to edit it The Item Editor will open where you can configure item type, chance, image, title, description, permissions, and all item-specific settings (weapons, contents, genes, etc.)   Q: How do I open the Modal Editor? A: To open the Modal Editor: Make sure you have the ultimatecases.edit permission Open the cases menu and navigate to any modal window (like the keys exchange modal) Look for the "EDIT" button that appears on modal windows when you have edit permission Click the "EDIT" button to open the Modal Editor From here you can edit modal content, text elements, images, buttons, and all modal settings   Q: How do I create a case? A: It's super easy! Open the cases menu in-game, click the "EDIT" button in the header, then click "ADD CASE" in the Case Editor. Configure the case title, image, price, permission, and add items. No file editing needed! Q: Can players get free cases? A: Yes! Enable Free Case Settings for any case. Set minimum playtime (e.g., 2 hours) and cooldown (e.g., 24 hours). Players meeting requirements can open the case for free once per cooldown period. Q: How do I set up key exchange? A: Go to Exchange Settings in the config. Add currencies (Economics, ServerRewards, scrap, etc.), set exchange rates, configure discounts, and you're done! Players can exchange currency for keys instantly. Q: What can I put in cases? A: Almost anything! Add items (weapons with attachments, containers with contents, blueprints, plant seeds with genes), or execute commands when cases are opened. Full customization for every reward type. Q: How do Monument Traders work? A: Configure NPCs in Exchange Settings to spawn at monuments. Players can visit these NPCs to exchange keys for currency. Set the monument (lighthouse, outpost, etc.), NPC appearance, position, and exchange rate. Q: Can I limit how many cases players can open? A: Absolutely! Set daily limits (e.g., 5 cases per day), total lifetime limits (e.g., 50 cases total), minimum playtime requirements, and block opening for a period after server wipe. Q: How does the inventory system work? A: When players open cases, rewards go to their inventory automatically. Players can access inventory through the UI and retrieve items when ready. Configure whether items persist across wipes. Q: Can I announce rare wins? A: Yes! Enable chat announcements and Discord webhooks. Set rarity threshold (e.g., only announce items with 5% or lower chance), customize message format, and share the excitement with your community! Q: How do I add UltimateCases to ServerPanel? A: In ServerPanel, create a new category with Type: "Plugin", Plugin Name: "UltimateCases", Plugin Hook: "API_OpenPlugin". The plugin integrates seamlessly! Q: Can I give VIP players discounts? A: Yes! Configure permission-based discounts in Case Opening Discounts and Exchange Privilege Settings. Set different discount percentages for different VIP tiers. Q: How do I configure the plugin config file? A: The config file is located at oxide/config/UltimateCases.json (or carbon/config/UltimateCases.json for Carbon). Here's how to configure key settings: Template Selection: Set "Template" to "Fullscreen", "V1", "V2", or "V4" Commands: Modify "Open UI Commands" array to add custom command aliases Key Exchange: Configure "Exchange Settings" → "Currencies" to add currencies (Economics, ServerRewards, items, etc.) Roulette Duration: Set "Roulette Settings" → "Default Duration" (seconds) and "Quick Mode Duration" Sound Effects: Enable/disable sounds in "Sound Effects" section and set effect prefab paths Logging: Configure console, file, chat, and Discord logging in "Logging Settings" Restrictions: Enable/disable case opening restrictions in "Restrictions Settings" Inventory: Configure inventory settings in "Inventory settings" section After editing, reload the plugin: o.reload UltimateCases (Oxide) or c.reload UltimateCases (Carbon).   Q: How do I set up LangAPI for multi-language support? A: To enable LangAPI support: Make sure LangAPI plugin is installed and loaded on your server In UltimateCases config, set "Work with LangAPI?" to true Create language files in oxide/lang/UltimateCases/ (or carbon/lang/UltimateCases/ for Carbon) Create files like en.json, ru.json, etc. with translation keys Use LangAPI's translation system to translate all plugin messages Reload the plugin to apply changes Example translation key structure: { "UI_Header_Title": "Ultimate Cases", "UI_Content_ButtonOpen": "OPEN CASE", "UI_Content_ButtonOpenFREE": "FREE", ... }   Q: How do I set up Monument Traders using commands? A: To create and configure Monument Traders: Make sure you have ultimatecases.edit permission Go to the monument where you want to spawn a trader (e.g., lighthouse, outpost) In server console, use: cases.trader create [currencyID] [defaultKeys] [prefab] currencyID - ID of the currency from Exchange Settings (0, 1, 2, etc.) defaultKeys - Default number of keys per exchange (e.g., 1) prefab - NPC prefab path (e.g., "assets/prefabs/npc/bandit/missionproviders/missionprovider_outpost_b.prefab") Enter edit mode: cases.trader start <botIndex> (use cases.trader list to see bot indices) Position yourself where you want the NPC to spawn Update position: cases.trader move Set rotation: cases.trader rotate <angle> (0-360 degrees) Save: cases.trader save The NPC will spawn automatically at the configured monument   Q: How do I configure custom economy plugins? A: To use a custom economy plugin: In config, find "Custom Economy Settings" Set "Use Custom Economy" to true Set "Type" to "Plugin" Enter "Plugin Name" (exact name as it appears in plugins list) Configure hooks: "Plugin Hook Add" - Hook name for adding balance (e.g., "AddPoints", "Deposit") "Plugin Hook Remove" - Hook name for removing balance (e.g., "TakePoints", "Withdraw") "Plugin Hook Balance" - Hook name for checking balance (e.g., "CheckPoints", "Balance") Test the hooks work correctly by checking plugin documentation Reload the plugin   Q: How do I configure rarity backgrounds? A: To set up rarity backgrounds: In config, find "Rarity Settings" → "Rarity Backgrounds" Add entries with chance ranges and images: "Min" - Minimum chance percentage (e.g., 0) "Max" - Maximum chance percentage (e.g., 1) "Image" - Background image URL for case display "Roulette Item Background Image" - Background image URL for roulette item display Example: Legendary (0-1%), Epic (1-5%), Rare (5-15%), Uncommon (15-50%), Common (50-100%) Items with drop chances within each range will display the corresponding background   Q: How do I configure Discord webhook logging? A: To set up Discord webhook logging: Create a Discord webhook in your Discord server (Server Settings → Integrations → Webhooks → New Webhook) Copy the webhook URL In config, find "Logging Settings" → "Discord" Set "Enabled" to true Paste webhook URL in "Webhook URL" Configure options: "Rare Threshold" - Only log items with chance ≤ X% (0 = log all items) "Embed Color" - Decimal color code (e.g., 15844367 for gold) "Title" - Embed title "Show Player Avatar" - Display player avatar in embed "Show Item Icons" - Display item icons in embed "Group Items" - Group multiple items in single message "Include Statistics" - Add statistics to embed Reload the plugin   Q: How do I configure item rewards with weapons and attachments? A: In the Item Editor: Set "Type" to "Item" Enter the weapon "ShortName" (e.g., "rifle.ak") In "Weapon" section, set "Enabled" to true Set "Ammo Type" (e.g., "ammo.rifle.explosive") Set "Ammo Amount" (e.g., 128) In "Content" section, set "Enabled" to true Add attachments in "Contents" array: "ShortName" - Mod shortname (e.g., "weapon.mod.lasersight") "Condition" - Item condition (0-100) "Amount" - Usually 1 for mods "Position" - Slot index (-1 for auto-assignment) Save the item   Q: How do I configure command rewards in cases? A: To add command rewards: In Item Editor, set "Type" to "Command" In "Command (%steamid%)" field, enter your command Use placeholders: %steamid% - Player's Steam ID %username% - Player's display name %player.x% - Player's X coordinate %player.y% - Player's Y coordinate %player.z% - Player's Z coordinate Multiple commands can be separated by | or line breaks Example: "inventory.giveto %steamid% rifle.ak 1|oxide.usergroup add %steamid% vip"   Q: How do I enable Offline Image Mode? A: To use local images instead of downloading from internet: In config, set "Enable Offline Image Mode" to true Create folder "TheMevent" in oxide/data (or carbon/data for Carbon) Download PluginsStorage (click "CODE" → "Download ZIP") Extract the ZIP and copy all contents to the "TheMevent" folder Reload the plugin: o.reload UltimateCases (Oxide) or c.reload UltimateCases (Carbon) Note: For custom images, place them in the "TheMevent" folder and reference them with the "TheMevent/" prefix (e.g., "TheMevent/MyImage.png").   Q: How do I configure demo mode and quick unbox mode? A: Demo mode allows testing cases without spending keys, and quick unbox mode speeds up animations: In config, find "Roulette Settings" For demo mode: Set "Demo Mode Permission" to a permission name (e.g., "ultimatecases.demo") or leave empty to disable For quick unbox: Set "Quick Unbox Permission" to a permission name (e.g., "ultimatecases.quick") or leave empty to disable Set "Quick Mode Duration" (seconds) - how long the quick animation should last Grant the permissions to players who should have access Reload the plugin   Q: How do I configure case opening restrictions? A: To prevent case opening in certain situations: In config, find "Restrictions Settings" Set "Enabled" to true Enable/disable specific restrictions: "Block During Combat" - Requires NoEscape plugin "Block During Raid" - Requires NoEscape plugin "Block in Building Blocked" - Blocks when player can't build "Block While Swimming" - Blocks when player is swimming "Block When Player is Wounded" - Blocks when player is wounded "Block During Duel" - Requires Duel/Duelist plugin "Block During Helicopter Flight" - Blocks when in helicopter "Block When Player is Sleeping" - Blocks when player is sleeping Reload the plugin     🧪 TEST SERVER Join our test server to experience UltimateCases yourself! Copy the IP Address below to start playing! connect 194.147.90.147:28015   Ready to create the ultimate case opening experience? UltimateCases gives you all the tools you need to build excitement, reward players, and monetize your server. Start creating your first case today!
5.0
sale
Rust CUI Editor Visual Interface Designer for Rust Stop writing UI code blindly. Design your CUI interfaces visually and export ready-to-use code in seconds.   What is this? Rust CUI Editor is a desktop application for creating Rust game UI (CUI) interfaces using a visual drag-and-drop editor. Instead of writing dozens of lines of CuiHelper code and constantly reloading your plugin to see the result, you design everything visually and get clean, working code instantly. Video demonstration 2.0.0 Version (At the moment the version is already newer with new features)   Elements Panel Image (URL/sprite) Label (with outline) Button InputField ScrollView Countdown Draggable Slot NeedsCursor / NeedsKeyboard Layout Horizontal Layout Group Vertical Layout Group Grid Layout Group Content Size Fitter LayoutElement Visual Drag elements on canvas Resize with 8 handles Multi-selection Marquee select Anchor/offset system Element rotation Inline text editing Element locking Alignment Left / Center / Right Top / Middle / Bottom Stretch to parent Match Width/Height Distribute evenly   🆕 Find & Replace Search and replace element properties across the entire project at once. No need to click through each element manually. ► Search by text content, color value, sprite, or material ► Filter results by element type ► Replace single matches or all at once ► Full undo support for bulk replacements   🆕 Inspect Element Dedicated inspection window for any selected element. Shows all properties in structured form alongside the raw CUI JSON output. ► All component properties in one place ► Raw CUI JSON with one-click copy ► Useful for debugging and quick exports ► Opens with shortcut or right-click menu   🆕 Snapshots Save named project states at any point and restore them without losing your current work. Snapshots are completely separate from undo history. ► Create named snapshots before risky changes ► Restore any snapshot at any time — current work is preserved ► Stored in a .snapshots folder next to the project file ► Independent from undo/redo stack   🆕 Wrap in Parent You've built a header with a label and a close button, then realize you forgot to add a background panel behind them. Select all elements, right-click, Wrap in Parent — done. Nothing moves. ► Works with any selection of elements ► New parent is sized to the bounding box of the selection ► All anchors recalculate automatically ► Wrap into Panel, Button, Image, or ScrollView   🆕 Themes Dark Theme Default dark interface. Easy on the eyes during long sessions. Light Theme Full light mode across all panels, dialogs, and overlays. Toggle in settings.   🆕 Plugin Import Load CUI elements directly from an existing .cs plugin source file. The parser reconstructs the full element tree for visual editing. ► Parses CuiHelper and CuiElementContainer patterns ► Resolves local variables and string constants ► Handles loops and repeated element generation ► Substitutes lang message references with preview text ► Works on any Oxide/Carbon plugin file   🆕 Built-in Reference A built-in help system with searchable articles covering the entire CUI system. No need to leave the editor to look something up. ► Articles for every element type and property ► Covers layers, ScrollView, blur materials, anchors, offsets, fonts ► Shortcut reference with all editor hotkeys ► Live demo canvas inside each article ► One-click "Add to project" from any example   🆕 Performance Rewrite Canvas GPU rendering Scene bitmap cache Static layer cache SKPicture cache SKPaint pooling (50+ allocs/frame saved) Text layout cache Typeface cache Pan without full re-render Element Tree Debounced rebuild on rapid changes Bulk update batching Fast flat selection cache O(n) ThumbnailBrush cache Detach() memory leak fixed Color Picker Real-time updates while dragging Only the affected element redraws No full scene invalidation     🆕 Live Preview See your UI exactly as it appears in-game, right inside the editor. Every element is fully rendered with correct Rust scaling, colors, sprites, and fonts. No need to reload your plugin to check the result. Rendering Panels & Images Labels with fonts Rich Text support Sprite tinting FadeIn / FadeOut Interactive Button hover & press ScrollView with inertia Elastic bounce Auto-hiding scrollbars Live Countdown Drag & Drop Draggable elements Slot filter matching MoveToAnchor snap Element swapping KeepOnTop z-order Tools Element Inspector Grid overlay Outlines view Auto-sync with editor Screenshot to PNG All CuiDraggableComponent properties are supported in preview: LimitToParent, MaxDistance, AllowSwapping, DropAnywhere, DragAlpha, ParentPadding, ParentLimitIndex, AnchorOffset, and more. ► Pick up Draggable elements and drop them into Slots ► Filter matching ensures only compatible elements snap ► Swap elements between occupied slots ► Inspector overlay shows element info on hover (shortcut: I) ► Grid and outline overlays for layout debugging (G / O) ► Background selector: dark, light, or any game screenshot ► Auto-sync keeps preview updated as you edit ► Export preview as PNG screenshot (S)   🆕 Smart Hook Generation When your project uses Draggable or Slot elements, the export automatically generates ready-to-use hook methods with proper logic: ► OnCuiDraggableDrag with if/switch blocks for each draggable ► OnCuiDraggableDropped with switch by slot name ► Comments with accepted elements and filter values ► Works in both Snippet and Plugin export modes   🆕 Developer Tools Professional plugin development toolkit with four dedicated tabs: Plugin Settings Author & version Chat/console commands Auto-show hooks Permissions list Plugin references Generate Unload Lang System Multi-language support Visual translation table Per-element lang keys lang.GetMessage() export Canvas preview ImageLibrary Image key/URL table Per-element ImageLib key GetImage() helper Auto OnServerInitialized Auto plugin reference Templates Reusable code templates Custom method generation Placeholder system Per-project settings 🆕 Localization System Full multi-language support for your plugins. Assign lang keys to any text element, manage translations visually, and export with automatic lang.GetMessage() calls. ► Add unlimited languages (en, ru, de, fr, etc.) ► Visual translation table - edit all strings in one place ► Toggle between raw text and lang key per element ► Canvas shows resolved translations in real-time ► Exported code includes full LoadDefaultMessages with all languages 🆕 ImageLibrary Integration Manage image assets directly in the editor. Define image keys and URLs, assign them to elements, and get clean export code with automatic ImageLibrary loading. ► Image key/URL table in Dev Tools ► ImageLib Key property on Image elements ► Export generates GetImage() helper method ► Plugin export auto-adds OnServerInitialized with image loading ► Automatic [PluginReference] ImageLibrary in export 🆕 Syntax Highlighting ► C# syntax highlighting in Export window ► JSON syntax highlighting in Export window ► Color-coded keywords, strings, numbers, comments ► Optimized for large code blocks 🆕 SVG Design Import Import your designs directly from professional design tools: Figma export to SVG and import Illustrator Adobe AI/SVG support Inkscape free vector editor Any SVG standard format ► Automatic source detection optimizes parsing for each tool ► Smart layer hierarchy preservation ► Automatic element type detection (btn_, lbl_, img_, panel_) ► Correct parent-child coordinate conversion   🆕 Figma Plugin & Tools New "Tools" folder included with the editor: ► CuiHelper Plugin for Figma - export designs directly to C# code ► Sample SVG designs - ready-to-import examples for testing and learning ► Documentation - setup guide for Figma plugin   🆕 Smart Resize Mode Default Mode Resize by changing Anchor values Perfect for responsive layouts that scale with screen size Shift + Resize Resize by changing Offset values Perfect for pixel-perfect positioning Orange handles indicate active mode   🆕 Inline Text Editing ► Double-click any text element to edit it directly on canvas ► No need to switch to the property panel, just click and type ► Press Enter or click outside to confirm changes   Guides, Grid & Smart Snapping ► Draggable guides from rulers ► Customizable grid with snap ► Smart guides - auto-snap to edges ► Distance indicators while dragging   Multiple Backgrounds Preview your UI on actual game screenshots: Game view Inventory Loot container Crafting Map Transparent Export Formats Generate ready-to-use code in three formats: C# (CuiHelper) container.Add(new CuiPanel { RectTransform = { AnchorMin = "0.3 0.3", AnchorMax = "0.7 0.7" }, Image = { Color = "0.1 0.1 0.1 0.9" } }, "Overlay", "MyPanel"); JSON [{ "name":"MyPanel", "parent":"Overlay", "components":[...] }] Full Plugin Complete .cs file with: • using statements • class definition • commands & permissions • Lang & ImageLib integration • all UI code   Import Existing Code Already have CUI code? Import it! ► Paste JSON array ► Paste C# CuiHelper code ► Import from PSD files ► Import from SVG files (Figma, Illustrator, Inkscape) ► Import from .cs plugin source files The editor parses your code and recreates all elements for visual editing.   Project Management ► Save/Load project files ► Multiple tabs for different projects ► Recent projects with thumbnails ► Per-project settings ► Close confirmation for unsaved changes   Property Editor Full control over every element property: ► Position (anchors + offsets) ► Colors with Rust format (0-1 RGBA) ► Fonts and text alignment ► Sprite/material selection ► Outline settings ► Fade in/out animations ► Button commands ► Input field parameters ► ScrollView settings ► Rotation and pivot point     Element Hierarchy ► Layer-based structure (Overlay, Hud, HudMenu) ► Parent-child relationships ► Drag & drop reordering ► Visibility toggle ► Lock elements to prevent accidental edits ► Rename with double-click ► Hover a tree node to highlight it on canvas   Additional Tools Measure Tool measure distances on canvas Style Picker copy style between elements Sprite Library browse Rust sprites Color Picker Rust format preview   Quality of Life ► Unlimited undo/redo ► Copy/paste/duplicate elements ► Copy/paste style ► Keyboard shortcuts for everything ► Multiple preset resolutions ► Smooth multiplicative zoom ► Auto-fit canvas to window ► Dark and light themes ► English & Russian localization ► Automatic update notifications   System Requirements ► Windows 10/11 ► .NET 8.0 Runtime (bundled) Installation 1. Download and extract the archive 2. Run RustCUIEditor.exe 3. Start creating!   Questions or support issues? Contact me via CodeFling messages.
5.0
sale
$29.95 $21.95
Enjoy a highly customizable Shop that can be configured in game! Use NPCs as shopkeepers, and set up a shop with ease using the game interface to add, edit, or remove items on the fly!     ⭐ Features of Shop Beautiful user interface with multiple templates (Fullscreen, In-Menu V1/V2/V4) Shopping Basket - add multiple items to cart and purchase them all at once Search functionality - search for items by name across all categories Pagination - efficient item browsing with page-by-page navigation Discount system (by permissions) with per-item custom discounts Automatic shop filling (+ the plugin has support for the ItemCostCalculator plugin) Selling items (players can sell items to the store and receive money for it) Sell containers configuration - choose which containers (main, belt) players can sell from Blocked skins - prevent selling of specific item skins High performance with optimized item loading Adding/editing/removing items IN GAME with visual editor Supports NPC shops (HumanNPC integration) Supports Custom Vending Machines Supports NoEscape plugin integration Supports Duel/Duelist - blocks shop access during duels Convert from ServerRewards Favorite items system - players can mark items as favorites Buy Again feature - quick repurchase of previously bought items By default, the plugin has English, Russian and Chinese translations LangAPI integration for custom translations Transfer money between players directly in the plugin (including offline players option) Shop allows you to use multiple economy plugins at once (players can choose what they want to pay with) For each item, you can choose which payment methods are available and how much they will cost, based on the selected method Cooldown system - per-item buy/sell cooldowns with per-permission overrides Wipe cooldown - block items for purchase/sale after server wipe Respawn cooldown - prevent shop access immediately after respawn Buy/Sell limits - lifetime and daily limits per permission Max buy/sell amount - limit items per transaction Force buy - fast purchase without confirmation dialogs Plant genes configuration for plant items Weapon configuration - spawn weapons with ammo and attachments Content system - configure container contents (liquid, weapon mods, etc.) Customizable UI - full color customization and formatting options Offline Image Mode - use local images instead of downloading from internet Image loading on login - preload images when players connect Console and file logging - comprehensive logging system ServerPanel integration - add Shop to ServerPanel menu Notify/UINotify integration for notifications Auto-wipe settings - automatically reset cooldowns, limits, and player data on wipe Discord Logging - Track all purchases, sales, and transfers directly in your Discord server via webhooks with customizable embeds API methods for other plugins to interact with Shop   🎮 Commands shop  - open shop interface   shop.install – starts the shop installation process shop.refill <recovery_rate> -  refill shop again recoveryRate: A value between 0 and 1 that determines the multiplier for the cost of selling items. For example, shop.refill 0.5 means that items will have a sale cost of 50% of their purchase cost. shop.convert.sr [clear]  - convert items from ServerRewards to Shop. The option clear means clearing Shop items before converting shop.setvm [categories: cat1 cat2 ...]  - add custom VM in config shop.setnpc  [categories: cat1 cat2 ...]  - add  NPC in config shop.remove all - a console command to remove all items and categories from the plugin shop.remove item [category name/all] - a console command to remove an item (or all items) shop.remove category [category name/all] - a console command to remove a  category (or all categories) shop.fill.icc  [all/buy/sell] - a console command for updating prices of items in the store using ItemCostCalculator. all - updates both Price and SellPrice, buy - updates Price, sell - updates SellPrice shop.convert.from.1.2.26 –  command to convert Shop plugin version 1.2.26 to version 1.3.0+ shop.reset – resets store data, including templates, configurations, and items. shop.reset template – resets the store interface template data. shop.reset config – resets store configuration data. shop.reset items – resets store items data. shop.reset full – completely resets all store data (templates, configurations and items). shop.manage  – used to manage the Shop plugin. shop.manage economy list – displays a list of all available economic systems in the plugin. shop.manage economy set <economy_ID> <name>  – sets the selected economic system by plugin ID and name. The command updates the corresponding economic system on the server and saves the changes in the configuration. FOR EXAMPLE: shop.manage economy set 0 Economics – sets the main economy plugin to "Economics". shop.manage economy set 1 ServerRewards – sets the additional economy system with ID 1 to "ServerRewards". shop.wipe – manually trigger wipe (resets cooldowns, limits, and player data) shop.change – change item category (used in editor) shop.item – console command for item actions   🛡️ Permissions shop.setvm  - for  command "shop.setvm" shop.setnpc  - for  command "shop.setnpc" shop.free  - for free item purchases shop.admin  -  admin permission shop.bypass.dlc - allows bypassing Facepunch ToS item restrictions (WARNING: your server may be banned for this)   📈 API Methods The Shop plugin provides API methods for other plugins to interact with it: API_OpenPlugin(BasePlayer player) – opens the shop UI for a player. Returns empty string if failed, or UI data if successful. API_GetShopPlayerSelectedEconomy(ulong playerID) – returns the economy ID (0 = main, 1+ = additional) that the player has selected for shopping. Note: Other plugins can call these methods using Shop.Call("API_MethodName", ...) syntax.   ⚖️ Sort Types None Name Amount PriceDecrease PriceIncrease   🧬 Category Types None – normal category for items Favorite – category for favorite items Hidden  – hidden category, available only in NPC stores or Vending Machines   🎥 Video P.S. Video of the old version, video for the V2+ version is now in development 🖼️  Showcase Full screen Templates Template OLD STYLE Template NEW RUST In-Menu Templates Template V1 (V1.1) Template V1 (V1.1) with BASKET Template V2 Template V2 with BASKET Template V4 Template V4 with BASKET Installer Editor   📢 Discord Logging Track all shop activity via Discord webhooks: purchases, sales, and money transfers.   🧪  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: I get the message "The plugin does not work correctly, contact the administrator!”. What should I do?   A: This means that your plugin is not installed. To install the plugin, use the command "/shop.install”. You need to have "shop.admin” permission to access this command.   Q: Where can I see an example of a config? A:    Config Q: How to use BankSystem to store the economy A:   "Economy": { "Type (Plugin/Item)": "Plugin", "Plugin name": "BankSystem", "Balance add hook": "Deposit", "Balance remove hook": "Withdraw", "Balance show hook": "Balance", "ShortName": "", "Display Name (empty - default)": "", "Skin": 0, "Lang Key (for Title)": "LangTitle", "Lang Key (for Balance)": "BalanceTitle" }, Q: How to use ServerRewards to store the economy A:   "Economy": { "Type (Plugin/Item)": "Plugin", "Plugin name": "ServerRewards", "Balance add hook": "AddPoints", "Balance remove hook": "TakePoints", "Balance show hook": "CheckPoints", "ShortName": "", "Display Name (empty - default)": "", "Skin": 0, "Lang Key (for Title)": "LangTitle", "Lang Key (for Balance)": "BalanceTitle" }, Q: How to use Economics to store the economy A:   "Economy": { "Type (Plugin/Item)": "Plugin", "Plugin name": "Economics", "Balance add hook": "Deposit", "Balance remove hook": "Withdraw", "Balance show hook": "Balance", "ShortName": "", "Display Name (empty - default)": "", "Skin": 0, "Lang Key (for Title)": "LangTitle", "Lang Key (for Balance)": "BalanceTitle" },  Q: How to use IQEconomic  to store the economy A:   "Economy": { "Type (Plugin/Item)": "Plugin", "Plugin name": "IQEconomic", "Balance add hook": "API_SET_BALANCE", "Balance remove hook": "API_GET_BALANCE", "Balance show hook": "API_REMOVE_BALANCE", "ShortName": "", "Display Name (empty - default)": "", "Skin": 0, "Lang Key (for Title)": "LangTitle", "Lang Key (for Balance)": "BalanceTitle" }, Q: How to use scrap to pay for items A:   "Economy": { "Type (Plugin/Item)": "Item", "Plugin name": "", "Balance add hook": "", "Balance remove hook": "", "Balance show hook": "", "ShortName": "scrap", "Display Name (empty - default)": "", "Skin": 0, "Lang Key (for Title)": "LangTitle", "Lang Key (for Balance)": "BalanceTitle" }, Q: How to add KIT as shop item A:  https://pastebin.com/4szBQCgz Q: How to add Command as shop item A:  https://pastebin.com/bcCkzBEL Q:  How do I make a weapon spawn with ammo in it? A:  You need to configure the "Weapon" section in the item config: "Weapon": { "Enabled": true, "Ammo Type": "ammo.rifle.explosive", "Ammo Amount": 128 } Q:  How do I make items spawn some content (liquid, weapon modifications)? A:  You need to configure the "Content" section in the item config: "Content": { "Enabled": true, "Contents": [ { "ShortName": "weapon.mod.lasersight", "Condition": 100.0, "Amount": 1, "Position": -1 } ] }, Q: How to turn off the sell feature?   A: You need to turn off "Enable item selling” in the config, or do it in the item setting in the game.   "Enable item selling?": false, Q: How to use the ItemCostCalculator with Shop?   A: You need to use command "shop.refill" (command to refill the Shop) Q: What should be the size of images for item icons? A:  Typically, the image dimensions for item icons are 512x512 pixels, but any square image can suffice. Q: I get the error "UI is unavailable for player. Reason: Menu UI is not initialized". How to fix it? A: This error occurs when the interface template is not installed or configured. Follow these steps: 1. Reset the template using the command: shop.reset template (use only template to avoid data loss). 2. Install the interface via shop.install in the game (to visually select a template) or through the console. Note: Ensure you have the shop.admin permission to execute these commands. Q: How do I add Shop to the ServerPanel menu? A: Follow these simple steps: 1. Open ServerPanel menu in-game and click "+ADD CATEGORY" button 2. Set these exact parameters: Type: Plugin Plugin Name: Shop Plugin Hook: API_OpenPlugin 3. Click "SAVE" button to create the category 4. Reset Shop template and install it: Type in console: shop.reset template (IMPORTANT: use only "template"!) Then type: shop.install Note: If Shop doesn't appear in ServerPanel menu, make sure both plugins are loaded and you typed the parameters exactly as shown above. Q: I see black images with Rust logo or get error 429 when loading images. What should I do? A: These issues occur when there are problems downloading images from the internet. The Shop plugin sends images to ImageLibrary but is not responsible for the downloading process itself. Error 429 typically occurs due to rate limits imposed by image hosting services like Imgur (see HTTP 429 documentation for more details). To fix this, enable Offline Image Mode which will use local images instead: Enable the mode in config: Open "oxide/config/Shop.json" (or "carbon/config/Shop.json" for Carbon) Set "Enable Offline Image Mode": true Set up the images: Create folder "TheMevent" in "oxide/data" (or "carbon/data" for Carbon) Download PluginsStorage (click "CODE" → "Download ZIP") Extract the ZIP and copy all contents to the "TheMevent" folder Reload the plugin: Type o.reload Shop (Oxide) or c.reload Shop (Carbon) Note: If you want to add your own custom images, place them in the "TheMevent" folder and reference them with the "TheMevent/" prefix. For example: "TheMevent/Icon1.png", "TheMevent/MyCustomIcon.jpg", etc. Q: What placeholders are available for commands and what do they do? A: You can use these placeholders in shop commands and they will be automatically replaced when a player purchases a command item: %steamid% - Replaced with the player's Steam ID (e.g., "76561198000000000") %username% - Replaced with the player's display name (e.g., "PlayerName") %player.x% - Replaced with the player's X coordinate position %player.y% - Replaced with the player's Y coordinate position %player.z% - Replaced with the player's Z coordinate position Example usage in shop commands: "Command (%steamid%)": "say Welcome %username%!|teleport %steamid% %player.x% %player.y% %player.z%" Note: Multiple commands can be separated by the "|" character, and they will be executed in sequence when the item is purchased. Q: How to set different prices for different currencies (RP and balance)? A: You can configure separate currency prices for each item. Edit the file oxide/data/Shop/Shops/Default.json and find the item you want to modify. In the "Currencies" section, set different prices for each economy: "Currencies": { "Enabled": true, "Currencies": { "0": {"Price": 1000}, "1": {"Price": 500} } } This means players pay 1000 from their main balance (Economics) or 500 RP from their ServerRewards balance. Economy ID 0 = main economy, ID 1 = ServerRewards. Q: How to create a shop using HumanNPC plugin and set specific categories? A: To create a shop with HumanNPC, follow these steps: Create an NPC using HumanNPC plugin Get the NPC ID (you can find it in the HumanNPC config or use the command humannpc.list) Use the Shop command to add the NPC: shop.setnpc [categories: cat1 cat2 ...] Example: shop.setnpc categories: Weapon Ammunition Tools - adds the NPC with Weapon, Ammunition, and Tools categories shop.setnpc categories: * - adds the NPC with all available categories Note: You need the shop.setnpc permission to use this command. Make sure both HumanNPC and Shop plugins are loaded on your server. Q: How to add Custom Vending Machines to Shop plugin? A: To add Custom Vending Machines to Shop, follow these steps: Place a Custom Vending Machine in your world Look at the vending machine and use the command: shop.setvm [categories: cat1 cat2 ...] Example: shop.setvm categories: Weapon Ammunition - adds the vending machine with Weapon and Ammunition categories shop.setvm categories: * - adds the vending machine with all available categories Note: You need the shop.setvm permission to use this command. The vending machine will be automatically added to the Shop configuration. Q: How does the Shopping Basket feature work? A: The Shopping Basket allows players to add multiple items to a cart before purchasing. Players can add items to the basket, review their selection, and purchase everything at once. The basket shows the total cost and allows players to remove items before checkout. This feature must be enabled in the template settings. Q: How does the Search functionality work? A: The Search feature allows players to search for items by name across all categories. Simply type in the search box and the shop will filter items matching your query. Search works across all enabled categories and respects permission settings. The search feature can be enabled/disabled in the template configuration. Q: What are Wipe Cooldown and Respawn Cooldown? A: These are time-based restrictions: Wipe Cooldown: Blocks items from being bought/sold for a specified time after a server wipe. This is useful for preventing powerful items from being purchased immediately after wipe. Configure in config: "Wipe Cooldown": true and "Wipe Cooldown Timer": 3600 (seconds). Respawn Cooldown: Prevents players from opening the shop immediately after respawning. Helps prevent abuse. Configure in config: "Respawn Cooldown": true and "Respawn Cooldown Timer": 60 (seconds). Q: How do Daily and Lifetime Limits work? A: Limits control how many times players can buy/sell items: Lifetime Limits: Total number of times a player can buy/sell an item across their entire account. Set to 0 for unlimited. Daily Limits: Maximum number of times per day a player can buy/sell an item. Resets daily. Set to 0 for unlimited. Limits are per-permission, so you can set different limits for VIP players, regular players, etc. The plugin uses the highest limit among all permissions the player has. Q: What is the "Buy Again" feature? A: Buy Again allows players to quickly repurchase items they have bought before. This feature shows a history button in the shop UI (if enabled) and requires a permission. To enable, set "Buy Again Settings": {"Enabled": true, "Permission": "shop.buyagain"} in the config. Q: How do I configure blocked skins for selling? A: You can prevent players from selling specific item skins. In the config, add entries to "Blocked skins for sell": "Blocked skins for sell": { "rifle.ak": [52, 25], "pistol.m92": [100, 200] } Q: How do I configure which containers players can sell from? A: In the config, set "Settings available containers for selling item": "Settings available containers for selling item": { "Enabled": true, "Containers": ["main", "belt"] } Available container names: "main" (inventory), "belt" (hotbar), "wear" (clothing), etc. Q: What are Auto-Wipe Settings? A: Auto-Wipe Settings automatically reset certain data when you run the shop.wipe command. Configure in config: "Auto-Wipe Settings": { "Cooldown": true, "Players": true, "Limits": true } Cooldown: Resets all item cooldowns Players: Resets all player data (favorites, economy selection, etc.) Limits: Resets all buy/sell limits Q: How do I customize price formatting? A: In the config, set "Formatting Settings" to control how prices are displayed: "Formatting Settings": { "Buy Price Format": "G", "Sell Price Format": "G", "Shopping Bag Cost Format": "G", "Balance Format": "G" } Format options: "G" (general), "N" (number with separators), "C" (currency), "F" (fixed-point), etc. See .NET number formatting for all options. Q: How do I enable transfers to offline players? A: In the config, set "Allow money transfers to offline players?": true. By default, this is disabled for security reasons. Q: How do I configure Duel/Duelist integration? A: To block shop access during duels, set "Blocking the opening in duels?": true in the config. Make sure you have the Duel or Duelist plugin loaded. Q: What do all shop item settings mean and how should I configure them? A: Below is a short explanation of the most important item fields and how they affect the plugin. Type – what this entry does: Item (gives an in-game item), Command (runs server commands), Plugin (calls another plugin hook), Kit (gives a kit). ID – unique numeric ID of the item inside Shop. Used internally (for logs, favorites, editor); normally you don’t change it manually. Image – custom UI icon key. If empty, Shop will try to use the item icon found by ShortName. Permission – Oxide/Carbon permission required to see and use this item. Leave empty to make the item available to everyone, or set e.g. shop.vip for VIP‑only items. Title – custom title shown in the UI. If empty, the plugin will try to use DisplayName, then the in‑game display name of the item, or fall back to an empty string. Description – additional text shown in the item window. Optional, purely visual. Command (%steamid%) – used when Type = Command. The plugin will execute this command on the server. You can use placeholders like %steamid%, %username%, %player.x%, %player.y%, %player.z%. Each purchase can run multiple commands (split internally by |). Kit – kit name for Type = Kit. The plugin will give a kit with this name when the player buys the item. Plugin – used for Type = Plugin. Contains plugin name, hook name and amount. When the item is purchased, the specified hook will be called in the target plugin. DisplayName (empty – default) – overrides the in‑game item name shown to the player (for Type = Item). If empty, the plugin uses the original item display name (optionally via Lang API). ShortName – shortname of the item (e.g. rifle.ak). This is required for Type = Item; it is used to find ItemDefinition, icon, stack size, etc. Skin – workshop skin ID for the item. Only used when Type = Item. Is Blueprint – if enabled, Shop will give the item as a blueprint instead of the regular item. Amount – how many items are given/sold per one purchase. For blueprints this is how many separate blueprint items are created. Enable item buying? (CanBuy) – if disabled, the item cannot be bought (only sold, if selling is enabled). Price – default purchase price. Can be overridden per‑economy in Currencies – if a currency is configured for buying, its price will be used instead of this value. Enable item selling? (CanSell) – if disabled, players cannot sell this item back to the shop. Sell Price – default sell price. Can also be overridden in Currencies for selling. Buy Cooldown / Sell Cooldown – base cooldown in seconds between purchases/sales of this item. Can be overridden by per‑permission cooldowns below. Buy Cooldowns / Sell Cooldowns – per‑permission cooldowns. Keys are permission names (e.g. shop.vip), values are cooldown seconds. The plugin uses the lowest cooldown among permissions that the player has. Use custom discount? – if enabled, the item will use its own Discount map instead of the global discount configuration. Discount (%) – per‑permission discount percentages for this item (only if custom discount is enabled). The highest discount from permissions that the player has will be applied. Sell Limits / Buy Limits – global lifetime limits per permission. A value of 0 means “no limit”. The plugin selects the highest limit among permissions the player has. Daily Buy Limits / Daily Sell Limits – per‑day limits (reset by the plugin’s daily logic). 0 means “no daily limit”. Max Buy Amount / Max Sell Amount – maximum number of items that can be bought/sold in a single transaction (0 disables this limit). Force Buy – if enabled, the item will use fast purchase flow (without extra confirmation windows, depending on UI settings). Prohibit splitting item into stacks? – if enabled, the plugin will try to give the item in a single stack instead of splitting it into multiple stacks, when possible. Purchase/Sale block duration after wipe – time (in seconds) after a wipe during which this item cannot be bought/sold. Useful for limiting powerful items early in the wipe. Localization – per‑language messages for the item title. If enabled and a translation exists for the player’s language, it will override the normal title. Content – configuration of contents for containers (e.g. boxes, weapons with attachments, etc.). You can add inner items (shortname, amount, condition, position). Weapon – additional settings for weapons (ammo type, ammo amount, etc.). Applied when the item is created. Genes – plant gene configuration. If enabled, the plugin will set specified genes on the created item. Currencies – per‑economy price configuration. You can set different prices for each enabled economy plugin (by economy ID) for both buying and selling. If a currency is configured and enabled for the player’s selected economy, its price takes priority over the default Price/Sell Price. Q: What do shop category settings mean and how should I configure them? A: Categories group your shop items and control how they are shown, sorted and filtered for players. Enabled – turns this category on or off. If disabled, the category and all its items will not appear in the shop UI at all. Category Type – controls special behavior of the category: None – a normal category that shows the items you added to Items. Favorite – a virtual category that shows each player’s favorite items (based on their own favorites list). Items here are taken from other categories the player marked as favorite. Hidden – a hidden category. It is stored in data and can be used for management, but is not shown in the normal category list in UI. Title – the name of the category displayed in the UI. If Localization is enabled and contains a translation for the player’s language, that localized text will be shown instead of this value. Permission – permission required to see and use this category. If you leave it empty, all players can see the category (subject to item‑level rules). If you set e.g. shop.category.vip, only players with that permission will see this category in the shop. Sort Type – how items inside the category are sorted: None – items are shown in the order they are stored/edited. Name – items are sorted alphabetically by their PublicTitle (what the player sees). Amount – items are sorted by Amount (stack size) in ascending order. PriceIncrease – items are sorted by price from cheaper to more expensive. PriceDecrease – items are sorted by price from more expensive to cheaper. Sorting is applied every time the category items are requested. Items – the list of ShopItem entries that belong to this category. For normal categories (Type = None/Hidden) this is what will be displayed in the item grid. For Favorite categories this list is not used for display – the plugin uses the player’s favorites instead. Localization – optional localized title for the category. When enabled, the plugin will try to show a translated title based on the player’s language. If no translation is found, it falls back to the Title field. How visibility and filtering work – when the shop builds a category: For normal categories, only items that are available for the player (permission, currencies, buy/sell rules, etc.) are included. Skip/take pagination is applied on top of that filtered list to show items page by page. For favorite categories, the plugin takes the player’s favorite items, applies sorting, and displays them in this special category. Reordering categories and items – categories and items can be moved up/down (or left/right) in the in‑game editor. This changes the order in which categories are shown in the UI and the default order of items when Sort Type = None. Q: How do I enable and use ADMIN MODE? A: ADMIN MODE is a visual in-game editor that allows you to manage your shop without editing files manually. Step 1: Enable ADMIN MODE Ensure you have the shop.admin permission Open shop with /shop command Click the "ADMIN MODE" button in the header (shows "■" when active) Step 2: Create/Edit Categories To create a new category: With ADMIN MODE enabled, click the "+" button in categories list Fill in category details (Title, Enabled, Type, Permission, Sort Type) Click "SAVE" To edit an existing category: Click the "Edit" button (pencil icon) next to the category Modify settings Click "SAVE" or "CANCEL" Step 3: Create/Edit Items To create a new item: Open the target category Click "+ADD ITEM" button Select item from the selection panel Configure all item properties (price, amount, permissions, etc.) Click "SAVE" To edit an existing item: Click the "Edit" button on the item Modify properties Click "SAVE" or "CANCEL" Additional ADMIN MODE Features: Use ↑↓ arrows to reorder categories Use ←→ arrows to reorder items within categories Use "DELETE" button in editor to remove categories/items All changes save automatically - no manual file editing needed Q: Where are shop files stored and what do they contain? A: Shop plugin data is organized in the following structure: 📁 Configuration (oxide/config/Shop.json or carbon/config/Shop.json) Plugin settings (permissions, commands, economy configuration) Notification settings Discord logging configuration Global plugin options 📁 Shop Data (oxide/data/Shop/Shops/Default.json or carbon/data/Shop/Shops/Default.json) This is the main shop inventory file All categories and their settings All items with prices, permissions, cooldowns, limits Item configurations (weapons, content, currencies, etc.) Edited through ADMIN MODE or manually 📁 UI Template (oxide/data/Shop/UI.json or carbon/data/Shop/UI.json) Interface template configuration Colors, sizes, positions Display settings Reset with: shop.reset template then shop.install 📁 Player Data (oxide/data/Shop/Players/ or carbon/data/Shop/Players/) Individual player files (one per player)
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I’m honestly beyond impressed with this plugin. The level of quality, attention to detail, and overall functionality completely exceeded my expectations. Everything works smoothly, the setup process was straightforward, and you can clearly see how much effort and professionalism went into development. I’ve tested many plugins before, but this one genuinely stands out. It saves time, performs flawlessly, and adds exactly the kind of features I was looking for. I can confidently say I’m
Amazing Plugin!  A bit of work getting it all setup, cusomisied with loot tables, and kits for the NPC's etc/ but once its done, its an aboslute blast! I'm added a Prim Raid to mine, NPC with bows an eoka's, and also a Hell Raid mode with 9 waves with MLRS rockers on each, with difficulties everywhere inbetween.  So much fun, and great companion for the raidable bases plugin to give a PVE server both Raiding and being Raided.     
Very easy to pick up if you have used similar tools in the past. What I made in editor reflected cleanly in game without needing to adjust anything.  The app is full of tools and options to make exactly what you want.  Dev is very welcoming & fast to respond. Nice work! I am looking forward to see this continue to improve. 
This is a fun map! We're running BetterNpc and raidable bases on it. These guys always get an update out in reasonable time frame too! Going to buy another one of their maps and add Train Homes. Great job guys, Love the custom monuments!
As a proud owner of an organization that has a ZERO tolerance for cheaters, it has been a huge benefit and amazing journey from the early days of Galium. Seeing where it once was a proof of concept to the top of the line custom Anti-Cheat out there, I can't recommend it enough. The team at Galium is top-notch and extremely responsive. The service alone is a strong indication of their dedication to their clients and their products. Happy to see the ongoing development of Galium and I'll be p
I was really excited about this plugin and the players loved it. However, there is exploit issues that are so bad that i had to stop using the plugin. and after not receiving a support response, i've had to request a refund.

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