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$14.99
Weather & time control Own the sky: from a GUI, not a config file Vanilla weather is a coin flip you don't get to influence. This plugin shuts it off and hands you the whole sky: build your own presets, tune every value with plain-English names, chain them on a schedule, or mirror the real weather of any city on Earth. Edit presets in-game and set up night-skip votes with an automatic popup for players. 33 Tunable parameters 24 Schedulable hours 6 Presets preloaded 0 Dependencies ✓Every parameter named in plain English: no cryptic engine values ✓Real lightning strikes: not just thunder sounds ✓Live weather synced from any real location on Earth ✓Separate day and night length: plus a popup UI for night-skip votes ✓Personal weather: let chosen players pick their own sky while the server weather stays for everyone else Video See it in action 01: Presets Weather presets you actually control All six vanilla presets are imported automatically on first load, so you start from a working base instead of a blank slate. From there, nothing is off limits. Everything is a dial Rain, wind, thunder, rainbow and ocean wave height · cloud coverage, size, opacity and scattering · fog density · atmosphere brightness and contrast, day and night separately · full volumetric cloud control Named in plain English "Waves in the sea" instead of "OceanScale" · "Fog density" · "Sun glow size". No guessing what a value does before you drag it. Real lightning, not a sound effect Any preset with Thunder above 0.05 fires actual strike effects for every online player, across three intensity tiers, with frequency scaling off the Thunder value. ✓Smooth transitions: set a transition time per preset and weather eases in over seconds or minutes instead of snapping ✓Weighted random: make Storm rare and Clear common with a single number ✓Duration per preset: when one ends, the next rolls automatically 02: Time Time and nights on your terms Set long days, short nights, or no nights at all. You can also let players decide through a scheduled vote. Day and night length, separately A 45-minute day with a 10-minute night is one number each. Sunrise and sunset hours are configurable, and /setday and /setnight change time instantly. Skip nights automatically One toggle and nights are skipped the moment they start. Ideal for PvP servers and low-population wipes. Skip-night voting UI A panel appears in the top-right corner when a scheduled vote starts. It shows the required percentage and a Vote to Skip button. Players can press Tab to click it, use /nskip or your configured chat command, or close the panel without voting. Your voting rules Set the vote time, duration, required percentage and maximum consecutive skipped nights. The panel closes after a player votes or when the poll ends. Players who wake up during an active poll see it too. Start and result chat messages and the notification sound are configurable. 03: Automation Automation that runs the sky for you Set it once and never touch it again: either on a schedule you design, or synced to the real world. Rust-time schedule Assign presets to any of the 24 in-game hours. A preset holds until the next scheduled one, so filling three slots already covers a whole day. No two days alike Put several presets in one slot: "Storm,Dust": and one is picked at random by weight every time that hour comes around. Real-world weather sync Give it coordinates and an OpenWeatherMap key and your server mirrors the live weather of that location, rechecked every in-game hour. Map each real condition: Clear, Rain, Snow, Thunderstorm, Fog: to whichever preset you like. 04: Personal weather Personal weather for the players you choose Give a group its own sky. Anyone with the permission sets weather for themselves alone, while everyone else keeps whatever the server is running. A natural VIP perk that costs the rest of your players nothing. Their own sky, on command /myweather opens a small menu. The player picks a preset and it applies to them alone, instantly, on top of whatever the server weather is. You pick what they can choose Limit the menu to a handful of presets in the config, or leave it open to all of them. Only the presets you allow ever show up. One click back to normal A Server Weather button drops them back to the shared sky at any time, and their choice is remembered across reconnects and restarts. Reliability Built to be left alone ✓Weather survives restarts: the active preset and how long it has been running are saved, so a reboot doesn't reset the sky to a random state ✓Active preset is highlighted in the UI: you always know what's running ✓Optional console announcement whenever a new preset starts ✓Clean unload: vanilla weather chances are restored exactly as they were Commands Three admin commands, two for players Admin commands require the weather.use permission. Personal weather requires weather.personal. /wsetupOpen the setup UI /setdaySet time to day /setnightSet time to night /nskipVote to skip the night: configurable, open to all players /myweatherOpen the personal weather menu: needs weather.personal Hooks & API For plugin developers string API_GetCurrentWeatherPreset() Returns the name of the active preset void OnNewPresetStart(string presetName) Called when a new preset begins Questions Before you buy I scheduled a preset at hour 3, but hours 4–9 are empty. What happens?A preset runs until the next scheduled one. Set Rain at 4 and Dust at 9 and you get rain from 4 to 9, then dust from 9 until hour 4 comes back around. Can I put more than one preset on the same hour?Yes: comma-separated, like "Storm,Dust". One is chosen at random each time, weighted by each preset's chance. How do I know which preset is currently active?Open the UI: every preset is listed and the active one is highlighted. A preset you've only selected to edit is not. What happens when the current preset ends?A new one starts at random, weighted by the chance value you gave each preset. Does the weather reset when the server restarts?No. The active preset and its elapsed time are saved, so the sky picks up where it left off. Can players set their own weather?Yes, if you grant them the weather.personal permission. They open /myweather and pick from the presets you allow, and it applies to them alone while everyone else keeps the server weather. How do I enable the voting panel?Set Enable in SkipNight Setup to true and keep Use time control enabled. The panel opens automatically with each scheduled poll. Voting is open to all players and needs no extra permission. Do I need an API key?Only for real-world weather sync. Everything else works out of the box, and a free OpenWeatherMap key is enough.
5.0
Combined Storage lets players connect multiple storage containers so they function as one large inventory. Includes automatic item sorting, search functionality, and filtering to keep storage clean and efficient.   Readme Link - Click Here for Instruction and Documentation 👆 Highly recommend reading the FAQ section!   All Your Items - In One Place Link multiple containers so they all share a single organized inventory.   Automatic Sorting Items are automatically sorted as they are inserted, no manual effort required. Search Functionality Quickly find any item across all linked containers using a fast, built-in search bar.   Simple Setup Simply press Link in a container to hook it up with the rest of them in your base. Unique View for Each Player Each player sees their own automatically sorted and filtered view of the shared inventory based on their preferences, without affecting anyone else.    
5.0
Our Discord Manage players, permissions and plugins from inside the game PowerfulAdmin is an admin panel you open inside Rust. Fifteen pages in the sidebar cover players, items, permissions, plugins, the live console, ConVars, a working server map and your own buttons. Four more tools work out in the world, on whatever you are looking at. Every page and every action has a permission of its own, so a junior moderator can use only what you grant. The panel is translated into seven languages Tip /padmin opens it. After that it is point and click, or a key you bound yourself New in 1.3.0: six things this version adds Items page Hand out items without opening a player card. Search the whole list, filter by category, pin favorites, fill a cart and give it to one player or to several at once. The i button opens an item's reference card: shortname and ID, stack size, the crafting recipe with workbench and craft time, and what it breaks down into in the green, yellow and red recycler Map clusters Markers that sit close together merge into one icon with a count and split apart again as you zoom in. Any cluster opens a list of what is inside, vehicles, shops and events included. A row selects the player, opens the object menu or teleports you. If you want every marker on its own, the Clusters switch next to the zoom buttons turns merging off Permissions page Search by a plugin's name and you get all of its permissions. A click on a plugin block's header folds it away. Every group shows how many players are in it, and the count opens the member list Seven languages German, Spaninh, French, Brazilian Portuguese and Simplified Chinese join English and Russian. With LangAPI installed, item names and descriptions follow each admin's game language too Update check A Check Updates button on the Plugins page runs the UpdateChecker plugin. A plugin with a newer version shows the old and new version on its card, and a click on the card opens the update link Heal and Vanish Heal has a Full mode: one click revives a wounded player, restores full health and refills food and water. Vanish has an optional switch that also turns noclip off when you leave Vanish The sidebar: fifteen pages, plus add-on sections The panel reopens on the page you left. Add-ons appear in the same sidebar, use the same permission system and follow the theme the admin picked Main Tools Management Add-ons Dashboard Vanish Permissions Bans (DLC) Live console ESP Logs Freeze (DLC) Players Server map Plugins Whitelist (DLC) Items Binds ConVars       Quick buttons       Appearance       Settings   Your own sections can go here too, through the API described at the bottom of this page Out in the world: tools that work on what you look at A lot of moderation happens in front of a base, a player or a locked crate. Four tools work right there, and none of them needs anything installed on the admin's client Vanish Vanish takes you out of networking, colliders, entity queries and the game's own AI target list. NPCs stop shooting and forget you were standing there. Radiation, cold, wetness, hunger, thirst and drowning stop affecting you, and Vanish puts everything back as it was when you switch it off. A silhouette for other admins, auto vanish on connect, opening locks and turning noclip on with Vanish are all optional, and each has a permission. Another switch, Turn off noclip with vanish, turns noclip off when you leave Vanish Admin hammer Hold a hammer, look at anything, and the HUD reads out the owner, position, health, upkeep, power, who is authorized, the code lock codes and what is in the container. Hold E to pick an action from the radial menu, then Shift+LMB runs it: delete, delete with gibs, delete the whole linked structure, edit the container contents, or on a hackable crate unlock it now and set its timer to any value you type Inspect Look at a player and act on them without typing a name. E opens their inventory, RMB opens their full card. An on-screen hint shows which key does what Server ESP The server draws it with the engine's own debug draw and sends it only to admins who hold the permission. Players and sleepers carry their name, HP and held item. Loot, boxes, cupboards, bags, traps, stashes, NPCs, scientists, turrets and vehicles each get their own colour. You set the radius, the opacity and the text size, and enemy, team and admin are coloured apart The player card: one card per player, awake or asleep The Players page is a searchable, paginated list of everyone the server has seen. The card holds the SteamID, live status, current session and total playtime, total Rust hours from the Steam API, groups, first and last seen, the balance if you run an economy plugin, and the IP behind a permission of its own. The actions sit below Heal Kill Strip Kick Ban Freeze Mute Teleport Inventory Spectate Give Blueprints Modifiers Vitals Permissions Notes Show on map Each of these has its own permission. Note Give works as a cart. Search the item list, stack up what you want, edit any quantity by clicking the number, then send the lot. The Items page has the same cart outside the card and can give to several players at once. Heal has a Full mode: one click revives a wounded player, restores full health, clears bleeding, poison, radiation and wetness and refills food, water and oxygen. Vitals reads the real limits off the prefab, so a raised max HP or a frozen metabolism survives death, respawn, reconnect and wipe The map, drawn inside the panel The map covers the island and the Deep Sea, with zoom. Each layer has its own switch, so the map shows only what you turn on Layers The layers are players, sleepers, cupboards, bags, stashes, cars, horses, air, shops, events and map notes. Cars, boats, submarines, trains, horses and player helicopters each have their own icon and an arrow showing where they are heading. The cargo ship, the cargo plane and the chinook are on the map with the rest Clusters Markers that sit close together merge into one icon with a count badge, so a crowded base or a busy spawn is not a pile of overlapping dots. Players, sleepers, notes, cupboards, bags, stashes, vehicles, shops and events all cluster, and the groups split apart as you zoom in. A click on any cluster opens a list of up to ten rows plus an "and N more" line. A row selects the player, opens the object menu or teleports you to the note. Rows for cars, horses, air, shops and events show the layer, the prefab or shop name, the owner if there is one and the grid square. With the map teleport permission a click on such a row takes you there. Without it the panel dims those rows. The badge gets an accent outline when the player you picked, their teammate or something that player owns is inside. Every clickable marker has a click area of at least 28 by 28 pixels, however small the icon. The Clusters switch next to the zoom buttons turns merging off and draws every marker on its own. It is on by default, and each admin's choice is saved Click an object Cupboards, bags and stashes open a menu that names the owners and shows their Steam avatars. From there you can teleport to it, open its inventory from where you are standing, or destroy it behind a confirmation. Each of the three actions has a separate permission, so a moderator can be allowed to look without being allowed to delete Heat PVP and raid heat build up from real kills and from explosive damage that landed, over a time window you set. The map shows where players are fighting and raiding right now Side panel Next to the map there is a player search and a card for whoever you picked, with the same actions as the full player card. Hold Shift and place a map note to teleport straight to it Server control: console, permissions, plugins, ConVars and logs Live console The console shows server output as it happens, filtered by category, with a command line and history. It can be switched off entirely for everyone in Settings Permissions The page lists every permission on the server, grouped under the plugin that owns it. Toggle per user or per group, create and delete groups, set a parent group, and search across thousands of entries. Search by a plugin's name to get all of its permissions, and fold any plugin block away with a click on its header. Each group shows how many players are in it. The count opens the member list with avatars, online status and a name filter, where a click on a member opens their card and the cross takes them out of the group. PowerfulAdmin's own permissions can be locked so nobody edits them from inside the panel Plugins Load, unload and reload anything on the server, then open its config and language files as a form and edit them without touching the filesystem. Editing is a separate permission from reloading, so an admin can restart a plugin without being able to rewrite it. With the UpdateChecker plugin installed, Check Updates puts the old and new version on the card of every plugin that has an update, and a click on that card opens the link to copy ConVars Edit server ConVars, grouped and searchable. The panel keeps them in its own cfg file and applies them again on boot, so your values survive a restart Logs The log records commands, chat, joins, leaves, errors and warnings, colour coded and capped at a number you choose. Companion plugins write into the same log through the API. Make it yours: buttons, binds, themes, storage and Discord Quick buttons Quick buttons turn your own console commands into buttons, each with an icon, a colour, an optional confirmation and a permission of its own. You decide where a button shows up: the player card, the map, the dashboard or the floating widget Binds The Binds page has ready bind lines for the panel, Vanish, god mode, noclip, ESP, the hammer, inspect and the map. Type the key you want, select the generated line, Ctrl+C, paste into F1. One key toggles both ways Appearance Each admin picks one of three themes: Rust, Midnight or Plum. Fonts are picked per slot, the window can be dragged, and the ESP text size is adjustable. Fonts without Cyrillic are marked in the picker Notifications Panel messages go through Notify or NCP if you have either installed, or through chat, or you can turn them off. You pick the provider in Settings and the add-ons follow it Storage SQLite is the default and needs no setup. MySQL is there for networks that share data between servers, JSON for people who prefer files. Moving between them is one click in Settings and the data comes along Discord An optional companion plugin ships in the same archive. It has a two way chat relay, feeds for bans, actions and errors, a bot with a live status line, and roles that decide who may run commands from Discord. You set it up in game, without editing a config file Permissions: twenty eight for pages and features You can give a trial moderator only Vanish and the player card, and give a head admin all of them. The panel greys out what an admin cannot reach instead of hiding it, so nobody has to guess why a page is missing Permission What it does powerfuladmin.use Open the panel at all powerfuladmin.players Player page and player cards powerfuladmin.items Items page powerfuladmin.map Map page powerfuladmin.map.teleport Teleport to an object on the map powerfuladmin.map.loot Open an object's inventory from the map powerfuladmin.map.remove Destroy an object from the map powerfuladmin.esp ESP page and the overlay itself powerfuladmin.vanish Vanish powerfuladmin.vanish.unlock Open locked doors and boxes while vanished powerfuladmin.hammer Admin hammer powerfuladmin.hammer.codes See code lock codes in the hammer HUD powerfuladmin.hammer.loot Edit container contents with the hammer powerfuladmin.plugins Plugin page, load and reload powerfuladmin.plugins.edit Edit plugin configs and language files powerfuladmin.economy See a player's balance powerfuladmin.economy.edit Change a player's balance powerfuladmin.console Live console page powerfuladmin.perms Permission manager powerfuladmin.logs Logs page powerfuladmin.convars ConVar editor powerfuladmin.quickbuttons Create and edit quick buttons powerfuladmin.settings Settings, storage and Discord powerfuladmin.godmode God mode toggle powerfuladmin.noclip Noclip toggle powerfuladmin.viewip Reveal player IP addresses powerfuladmin.candisablevitals Choose which status badges (Vanish, ESP, God, Noclip) show in your HUD powerfuladmin.countableondashboard Counts toward the admins online figure Tip On top of that, every action in the player card carries powerfuladmin.player.NAME, and every quick button you create carries powerfuladmin.quickbtn.NAME. You do not have to grant them one by one on day one: pa.setup <steamid or name> in the server console hands a player the whole set at once Commands: one in chat, three in console These four are the only commands, and the console ones are mainly there for key binds Command What it does /padmin Open the panel pa.open <page> Open the panel straight on a page, for example pa.open map pa.toggle <feature> Flip vanish, god, noclip, ESP, hammer or inspect. Called without a value it toggles, so one key does both directions pa.setup <steamid|name> Grant the full permission set to a player, once, on install Install Put the plugin into your plugins folder. It loads and writes a clean config on its own. Oxide and Carbon both work Run pa.setup with your name or steamid once in the server console Type /padmin in game to open the panel Optional, later, in Settings: switch to MySQL, connect Discord, add a Steam API key for Rust hours, and copy your binds out of the Binds page Optional, any time: install LangAPI for item names in each admin's game language, or UpdateChecker for the Check Updates button. The panel finds them on its own. Without LangAPI item names stay in English, and without UpdateChecker the button tells you it is missing Add-ons: Bans, Buttons, Freeze and Whitelist, sold separately Three companion plugins drop into the sidebar and share the card, the permissions and the storage backend Note Everything above this section works without them. PowerfulBans It keeps timed and permanent bans in its own database, with reason templates, per role duration caps, ban history and login enforcement. It also runs on its own, without the panel. PowerfulFreeze Freeze a player where they stand while you talk to them, from the card, the map or the world, with live countdowns and three freeze modes. PowerfulWhitelist Whitelisting for closed servers, with JSON, SQLite or MySQL storage and standalone commands of its own. Before you buy: common questions Will it lag my server? It is designed to keep the load low. Objects are pooled and buffers reused, only the element that changed repaints instead of the whole panel, saves are debounced, state is cached behind signatures, and ESP, inspect and the map run on intervals you can tune. None of it runs for an admin who is not using it Can a junior moderator abuse it? Only within the permissions you give them. Every page has a permission, every action in the player card has one, every quick button you make has one, and the plugin's own permissions can be locked so they cannot be edited from inside the panel Do I need a database? No. SQLite is the default and needs no configuration. MySQL is there for networks that want shared data, JSON for people who like plain files, and moving between them is one click in Settings Do I have to set up Discord or a Steam API key? Neither. Discord is optional and configured in game when you want it. The Steam key only fills in the total Rust hours figure on player cards. Without it that one line reads n/a and nothing else changes Can I manage players who are offline? Yes. Teleport to a sleeper, heal them, strip them, edit the inventory, mute, change permissions. Only the actions that need a live connection are disabled while a player is away What language does it speak? Seven: English, Russian, German, Spanish, French, Brazilian Portuguese and Simplified Chinese. Each admin sees the panel in their own game language. Every string lives in a language file, so adding another locale is a translation rather than a code change, and you can do it from inside the panel. With LangAPI installed, item names follow the admin's language as well I write plugins. Can I hook into it? Yes, and the section below shows how For developers: your plugin, inside the panel Any plugin can register its own sidebar section and draw inside the panel, in the player's language and in whichever theme the admin picked. Bans, Freeze and Whitelist are built on this same public API, so every release of those add-ons uses it [PluginReference] private Plugin PowerfulAdmin; var definition = new Dictionary<string, object> { ["id"] = "mystats", ["icon"] = "assets/icons/star.png", ["category"] = "nav.cat.tools", ["permission"] = "myplugin.view", ["title"] = (Func<BasePlayer, string>)(p => "My Stats"), ["hint"] = (Func<BasePlayer, string>)(p => "Kills, deaths, playtime"), ["open"] = (Action<BasePlayer>)OpenSection, ["cardRows"] = (Func<string, List<string[]>>)CardRows, ["settings"] = (Action<BasePlayer, CuiElementContainer, string, int>)DrawSettings, ["settingsHeight"] = (Func<BasePlayer, int>)(p => 180), ["popupActions"] = new Dictionary<string, Action<BasePlayer, ulong, string>> { ["ban"] = OnBan } }; PowerfulAdmin.Call("API_AddSection", definition); Only id is required. Every other key is optional, and the permission is registered for you if no plugin has claimed it yet. Read API_SectionContext on every render to get the parent layer, the body size, the padding, the player's language and the full theme palette, because the admin can switch themes while your page is open Method What it does API_AddSection(def) Register or replace a section API_RemoveSection(id) Unregister, call it in Unload API_OpenSection(player, id) Send a player to your section API_SectionContext(player) Geometry, language and palette for rendering API_ReopenPanel(player) Reopen the panel where it was API_RefreshPlayerCard(steamId) Repaint a player card after your data changes API_RefreshSettings(player) Repaint the settings page after saving a value API_Notify(player, message, isError) Notify through the admin's chosen provider API_Log(message, category) Write a line into the Logs page API_KnownPlayers() Every player the server has seen API_RustHours(steamId) Total Rust playtime from the Steam API, cached Support, updates and feature requests Send bug reports and feature requests to the LR Development Discord
5.0
Stop wasting weeks on configs and loot tables – get a pro server in minutes. This is a complete "Server-in-a-Box" designed for 2x Gather servers. It includes my Premium Loottable and a perfectly balanced suite of around 30 plugin configurations. Everything can be easily adjusted to fit your specific needs. If you ever run into issues or want to tweak a setting, I am here to help! TOP FEATURES: Merged Outpost & Bandit: Optimized for performance and convenience. All Bandit Camp shops and airwolf are integrated into the Outpost. Perfect Balance: 2x Wood/Stone, 1.5x Sulfur. No junk in loot crates. Monument Upgrades: Recyclers & Drones added to Fishing Village, Ranch, and Barns. Optimized Speed: Faster smelting, crafting, and recycling. Time Control: 55m Days / 5m Nights and much more (Add the files that you want to use). Possible to get helispawn on road, rhib boats at coast and 50% upkeep by request. BetterLoot V.4: Optimized for 2x: This setup is perfectly balanced for a 2x experience with 5 star reviews. Need a different rate? Check out my 3x and 5x Server setup! WHAT YOU GET: Config & Data Folders: 30+ tuned files (Loot, Files for plugins, Monuments, etc.). Language Files: Clean chat messages and prefixes. Plugin explanation:  BetterLoot: Custom 2x loot tables (August 2026 update). GatherManager: Optimized 2x gather rates. QuickSmelt: Faster furnace smelting. StackSizeController: Increased stack limits. CraftingController: Adjusted crafting speeds. AutoAuth: Shared TC, Turret & Lock access. BuildingWorkbench: Extended workbench radius. RecyclerSpeed: Faster recycling. BetterChat/Mute: Chat formatting & muting. PermissionsManager: GUI for permissions. AdminRadar: Admin tracking tool. CopyPaste: Building copy/paste tool. TimeOfDay: Custom day/night cycles. SignArtist: Custom images on signs. ImageLibrary: UI icon support. UnburnableMeat: Prevents burnt meat. LootBouncer: Refreshes containers by spawning new loot if not fully emptied. Godmode: Admin invincibility & protection. InventoryViewer: Remote player inventory inspection. MonumentAddons: Adds custom features to monuments. MonumentFinder: Required for locating monuments. And more! No extra costs for plugins! Easy Setup: Very little Knowledge Required: Designed to be as easy as it gets—perfect for both new and experienced server owners. Step-by-step README included. Also plugin explanation, links to all the plugins to make it as easy as it gets to get the server up n runing. NOTE: This is a Configuration-only pack. Plugin files (.cs) are not included to ensure you always use the latest versions from uMod/Codefling.Simply download the plugins and drop them in!
5.0
$49.90
The map is made in a post-apocalyptic style: fog, abandoned scientific bases, anomalous fields, subways, caves and secret bunkers. Players are waiting for dangerous locations, caves, ruined cities and closed doors, behind which you can find valuable resources. The island has become a testing ground for experiments at the Cobalt Research Institute. After the accident at the power reactor, the terrain changed: anomalies appeared, the space became unstable, and research was urgently stopped. Scientists have disappeared, laboratories are empty, technology has gone crazy. Now the island is full of dangers and mysteries. Something continues to work underground, and abnormal zones are growing and being transferred. Those who ventured to explore the area find artifacts and traces of what led to the disaster. Every step here is a choice between prey and death. But the deeper you go, the more you feel that this place is going to disappear or explode... very soon. Features: Prefab Count: ~58к prefabs Size: 4500 A lot of interesting locations to explore Railway Places for the construction of foundations in the form of unusual rocks, caves, landscape and icebergs Custom plugin Map Skinner  (by  Adem) Custom plugin Npc Moving Control  (by  Adem) Custom plugin Emission  (by  Adem) Custom plugin Artifacts (by  Adem) Custom plugin Anomalies (by  Adem) Profile BetterNPC Realistic zombies on the map The atmosphere of the apocalypse This map is constantly supported and updated for the current version of the game with all updates! Description of Plugins: Emission - Once every 2 - 4 hours, a timer message appears and a large-scale change in the weather and effects occurs, radiation begins to spread, the screen shakes, trees fall and the effects of this event appear. Players need to find shelter underground or in their house (the higher the building level, the less radiation damage will be). Commands for plugins: /emissionstart /emissionstop  Anomalies - There are 4 types of Anomalies on the map, they appear after the end of the Emission. 1 anomaly is electrical (damage is inflicted on the player who is inside the anomaly, configured in the config), 2 anomaly is fiery (there are funnels in the radius, if you step on them, flames are released into the air, you can deactivate the anomaly by throwing a stone into the funnel, there is damage to the player), 3 anomaly is a bubble (in the radius of the bubbles breaks, if the player is too close to it, it will be thrown to the side or into the air, damage is caused only by the player falling), 4 anomaly - light (the most dangerous anomaly, when a blue ray appears, you need to turn away from it sharply, otherwise you will be blinded and a lot of damage will be done, it is configured in the config). /spawnanomaly presetName - spawns an anomaly in a random position; /killanomaly - destroys the anomaly closest to the player; /killallanomalies - destroys all anomalies on the map; /spawnanomalymypos presetName - will spawn an anomaly in your position Artifacts - These are stones with some improvements to the player's characteristics, these are increased rates, lack of radiation, increased processing of components (increased extraction of resources from processing), HP recovery (takes away water and food). These artifacts only work in the player's fast slots and have their own HP, which is not repaired. These artifacts can only be found in anomalies with a metal detector in hand. /giveartifact customShortName - give the artifact to yourself giveartifact customShortName userId - give the artifact to the player with the userId Map Skinner - we change this plugin skins on some objects installed on the map, for atmospheric effect. Npc Moving Control - this plugin controls the radius of movement of the NPCs installed in the editor and changes their clothes to random hazmats. These plugins were created for the map as a bonus. When evaluating the map itself, please do not touch on the topic of plugins. The map can work without these plugins.   Custom Monuments: Icarus Cultural Center Zalesye Orbita Station Blocked Tunnel Uranium Mining Unfinished Scanner Yanov Station Hot Runner Cemetery of Onlookers  Loners Cave Radioactive Waste Storage Anomaly Ribs Startup Failure Dead man Mine Supply Depot Dire Thicket Vent Distribution Substation Danger Tunnel Skladovsk Dredger Old Church Secret Bunker Cage Machine Station Repair Factory  interesting places to build a base marked X Shelters for escape from radiation Emission, marked with the letter S Monument Facepunch: Apartment Complex Launch Site Missile Silo   Junkyard Harbor 1 and 2 Arctic Research Base Satellite Dish Airfield Bandit Camp Outpost Giant Excavator Pit Water Treatment Military Tunnel The Dome Sewer Branch Ranch Fishing Village 1,2,3  Lighthouse Underwater Lab Railway HQM, Sulfur, Stone Quarry Roadside Monument RadTown Water Well Ziggurat
5.0
🥇Ready to level up your server’s raiding experience? 🏆This premium pack contains 120 unique, handcrafted, high quality raidable bases divided into 5 distinct difficulty tiers (Easy, Medium, Hard, Expert, and Nightmare). Every base was built manually in-game, saved with CopyPaste, and tested on a live server. The Easy and Medium bases are bigger and more challenging than usual, and 44 of the bases come in a festive Christmas style. Everything is 100% Plug & Play — no setup or editing required!❤️     🏆What Makes This Pack Unique: 120 Custom Bases: Includes 35 Easy, 30 Medium, 30 Hard, 15 Expert, and 10 Nightmare bases. Complete Loot Table Set: A fully balanced loot table for every tier, tuned so each difficulty rewards properly without breaking your server’s economy. Bigger Easy & Medium Tiers: Around 280 and 340 entities each with real defences — far more challenging than the usual small starter raids. Fully Defended & Clever Layouts: Built with auto turrets, shotgun traps, flame turrets, SAM sites, land mines, and tesla coils. Some bases feature hidden traps crafted with EditTool so raiders can’t easily spot every defense. Visual Variety & Heavy Challenge: Higher tiers utilize mostly Metal and HQM building grades along with custom skinned blocks and deployables. 44 bases come in a festive Christmas style. Paste-Tested: All 120 base files were checked and corrected one by one, so nothing collapses or goes missing when a base spawns. Plug & Play Setup: Pre-configured profiles and main plugin settings included. Just copy, paste, and reload! Important! - In case that you are buying this pack to update your server, contact me, and after buying the pack I can rename the bases special for you, and will send the updated profiles so you won’t lose any time. 🎈How to Install (Step-by-Step):   Setting this up on your server takes less than 2 minutes: Base Files: Extract all .json files from all subfolders (copypaste/Easy/, Medium/, etc.) and place them directly into oxide/data/copypaste/. (Do not copy subfolders, only the files inside them!) Loot Tables: Copy all 5 .json files from Difficulty_Loot/ into oxide/data/RaidableBases/Difficulty_Loot/. Default Loot: Replace oxide/data/RaidableBases/Default_Loot.json with the empty one included. The plugin mixes this file into every difficulty, so emptying it keeps the loot exactly as balanced. (Optional, but recommended!) Profiles: Copy all files from Profiles/ into oxide/data/RaidableBases/Profiles/. Plugin Config (Optional): If you want to use the included custom config, copy config/RaidableBases.json into oxide/config/. (Note: This will overwrite your existing config!) Reload: Run o.reload RaidableBases in your server console. 🚀Requirements: This pack requires an Oxide/uMod Rust server with the paid RaidableBases plugin (by nivex) and the CopyPaste plugin installed. The bases work well. The only thing is that a few of them have lower stability by design, so "stability": "false" needs to be set in the profile’s CopyPaste Options — otherwise those parts can drop after pasting. It’s already set that way in all the profiles that come with the pack, so there’s nothing to do on your side.   IMPORTANT: Remove Stone Walls (Enclosures): By default, the plugin spawns a giant stone wall around bases. To remove it: Open oxide/config/RaidableBases/Profiles/Easy.json Find the "Arena Walls" section and change "Enabled" to false: "Arena Walls": { "Enabled": false, ... } Run command: rb.reload in console. Loot Hints (enabled by default): Players type /rb hint and the containers that still hold loot are drawn for them — very useful on the big Hard, Expert and Nightmare bases. To turn it off: "Loot Hints": { "Enabled (/rb hint)": false, "Required Loot Percentage To See Loot Left": 85.0, ... } In Case that you feel that it's too much loot: Open oxide/config/RaidableBases/Profiles/Easy.json or any tother Difficulty "Amount Of Items To Spawn": 120, Change the  Amount Of Items to a lower number. Modifying Base Despawn Timers: If you want to change how long a base stays on the map before disappearing, find these lines under "Raid Management" in config:  "Minutes Until Despawn After Looting (min: 1)": 15, "Minutes Until Despawn After Inactive (0 = disabled)": 45 Controlling Automatically Maintained Events: It's spawning 6 bases at every 30 mins - 1h 30 mins, randomly. Easy & Medium got higher chances to spawn. Takes 30 seconds per base to spawn so it's not going to make the server to lag. "Always Maintain Max Events": true, "Max Maintained Events": 6 NPCs: Default is 1+1 on Easy up to 3+3 on Nightmare. Raise these for a harder fight: "NPCs": { "Enabled": true, "Amount Of Scientists To Spawn": 2, "Minimum Amount Of Scientists To Spawn": 2, "Amount Of Murderers To Spawn": 2, "Minimum Amount Of Murderers To Spawn": 2, ... } Auto-Cooking & Sorting (Furnace & Base Sorting): If you want to know how the pack automatically moves resources or food into the right containers when a base spawns, look for these options under "Raid Management" in config: "Move Cookables Into Ovens": true, "Move Food Into BBQ Or Fridge": true, "Move Resources Into Tool Cupboard": true, "Move Items Into Lockers": true Turning Lights and Furnaces On Automatically: "Turn Lights On At Night": true, "Turn Lights On Indefinitely": true, "Furnace Starting Fuel": 1000 Automatic Chat Announcements: If you want the entire server to know when a new raid has appeared on the map, look for "Event Messages" in config: "Announce Buy Base Messages": false, "Show Opened Message For PVE Bases": true, "Show Opened Message For PVP Bases": true Manual Base Registration (Console Commands) If you already have existing bases and do not want to overwrite your profiles, run these commands in your server console (F1 or RCON) to add all 120 bases manually, then run o.reload RaidableBases: (Important! - In case that you are buying this pack to update your server, contact me, and after buying the pack I can rename the bases special for you, and will send the updated profiles so you won’t lose any time.) rb.config add "Easy Bases" Easy easy1 easy2 easy3 easy4 easy5 easy6 easy7 easy8 easy9 easy10 rb.config add "Easy Bases" easy11 easy12 easy13 easy14 easy15 easy16 easy17 easy18 easy19 easy20 rb.config add "Easy Bases" easy21 easy22 easy23 easy24 easy25 easy26 easy27 easy28 easy29 easy30 rb.config add "Easy Bases" easy31 easy32 easy33 easy34 easy35 rb.config add "Medium Bases" Medium medium1 medium2 medium3 medium4 medium5 medium6 medium7 medium8 medium9 medium10 rb.config add "Medium Bases" medium11 medium12 medium13 medium14 medium15 medium16 medium17 medium18 medium19 medium20 rb.config add "Medium Bases" medium21 medium22 medium23 medium24 medium25 medium26 medium27 medium28 medium29 medium30 rb.config add "Hard Bases" Hard hard1 hard2 hard3 hard4 hard5 hard6 hard7 hard8 hard9 hard10 rb.config add "Hard Bases" hard11 hard12 hard13 hard14 hard15 hard16 hard17 hard18 hard19 hard20 rb.config add "Hard Bases" hard21 hard22 hard23 hard24 hard25 hard26 hard27 hard28 hard29 hard30 rb.config add "Expert Bases" Expert expert1 expert2 expert3 expert4 expert5 expert6 expert7 expert8 expert9 expert10 rb.config add "Expert Bases" expert11 expert12 expert13 expert14 expert15 rb.config add "Nightmare Bases" Nightmare nightmare1 nightmare2 nightmare3 nightmare4 nightmare5 nightmare6 nightmare7 nightmare8 nightmare9 nightmare10 🛡️Optimized NPCs The number of NPCs is fully optimized for each difficulty tier — from 1 scientist and 1 murderer on Easy up to 3 and 3 on Nightmare. You can find and tweak these balanced guard configurations inside the Profiles/ folder. A Note From Me👋🏻 Hello and welcome! I’ve put my heart and countless hours into creating Raidable Bases Pack 3. Everything was built by me from scratch on my online server. I am incredibly proud of this project — especially the bigger, more challenging Easy and Medium tiers, and the festive Christmas-style builds. In case that you want to see few of my bases by urself, contact me and I will join on my public server and will spawn some of them, the ip: 148.251.177.248:28020 Why only $25? A pack with 120 custom, fully tested bases easily goes for more on the market. But as a former server owner myself, I know how hard and expensive it is to find high-quality setups that don’t break the bank. I wanted to keep it at a fair, accessible price while giving you top-tier quality for your server! 🌟Support the Work If you love this pack, please consider leaving a 5-star review! Your feedback means the world to me and motivates me to keep building and improving future packs. Thank you for your support, and happy raiding!        
5.0
sale
$40.00 $31.95
ServerPanel adds a player information menu to your server. Use it to share useful information with your players and to integrate your plugins into it.        🌟  Features User-Friendly Interface: A GUI that is easy to navigate. Economy Integration: Works with different economy plugins. Dynamic Menu Categories: Group features into categories you can customize. Extensive Configuration Options: Almost every part of the plugin can be customized, including messages, colors, sizes and fonts. Auto-Open Menu: Opens the menu automatically when a player connects (configurable in the settings). Block Settings: Block the menu while a player is building, raiding or in combat. Multiple Economy Head Fields: Show several economy values, such as balance, server rewards and bank information. Permission Management: Set permissions for different user roles to control who can use which features. Localization Support: Translate and edit all messages for different languages. Performance Optimized: Built to keep server lag to a minimum. Customizable Hooks: Connect existing economy systems through configurable hooks for adding, removing and showing balances. Editor Position Change: Admins can move the editor to the left, center or right with one click. Command Enhancements: Commands accept multiple arguments separated by "|", so several commands can run at once.   🎮  Commands /info: open menu /sp.install  (or) /welcome.install: open installer menu sp.migrations: console command that updates the plugin data structure when you upgrade to a new version. It creates backups before making any changes. sp.migrations list: shows available migrations and whether they need to run sp.migrations run <version>: runs specific migration (e.g., "1.3.0") sp.migrations run <version> force: forces migration even if not detected as needed   🛡️  Permissions serverpanel.edit: allows players to edit the plugin settings and open the edit menu serverpanelinstaller.admin: required to access the plugin installation functions   🎥  Video   🖼️  Showcase Templates Template V1 Template V2 Template V3 Template V5 Editor Installer   🧪  TEST SERVER Join our test server to try all the features yourself. Copy the IP address below to start playing. connect 155.103.86.38:28015   📊  Update Fields ServerPanel supports update fields: placeholders for your templates that show live information. They update automatically and work in text components, headers and other interface elements. Player Information {online_players}: Number of currently online players {sleeping_players}: Number of sleeping players {all_players}: Total number of players (online + sleeping) {max_players}: Maximum server capacity {player_kills}: Player's kill count (requires KillRecords, Statistics, or UltimateLeaderboard) {player_deaths}: Player's death count (requires KillRecords, Statistics, or UltimateLeaderboard) {player_username}: Player's display name {player_avatar}: Player's Steam ID for avatar display Economy {economy_economics}: Economics plugin balance {economy_server_rewards}: ServerRewards points {economy_bank_system}: BankSystem balance Note: Economy fields can be customized in "oxide/config/ServerPanel.json" under "Economy Header Fields". You can add support for any economy plugin by configuring the appropriate hooks (Add, Balance, Remove). Custom keys can be created and used in templates just like the default ones. Server Information {server_name}: Server hostname {server_description}: Server description {server_url}: Server website URL {server_headerimage}: Server header image URL {server_fps}: Current server FPS {server_entities}: Number of entities on server {seed}: World seed {worldsize}: World size {ip}: Server IP address {port}: Server port {server_time}: Current server time (YYYY-MM-DD HH:MM:SS) {tod_time}: Time of day (24-hour format) {realtime}: Server uptime in seconds {map_size}: Map size in meters {map_url}: Custom map URL {save_interval}: Auto-save interval {pve}: PvE mode status (true/false) Player Stats {player_health}: Current health {player_maxhealth}: Maximum health {player_calories}: Calorie level {player_hydration}: Hydration level {player_radiation}: Radiation poisoning level {player_comfort}: Comfort level {player_bleeding}: Bleeding amount {player_temperature}: Body temperature {player_wetness}: Wetness level {player_oxygen}: Oxygen level {player_poison}: Poison level {player_heartrate}: Heart rate Player Position {player_position_x}: X coordinate {player_position_y}: Y coordinate (height) {player_position_z}: Z coordinate {player_rotation}: Player rotation (degrees) Player Connection {player_ping}: Connection time in seconds {player_ip}: Player's IP address {player_auth_level}: Authorization level (0=Player, 1=Moderator, 2=Admin) {player_steam_id}: Steam ID {player_connected_time}: Connection start time {player_idle_time}: Idle time (HH:MM:SS) Player States {player_sleeping}: Is sleeping (true/false) {player_wounded}: Is wounded (true/false) {player_dead}: Is dead (true/false) {player_building_blocked}: Is building blocked (true/false) {player_safe_zone}: Is in safe zone (true/false) {player_swimming}: Is swimming (true/false) {player_on_ground}: Is on ground (true/false) {player_flying}: Is flying (true/false) {player_admin}: Is admin (true/false) {player_developer}: Is developer (true/false) Network & Performance {network_in}: Network input (currently shows 0) {network_out}: Network output (currently shows 0) {fps}: Server FPS {memory}: Memory allocations {collections}: Garbage collections count Usage Example: Use these fields in any text component, for example: "Welcome {player_username}! Server has {online_players}/{max_players} players online."   🔧  API Documentation for Developers ServerPanel provides an API for plugin developers to integrate their plugins into the menu system. Required Methods API_OpenPlugin(BasePlayer player): Main integration method that returns CuiElementContainer OnServerPanelClosed(BasePlayer player): Called when panel closes (cleanup) OnServerPanelCategoryPage(BasePlayer player, int category, int page): Called when category changes (cleanup) OnReceiveCategoryInfo(int categoryID): Receives your category ID Integration Example [PluginReference] private Plugin ServerPanel; private int _serverPanelCategoryID = -1; private void OnServerInitialized() { ServerPanel?.Call("API_OnServerPanelProcessCategory", Name); } private void OnReceiveCategoryInfo(int categoryID) { _serverPanelCategoryID = categoryID; } private void OnServerPanelCategoryPage(BasePlayer player, int category, int page) { // Cleanup when player switches categories } private CuiElementContainer API_OpenPlugin(BasePlayer player) { var container = new CuiElementContainer(); // Create base panels (required structure) container.Add(new CuiPanel() { RectTransform = {AnchorMin = "0 0", AnchorMax = "1 1"}, Image = {Color = "0 0 0 0"} }, "UI.Server.Panel.Content", "UI.Server.Panel.Content.Plugin", "UI.Server.Panel.Content.Plugin"); container.Add(new CuiPanel() { RectTransform = {AnchorMin = "0 0", AnchorMax = "1 1"}, Image = {Color = "0 0 0 0"} }, "UI.Server.Panel.Content.Plugin", "YourPlugin.Background", "YourPlugin.Background"); // Add your plugin's UI elements here container.Add(new CuiLabel { RectTransform = {AnchorMin = "0.1 0.8", AnchorMax = "0.9 0.9"}, Text = {Text = "Your Plugin Interface", FontSize = 16, Align = TextAnchor.MiddleCenter, Color = "1 1 1 1"} }, "YourPlugin.Background", "YourPlugin.Title"); // Add buttons, panels, etc. using "YourPlugin.Background" as parent return container; } private void OnServerPanelClosed(BasePlayer player) { // Cleanup when panel closes } Header Update Fields API_OnServerPanelAddHeaderUpdateField(Plugin plugin, string updateKey, Func<BasePlayer, string> updateFunction): Registers a per-player string provider for a header placeholder. Returns true on success. API_OnServerPanelRemoveHeaderUpdateField(Plugin plugin, string updateKey = null): Unregisters a specific updateKey for your plugin, or all keys for your plugin when updateKey is null. Returns true on success. Usage Example [PluginReference] private Plugin ServerPanel; private void OnServerInitialized() { // Register a dynamic header field for each player ServerPanel?.Call("API_OnServerPanelAddHeaderUpdateField", this, "{player_kdr}", (Func<BasePlayer, string>)(player => GetKdr(player))); } private string GetKdr(BasePlayer player) { // Compute and return the value to display in the header for this player return "1.23"; } Using in UI: Place your key (e.g., {player_kdr}) directly in Header Field texts. Your function updates the value for each player.   📚  FAQ Q: Why can't I open the menu? A:  Make sure that the plugin is installed and activated on your server. If the problem persists, contact the server administrator. Q: How do I enable Expert Mode? (disables automatic template updates) A: In the data file "Template.json", turn on the "Use an expert mod?" option: "Use an expert mod?": true, P.S.  "Template.json" is located in the "oxide/data/ServerPanel" directory (if you use Oxide) or in the "carbon/data/ServerPanel" directory (if you use Carbon) Q: I see black images with Rust logo or get error 429 when loading images. What should I do? A: This happens when images fail to download from the internet. To fix it, enable Offline Image Mode, which uses local images instead: Enable the mode in config: Open "oxide/config/ServerPanel.json" (or "carbon/config/ServerPanel.json" for Carbon) Set "Enable Offline Image Mode": true Set up the images: Create folder "TheMevent" in "oxide/data" (or "carbon/data" for Carbon) Download PluginsStorage (click "CODE" → "Download ZIP") Extract the ZIP and copy all contents to the "TheMevent" folder Reload the plugin: Type o.reload ServerPanel (Oxide) or c.reload ServerPanel (Carbon) Note: If using a hosting service, you may need to use their file manager or FTP to upload the files. Q: Does ServerPanel work only with Mevent's plugins? A: Currently, ServerPanel integrates with Mevent's plugins (Shop, Kits, Daily Rewards, etc.). Other developers can use the API to add their own plugins to the menu. Q: Why do integrated plugins (Shop, Kits) have different window sizes? A: Different plugins may use different templates for integration. Make sure all your integrated plugins use the same template version (V1, V2, etc.) that matches your ServerPanel template. Update the template in each plugin so the sizes match. Q: The panel displays differently for different players. How can I make it show the same on everyone's screen? A: This happens when players have different UI scale settings. To make it look the same for everyone: Open the "Template.json" file located in "oxide/data/ServerPanel" (or "carbon/data/ServerPanel" for Carbon) Find the "Parent (Overlay/Hud)" setting in the "Background" section Change the value from "Overlay" to "OverlayNonScaled" Save the file and restart your server or reload the plugin Q: How can I change the video displayed in the ServerPanel interface to my own custom video? A: You can replace the default video with your own using this command: serverpanel_broadcastvideo [your_video_url] Replace [your_video_url] with the direct link to your video. For best compatibility, we recommend hosting your video on imgur.com. Q: My custom images are not loading or show as blank/question marks. What image hosting should I use? A: For custom images, we recommend using imgbb.com for image hosting. Avoid Imgur and services without direct access to the image. The most reliable option is Offline Image Mode with local images. Q: How can I make plugin UIs open outside of the ServerPanel menu instead of inside categories? A: You can configure buttons to execute chat commands that open plugin UIs independently. To do this: In your button configuration, set "Chat Button": true Set the "Commands" field to "chat.say /command" (replace "command" with the actual plugin command) Example: To open the Cases plugin outside the menu: "Chat Button": true "Commands": "chat.say /cases" The command runs as if the player typed it in chat, and the plugin's interface opens on its own, outside the ServerPanel menu. Q: Text in V4 template is shifting or sliding out of place. How can I fix this? A: This happens when the text width is not set correctly. The "TITLE LOCALIZATION" settings in ServerPanel control text width for categories and pages: Open the ServerPanel editor (click the "ADMIN MODE" button to open the edit menu) Select the category or page you want to edit (click to "EDIT CATEGORY" or "EDIT PAGE" button) In the editor, find the "TITLE LOCALIZATION" section For each language (en, ru, etc.), you'll see three columns: LANGUAGE: The language code TEXT: The localized text content WIDTH (px): The width setting in pixels Adjust the "WIDTH (px)" value to match your text length. Longer text requires larger width values Save your changes and test in-game Tip: Start with a width value around 100-150 pixels for short text, and increase it for longer titles. You can adjust this value until the text displays correctly without shifting.
5.0
Allow players can insure lost items to be retrieved for a price. This is a feature that is present in many extraction and survival multiplayer games like Escape from Tarkov, Dark and Darker and now you can bring it to your Rust server as well! If an item is insured and you drop it (from death or otherwise) then as long as no one else loots it - you can request to have it "retrieved" by your insurer and returned to you. A UI that matches seamlessly with vanilla rust is included and many configuration options are available to balance and fine-tune this plugin for your server. Please refer to the documentation section as that will likely answer most of your questions! Documentation: A full readme including permissions, commands, and config options is available in  this google doc link. Disclaimer: Like all of my plugins - this plugin is sold as is. I will be happy to take feature requests into consideration but make no guarantees about which ones get implemented. Please refer to the feature list before you make your purchase!
5.0
$24.99
This map has custom places to build a base, such as: hobbit house, glass sphere in winter, tree house, places that have a farm ready to use and many others. There are 20 custom places on the map in total and they are marked on the map. And also on the map there is a tower to shoot down a helicopter. Throughout the winter biome, there is beautiful grass that glows. There is a challenge house with good loot and several other custom monuments. Also, this map is ideal for raid bases because there is a shallow ocean near the land. Specifications        •  Map size: 4500        •  Prefab count: ~35 200        •  Editing of the map is allowed, the password is in the ReadMe file Custom monuments        •  Challenge House        •  Heli Tower        •  Mine        •  Car Service        •  Railway Station        •  Large Warehouse        •  20 Custom Places To Build A Base Standard monuments        • Apartment Complex        • Jungle Ziggurat        • Toxic Village        •  Arctic Research Base        •  Caves        •  Fishing Villages        •  Harbor 1        •  Harbor 2        •  Ferry Terminal        •  Airfield        •  Giant Excavator Pit        •  Nuclear Missile Silo        •  Military Tunnel        •  Powerplant        •  Water Treatment Plant        •  Lighthouses        •  Bandit Camp        •  Outpost        •  Junkyard        •  Radtown Small        •  Military Base        •  Oilrig 1        •  Oilrig 2        •  Trainyard        •  Roadside Monuments        •  Sulfur Quarry        •  Stone Quarry        •  HQM Quarry        •  Satellite Dish        •  The Dome        •  Underwater Labs        •  Launch Site        •  Large Barn        •  Ranch
5.0
sale
$29.99 $24.99
Turn ordinary ore nodes into massive, animated boss encounters in Rust. Mining resources should not always be a predictable activity. Sometimes, the rocks you are mining should fight back. OreGolems introduces powerful, animated ore golems that can awaken from resource nodes and attack nearby players. Each golem is constructed from Rust entities and features custom animations, multiple attack abilities, destructible armor, and rewarding loot when defeated. Server owners can customize different golem types, health, damage, spawn chances, attack behavior, fixed spawn locations, rewards, health bars, map markers, and performance settings. Perfect for PvE, PvP, Vanilla+, modded, RPG/RP, survival, custom progression, and boss-event Rust servers. ✨ Features Adds massive, animated ore golems that players can encounter while mining resources. Four configurable golem types: Stone, Sulfur, Metal, and HQM. Unique appearances for different golem types using matching ore nodes, collectables, and colored lights. Golems are assembled from Rust entities using a custom bone, model, and animation system. Natural spawning system with configurable awakening chances for each ore type. Ore nodes can shake and display warning effects before a golem awakens. Configurable number of warning hits before awakening. Configurable maximum number of active golems for automatic awakening. Optional fixed spawn points with configurable ore types and respawn delays. In-game admin commands to create, remove, and list fixed spawn points. Admin commands to spawn golems manually and remove active golems. Custom animations for walking, waking, punching, ground slamming, grabbing, throwing rocks, staggering, sleeping, and dying. Four configurable attack abilities: Grab and Throw, Rock Throw, Ground Slam, and Punch. Separate damage, range, and cooldown settings for each attack. Per-golem-type attack damage multipliers. Rock throwing with configurable projectile speed, size, and target movement prediction. Grab and Throw attack that can pick up players and throw them through the air. Ground Slam attack with configurable area damage and impact effects. Destructible armor that breaks away as the golem loses health. Configurable armor-breaking stages based on remaining health. Heavy hits can stagger golems and interrupt their attacks. Custom targeting, movement speed, chasing distance, and sleeping behavior. Golems can return to a sleeping ore node while preserving their remaining health. Custom reward ore nodes appear when a golem is defeated. Configurable reward node amounts and resource contents for each golem type. Reward crates with configurable skins and vanilla or custom loot. Custom loot supports item amounts, drop chances, skin IDs, names, and text. Optional economy payouts to the player credited with defeating a golem. Optional UltimateLeaderboard integration for recording golem victories. Configurable lifetimes for reward nodes, debris, and loot crates. Optional in-game health bar displaying the golem type and remaining HP. Optional map markers with configurable radius or shop-style icons. Configurable animation update rate and distance-based network update optimization. Automatic cleanup of golem entities, temporary objects, and expired rewards. Plugin hooks for controlling targeting, awakening, and defeated events. No additional NPC framework required. ⛏️ Golem Types OreGolems includes four different golem types, each with its own appearance, health, damage multiplier, rewards, and loot settings. Golem Type Default Health Resource Type Stone Golem 12,000 HP Stone Sulfur Golem 18,000 HP Sulfur Metal Golem 24,000 HP Metal Ore HQM Golem 32,000 HP High Quality Metal Ore 🗿 Stone Golem The Stone Golem is the lowest-health default golem type. Health: 12,000 HP. Appearance: Stone ore body with standard industrial lights. Default reward: Stone resource nodes. Default crate loot: Normal crate loot. 🟡 Sulfur Golem A stronger golem made from sulfur ore resources. Health: 18,000 HP. Appearance: Sulfur ore body with green industrial lights. Default reward: Sulfur Ore and Stones. Default crate loot: Normal crate loot. ⚙️ Metal Golem A powerful golem made from metal ore resources. Health: 24,000 HP. Appearance: Metal ore body with red industrial lights. Default reward: Metal Ore and Stones. Default crate loot: Normal crate loot. 💎 HQM Golem The strongest default golem type, offering a more challenging encounter. Health: 32,000 HP. Appearance: HQM ore body with blue industrial lights. Default reward: High Quality Metal Ore and Stones. Default crate loot: Elite crate loot. Tip Custom Golem Difficulty Each golem type has its own configuration for health, attack damage multiplier, reward nodes, reward items, loot crates, and awakening chance. This allows server owners to create different difficulty and reward levels for each resource type. ⚔️ Golem Attacks OreGolems includes four animated combat abilities with separate settings for damage, cooldowns, range, and additional attack behavior. Attack Default Damage Cooldown Range Grab and Throw 20 15 seconds 6.5 m Rock Throw 35 10 seconds 35 m Ground Slam 40 8 seconds 7 m Punch 25 4 seconds 7 m ✊ Grab and Throw The golem can grab nearby players and throw them away. Animated grabbing and throwing sequence. Configurable grab damage. Configurable attack range and cooldown. Configurable reach distance from the golem's hand. Adjustable forward and upward throwing speeds. Player throwing uses Rust's ragdoll mechanics. 🎯 Rock Throw The golem can attack distant players by throwing large rocks. Animated rock pickup and throwing sequence. Configurable minimum and maximum attack ranges. Configurable rock damage and cooldown. Adjustable projectile speed. Configurable rock size. Target movement prediction to help aim at moving players. Rock impact detection and damage. 💥 Ground Slam The golem can slam the ground to damage nearby players. Animated ground slam attack. Configurable attack damage. Adjustable attack range and hit radius. Configurable cooldown. Ground impact visual effects. Optional custom impact effect prefab. 👊 Punch The golem can attack nearby players using animated punches. Animated punching sequence. Configurable damage and cooldown. Adjustable attack range. Configurable hit radius. Directional hit detection. Tip Example: Increase the Ground Slam damage to 60 and reduce its cooldown to 5 seconds to create a more aggressive boss encounter. Each attack can also be enabled or disabled separately in the configuration. 🛡️ Destructible Armor & Staggering OreGolems features an armor-breaking system that makes fights more visually dynamic as the golem takes damage. Instead of remaining visually unchanged throughout the fight, golems can lose parts of their outer armor as their health decreases. Armor Stage Remaining Health Stage 1 75% HP Stage 2 50% HP Stage 3 25% HP Armor pieces detach when configured health thresholds are reached. Detached pieces fall away from the golem. Armor stages can be customized in the configuration. Powerful hits can trigger a stagger animation. Configurable minimum hit damage required to stagger a golem. Configurable stagger cooldown. Staggering can interrupt the golem's current actions. Tip Example: Set [Armor] Damage in one hit needed to stagger the golem (0.04 = 4% of max health) to 0.04 to allow individual hits dealing at least 4% of the golem's maximum health to trigger a stagger, subject to the configured cooldown. For a Stone Golem with 12,000 HP, this means a hit dealing at least 480 damage can trigger a stagger. 🌋 Awakening & Natural Spawning OreGolems can turn normal resource gathering into unexpected boss encounters. When a player mines an eligible ore node, the plugin can randomly select that node to become a sleeping golem. Once selected, the ore node begins displaying warning effects as the player continues mining. After the configured warning hits, the golem awakens and begins attacking. Awakening Settings Setting Default Wake chance per ore type 1% Warning hits before awakening 3 Maximum active golems 3 Target radius 30 meters Chase radius 40 meters Different wake chances can be configured for each ore type. Warning effects indicate that a selected ore node may awaken. Golems emerge from their corresponding ore nodes. Golems automatically search for nearby valid player targets. Natural awakening is limited by the configured maximum active golem count. The spawning system checks surrounding terrain and obstacles before selecting natural spawn locations. Note Natural Spawn Notes The default wake chance is 0.01, equal to 1%. The chance applies when an eligible ore node is first considered for awakening. Selected nodes display warning effects during subsequent mining hits. Natural spawn checks avoid unsuitable locations such as monuments, water, nearby Tool Cupboards, steep terrain, and obstructed areas. When fixed spawns are enabled, the plugin uses the fixed-spawn system instead of random awakening from ordinary ore nodes. 📍 Fixed Spawn Points Server owners can optionally create permanent golem encounter locations. Fixed spawn points create sleeping ore nodes at configured positions, allowing players to trigger golem encounters by mining them. Enable or disable fixed spawning. Create spawn points directly in-game. Select the ore type for each spawn point. Assign a unique name to each location. Automatically save spawn coordinates to the configuration. List all configured spawn locations. Remove unwanted spawn locations. Configurable respawn delay. Fixed spawn nodes can return after their encounter has ended. Fixed Spawn Commands /golem point add <name> [type] - Saves a fixed spawn point at your current position. /golem point remove <name> - Removes a saved spawn point. /golem point list - Lists all saved spawn points and their coordinates. Command Examples /golem point add StoneBoss stone /golem point add SulfurBoss sulfur /golem point add MetalBoss metal /golem point add HQMBoss hqm /golem point list /golem point remove StoneBoss Note Fixed Spawn Setup Fixed spawns are disabled by default. Set [Fixed Spawns] Enabled to true under Fixed spawns in the configuration. The default respawn delay is 900 seconds (15 minutes). You can create spawn points while the system is disabled, but they will not become active until fixed spawning is enabled and the plugin is reloaded. 🧠 Golem Behavior OreGolems includes configurable movement and targeting behavior. Setting Default Target radius 30 m Chase radius 40 m Walk speed 1.3 m/s Time without target before sleeping 30 seconds Sleeping node lifetime 1,800 seconds Searches for nearby valid players. Moves toward its target using animated walking. Uses configured attacks depending on the player's distance. Limits how far it can chase players from its awakening location. Can return toward its original position. Can return to a sleeping ore node after losing its target. Preserves remaining health when returning to sleep. Sleeping nodes can awaken again when mined. Temporary sleeping nodes expire after their configured lifetime. Tip Example: Increase [Behavior] Walk speed (meters per second) to 2.0 and [Behavior] Maximum chase distance from where the golem woke up (meters) to 60 to make golems move faster and pursue players across a larger area. 🎁 Rewards & Loot Defeating a golem can reward players with collectible resource nodes, loot crates, and optional economy payouts. Reward Ore Nodes Each golem type supports custom reward nodes containing configurable resource items. Golem Type Default Resource Contents per Node Stone 1,000 Stones Sulfur 600 Sulfur Ore + 300 Stones Metal 600 Metal Ore + 300 Stones HQM 60 HQM Ore + 300 Stones By default, each golem can produce up to 3 reward nodes when defeated, depending on available ore parts. Reward nodes can be mined to collect their configured resources. Loot Crates Each defeated golem also creates a reward crate. Configurable crate skin for each golem type. Option to use vanilla loot. Configurable vanilla loot source crate. Optional custom loot tables. Configurable item shortnames. Minimum and maximum item amounts. Individual item drop chances. Custom item skin IDs. Custom item display names. Custom item text, including personalized messages on notes. Tip Example: Configure a special HQM Golem reward crate using custom loot instead of the default elite crate loot. You can add valuable items, set custom chances, and customize how much loot players receive when defeating the boss. The default custom loot examples include Scrap with a configurable drop chance and a custom-named Golem Hunter's Note containing a message. Note Custom Loot Settings Each golem type has its own custom loot list. You can configure item shortnames, amounts, chances, skins, names, and text. The included examples contain Scrap with a 50% chance and a Golem Hunter's Note with a 100% chance. Standard Rust crate loot is enabled by default. Custom loot is used only when standard Rust loot is disabled for that golem type. Reward Lifetimes Reward Object Default Lifetime Reward ore nodes 900 seconds Golem debris 60 seconds Loot crates 900 seconds These values can be customized in the configuration. 💰 Economy & Leaderboard Integration OreGolems supports optional integrations for rewarding and tracking boss victories. Economy Payouts Server owners can configure economy rewards for each golem type. Configurable economy plugin name. Configurable balance addition hook. Separate payout amount for each golem type. Set the amount to 0 to disable economy rewards. Payouts are awarded to the player credited with defeating the golem. The default economy plugin name is Economics, using the Deposit hook. Other economy plugins can be configured using their supported balance hooks. UltimateLeaderboard OreGolems includes optional UltimateLeaderboard integration. When a golem is defeated, the plugin can record an event victory for the credited player through UltimateLeaderboard's API. Note Integration Notes Economy integration is optional. Economy payouts are disabled by default. UltimateLeaderboard integration is optional. The plugin determines the credited killer using recorded damage contributions. Both integrations require their respective plugins to be installed and compatible. ❤️ Health Bar & Map Markers OreGolems includes optional visual information to help players identify and track active golems. Health Bar Configurable in-game health bar. Shows the golem's ore type. Displays current and maximum health. Automatically updates during combat. Configurable display distance. Shows nearby active golems without requiring a chat command. Default health bar distance: 50 meters. Map Markers Optional map markers for active golems. Supports a radius-style map marker. Optional shop-style map icon. Configurable marker radius. Markers are removed when the golem is defeated or removed. Note Default Settings Health bars are enabled by default. Map markers are disabled by default. Both features can be configured separately. 🚀 Performance Settings OreGolems includes configurable performance settings for controlling animation and network updates. Configurable animation ticks per second. Distance-based update behavior. Reduced network update frequency for distant golems. Configurable distance for far update rates. Configurable distance beyond which pose network updates are suppressed. Automatic removal of temporary combat effects and objects. Configurable maximum active golem count for automatic awakening. Setting Default Animation ticks per second 20 Far update distance 80 m Far update rate 10 updates/second Network update cutoff distance 200 m Tip Performance Tip For servers expecting frequent boss encounters, adjust the maximum active golems, animation tick rate, and distance-based update settings to suit your server performance. ⌨️ Admin Commands /golem spawn <type> - Spawns the selected golem type in front of the admin. /golem play <sequence> - Plays an animation sequence on the nearest active golem. /golem clear - Removes all active golems. /golem point add <name> [type] - Creates a fixed spawn point at the admin's current location. /golem point remove <name> - Removes a fixed spawn point. /golem point list - Lists all configured fixed spawn points. Command Examples /golem spawn stone /golem spawn sulfur /golem spawn metal /golem spawn hqm /golem play wake /golem play punch /golem play slam /golem play grab /golem play rock /golem play stagger /golem play sleep /golem play death /golem play walk /golem clear /golem point add StoneBoss stone /golem point add SulfurBoss sulfur /golem point add HQMBoss hqm /golem point list /golem point remove StoneBoss Note Command Notes All /golem commands require oregolems.admin. The spawn command defaults to Stone when no ore type is provided. The play command targets the nearest active golem. The clear command removes active golems. Fixed spawn points are saved in the plugin configuration. The default ore type for new fixed spawn points is Stone. 🖥️ Console Commands oregolems.spawn <type> - Spawns the selected golem type in front of the player using the client console. oregolems.clear - Removes all active golems. Note Console Access The spawn console command requires a player context and oregolems.admin. The clear console command supports authorized players and the server console. 🔐 Permissions oregolems.admin - Grants access to all OreGolems admin commands, including spawning, animation playback, clearing golems, and managing fixed spawn points. Normal players do not need permissions to encounter, fight, or collect rewards from ore golems. 📁 Installation OreGolems supports both Oxide (uMod) and Carbon. The downloaded ZIP contains two required files: OreGolems.cs - Main plugin file. data/OreGolems/Golem.json - Golem model, parts, poses, and animation data. Installation Steps Extract the downloaded ZIP archive. Upload OreGolems.cs to your server's plugin folder: Oxide: oxide/plugins/ Carbon: carbon/plugins/ Upload Golem.json to your server's data folder: Oxide: oxide/data/OreGolems/ Carbon: carbon/data/OreGolems/ Make sure both files are in the correct directories. Load or reload the OreGolems plugin. Edit the generated configuration: Oxide: oxide/config/OreGolems.json Carbon: carbon/configs/OreGolems.json Grant the admin permission if you want to use the management commands. Oxide File Structure oxide/ ├── plugins/ │ └── OreGolems.cs ├── data/ │ └── OreGolems/ │ └── Golem.json └── config/ └── OreGolems.json Carbon File Structure carbon/ ├── plugins/ │ └── OreGolems.cs ├── data/ │ └── OreGolems/ │ └── Golem.json └── configs/ └── OreGolems.json Warning Important Installation Requirement The Golem.json data file is required for OreGolems to function. This file contains the custom model and animation definitions used to construct and animate the golems. If the file is missing or cannot be loaded, the plugin will report an error and unload. Do not upload only the .cs file. Make sure to include the supplied data folder. ⚙️ Example Configuration { "Ore types": { "stone": { "[Ore] Wake chance on the first hit of a natural ore node (0.50 = 50%)": 0.01, "[Ore] Maximum health (HP)": 12000.0, "[Ore] Attack damage multiplier": 1.0, "[Ore] Maximum ore nodes dropped on death": 3, "Items in each dropped ore node": [ { "Item shortname": "stones", "Amount": 1000 } ], "Loot crate dropped on death": { "[Loot] Crate skin ID": 2538049119, "[Loot] Use standard Rust crate loot": true, "[Loot] Rust crate prefab to copy loot from (e.g. crate_normal)": "crate_normal", "Custom loot (used when standard Rust loot is disabled)": [ { "Item shortname": "scrap", "Minimum amount": 25, "Maximum amount": 50, "Chance to include this item (0.5 = 50%)": 0.5, "Skin ID": 0, "Custom name": "", "Custom text": "" }, { "Item shortname": "note", "Minimum amount": 1, "Maximum amount": 1, "Chance to include this item (0.5 = 50%)": 1.0, "Skin ID": 0, "Custom name": "Golem Hunter's Note", "Custom text": "You defeated an Ore Golem. The loot is yours!" } ] }, "Economy reward for the player who dealt the most damage": { "[Economy] Economy plugin name": "Economics", "[Economy] Economy plugin hook that adds to the player's balance": "Deposit", "[Economy] Reward amount (0 = no payout)": 0.0 }, "[Ore] Ore node prefab used for the golem body": "stone-ore", "[Ore] Ore collectible prefab used for body parts and thrown rocks": "stone-collectable", "[Ore] Lamp prefab used for the golem's eyes": "industrial.wall.lamp.deployed" }, "sulfur": { "[Ore] Wake chance on the first hit of a natural ore node (0.50 = 50%)": 0.01, "[Ore] Maximum health (HP)": 18000.0, "[Ore] Attack damage multiplier": 1.0, "[Ore] Maximum ore nodes dropped on death": 3, "Items in each dropped ore node": [ { "Item shortname": "sulfur.ore", "Amount": 600 }, { "Item shortname": "stones", "Amount": 300 } ], "Loot crate dropped on death": { "[Loot] Crate skin ID": 2517917450, "[Loot] Use standard Rust crate loot": true, "[Loot] Rust crate prefab to copy loot from (e.g. crate_normal)": "crate_normal", "Custom loot (used when standard Rust loot is disabled)": [ { "Item shortname": "scrap", "Minimum amount": 25, "Maximum amount": 50, "Chance to include this item (0.5 = 50%)": 0.5, "Skin ID": 0, "Custom name": "", "Custom text": "" }, { "Item shortname": "note", "Minimum amount": 1, "Maximum amount": 1, "Chance to include this item (0.5 = 50%)": 1.0, "Skin ID": 0, "Custom name": "Golem Hunter's Note", "Custom text": "You defeated an Ore Golem. The loot is yours!" } ] }, "Economy reward for the player who dealt the most damage": { "[Economy] Economy plugin name": "Economics", "[Economy] Economy plugin hook that adds to the player's balance": "Deposit", "[Economy] Reward amount (0 = no payout)": 0.0 }, "[Ore] Ore node prefab used for the golem body": "sulfur-ore", "[Ore] Ore collectible prefab used for body parts and thrown rocks": "sulfur-collectable", "[Ore] Lamp prefab used for the golem's eyes": "industrial.wall.lamp.green.deployed" }, "metal": { "[Ore] Wake chance on the first hit of a natural ore node (0.50 = 50%)": 0.01, "[Ore] Maximum health (HP)": 24000.0, "[Ore] Attack damage multiplier": 1.0, "[Ore] Maximum ore nodes dropped on death": 3, "Items in each dropped ore node": [ { "Item shortname": "metal.ore", "Amount": 600 }, { "Item shortname": "stones", "Amount": 300 } ], "Loot crate dropped on death": { "[Loot] Crate skin ID": 2509860100, "[Loot] Use standard Rust crate loot": true, "[Loot] Rust crate prefab to copy loot from (e.g. crate_normal)": "crate_normal", "Custom loot (used when standard Rust loot is disabled)": [ { "Item shortname": "scrap", "Minimum amount": 25, "Maximum amount": 50, "Chance to include this item (0.5 = 50%)": 0.5, "Skin ID": 0, "Custom name": "", "Custom text": "" }, { "Item shortname": "note", "Minimum amount": 1, "Maximum amount": 1, "Chance to include this item (0.5 = 50%)": 1.0, "Skin ID": 0, "Custom name": "Golem Hunter's Note", "Custom text": "You defeated an Ore Golem. The loot is yours!" } ] }, "Economy reward for the player who dealt the most damage": { "[Economy] Economy plugin name": "Economics", "[Economy] Economy plugin hook that adds to the player's balance": "Deposit", "[Economy] Reward amount (0 = no payout)": 0.0 }, "[Ore] Ore node prefab used for the golem body": "metal-ore", "[Ore] Ore collectible prefab used for body parts and thrown rocks": "metal-collectable", "[Ore] Lamp prefab used for the golem's eyes": "industrial.wall.lamp.red.deployed" }, "hqm": { "[Ore] Wake chance on the first hit of a natural ore node (0.50 = 50%)": 0.01, "[Ore] Maximum health (HP)": 32000.0, "[Ore] Attack damage multiplier": 1.0, "[Ore] Maximum ore nodes dropped on death": 3, "Items in each dropped ore node": [ { "Item shortname": "hq.metal.ore", "Amount": 60 }, { "Item shortname": "stones", "Amount": 300 } ], "Loot crate dropped on death": { "[Loot] Crate skin ID": 2446262619, "[Loot] Use standard Rust crate loot": true, "[Loot] Rust crate prefab to copy loot from (e.g. crate_normal)": "crate_elite", "Custom loot (used when standard Rust loot is disabled)": [ { "Item shortname": "scrap", "Minimum amount": 25, "Maximum amount": 50, "Chance to include this item (0.5 = 50%)": 0.5, "Skin ID": 0, "Custom name": "", "Custom text": "" }, { "Item shortname": "note", "Minimum amount": 1, "Maximum amount": 1, "Chance to include this item (0.5 = 50%)": 1.0, "Skin ID": 0, "Custom name": "Golem Hunter's Note", "Custom text": "You defeated an Ore Golem. The loot is yours!" } ] }, "Economy reward for the player who dealt the most damage": { "[Economy] Economy plugin name": "Economics", "[Economy] Economy plugin hook that adds to the player's balance": "Deposit", "[Economy] Reward amount (0 = no payout)": 0.0 }, "[Ore] Ore node prefab used for the golem body": "hqm-ore", "[Ore] Ore collectible prefab used for body parts and thrown rocks": "hqm-collectable", "[Ore] Lamp prefab used for the golem's eyes": "industrial.wall.lamp.blue.deployed" } }, "Wake-up settings": { "[Wake] Warning hits before a natural ore node wakes up": 3, "[Wake] Maximum golems awake at once": 3 }, "Fixed spawns": { "[Fixed Spawns] Enabled": false, "[Fixed Spawns] Respawn delay (seconds)": 900.0, "Saved spawn points": {} }, "Golem behavior": { "[Behavior] Distance to detect players (meters)": 30.0, "[Behavior] Maximum chase distance from where the golem woke up (meters)": 40.0, "[Behavior] Walk speed (meters per second)": 1.3, "[Behavior] Wait without a target before returning to sleep (seconds)": 30.0, "[Behavior] Time before a sleeping golem outside a fixed spawn disappears (seconds)": 1800.0 }, "Attacks": { "Grab and throw": { "[Attack] Enabled": true, "[Attack] Damage": 20.0, "[Attack] Wait before using this attack again (seconds)": 15.0, "[Attack] Maximum distance to start this attack (meters)": 6.5, "[Attack] Distance the hand can grab a player from (meters)": 4.0, "[Attack] Player throw speed forward (meters per second)": 12.0, "[Attack] Player throw speed upward (meters per second)": 9.0 }, "Rock throw": { "[Attack] Enabled": true, "[Attack] Damage": 35.0, "[Attack] Wait before using this attack again (seconds)": 10.0, "[Attack] Maximum distance to start this attack (meters)": 35.0, "[Attack] Minimum distance to throw a rock (meters)": 12.0, "[Attack] Rock speed (meters per second)": 24.0, "[Attack] How much to aim ahead of moving players (0 to 1)": 0.8, "[Attack] Rock size multiplier (1 = normal size)": 1.4 }, "Ground slam": { "[Attack] Enabled": true, "[Attack] Damage": 40.0, "[Attack] Wait before using this attack again (seconds)": 8.0, "[Attack] Maximum distance to start this attack (meters)": 7.0, "[Attack] Hit radius (meters)": 4.0 }, "[Slam] Extra ground slam effect prefab (leave blank to disable)": "assets/bundled/prefabs/fx/impacts/physics/phys-impact-stone-hard.prefab", "Punch": { "[Attack] Enabled": true, "[Attack] Damage": 25.0, "[Attack] Wait before using this attack again (seconds)": 4.0, "[Attack] Maximum distance to start this attack (meters)": 7.0, "[Attack] Hit radius (meters)": 3.0 } }, "Armor": { "[Armor] Remaining health levels where armor falls off (0.75 = 75%)": [ 0.75, 0.5, 0.25 ], "[Armor] Damage in one hit needed to stagger the golem (0.04 = 4% of max health)": 0.04, "[Armor] Minimum time between staggers (seconds)": 12.0 }, "Rewards": { "[Rewards] Time before dropped ore nodes disappear (seconds)": 900.0, "[Rewards] Time before golem debris disappears (seconds)": 60.0, "[Rewards] Time before the loot crate disappears (seconds)": 900.0 }, "Performance": { "[Performance] Use fewer network updates beyond this distance (meters)": 80.0, "[Performance] Network updates per second for distant golems": 10.0, "[Performance] Stop sending movement updates beyond this distance (meters)": 200.0 }, "Health bar": { "[Health Bar] Enabled": true, "[Health Bar] Distance at which players can see the health bar (meters)": 50.0 }, "Map markers": { "[Map Markers] Enabled": false, "[Map Markers] Use a shop icon (false = circle marker)": false, "[Map Markers] Circle marker size": 0.15 }, "[Animation] Updates per second": 20.0, "Config Version": { "Major": 1, "Minor": 0, "Patch": 0 } } Note Configuration Notes Ore Types: Configure individual golem health, wake chance, damage multipliers, rewards, crate loot, economy payouts, and appearance prefabs. Wake-up Settings: Control warning hits and the maximum number of automatically awakened golems. Fixed Spawns: Enable permanent encounter locations and configure their respawn delays. Golem Behavior: Configure targeting range, chasing distance, movement speed, and sleeping behavior. Grab and Throw: Configure grabbing range, damage, cooldown, and throwing force. Rock Throw: Configure projectile damage, range, speed, size, and target prediction. Ground Slam: Configure area damage, hit radius, cooldown, and impact effects. Punch: Configure melee damage, hit radius, and cooldown. Armor: Configure armor-breaking stages and stagger behavior. Rewards: Configure temporary reward node, crate, and debris lifetimes. Performance: Adjust distance-based network update behavior. Health Bar: Enable or disable the in-game boss health bar and configure its display distance. Map Markers: Enable optional map indicators for active golems. Animation Rate: Configure animation updates per second. 🔌 Developer Hooks OreGolems exposes hooks that other plugins can use to control encounters or respond to golem events. CanOreGolemWake Called before a golem awakens. object CanOreGolemWake(BasePlayer player, string type, Vector3 position) Return false to prevent the golem from awakening. OnOreGolemWake Called when a golem awakens. void OnOreGolemWake(BasePlayer player, string type, Vector3 position) Useful for integrations such as event notifications or custom encounter tracking. CanOreGolemTarget Called when checking whether a player can be targeted by a golem. object CanOreGolemTarget(BasePlayer player, string type) Return false to exclude the player from golem targeting. OnOreGolemDefeated Called when a golem is defeated and its rewards are created. void OnOreGolemDefeated(BasePlayer killer, string type, Vector3 position) Useful for custom rewards, statistics, achievements, and event integrations. Note Hook Notes type identifies the golem type, such as stone, sulfur, metal, or hqm. The killer is determined using recorded player damage contributions. killer can be null when no valid credited player is available. These hooks allow other plugins to integrate with OreGolems without modifying its source code. 💡 Why Choose OreGolems? Mining in Rust should not always be a simple, predictable activity. OreGolems transforms ordinary resource nodes into unexpected boss encounters that challenge players and reward them for surviving. With four different golem types, custom animations, multiple attack abilities, destructible armor, dynamic spawning, configurable rewards, optional economy integration, and detailed behavior controls, OreGolems adds a new layer of danger and excitement to resource gathering. Whether you want rare boss encounters while mining, dedicated boss locations with fixed spawns, or challenging PvE content with valuable rewards, OreGolems gives server owners the flexibility to create memorable encounters using Rust's existing world and entities
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Solid plugin,  super easy to navigate through the menu, nice addition to my pve server.  I havent messed with adding your own build spots but i look forward to adding more to the list.  10/10 
This is so cool an players love it .  Meowhuh and xEvie are the best , they are always ready to help an get you on track an playing, can not say enough good about them., 10 out of 10 on this one 
My players find this really challenging. They tried another drone boss plugin before, but they thought it was too static — you could just camp in one spot and shoot it down easily. I love that this one forces players to keep moving; it works great.
I love this welcome panel; it’s incredibly customizable. With a bit of imagination, you can transform your server into something truly unique—it’s an essential add-on if you want your server to stand out from the rest.
This is the best idea for a plugin in the last year! Bravo to the authors of this work! This is exactly what Rust lacks) Every detail is thought out, excellent optimization, and extensive functionality with flexible customization.
Super plugins Les joueurs aiment bien. Ça change de leur construction. Merci. À vous les gars 

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