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Fight through generated trap rooms and bosses against the clock, earn loot keys and climb the weekly leaderboard. Trials is a solo gauntlet event for Rust. A player pays an entry fee and is moved into a private arena built in the sky, then fights through procedurally generated rooms and boss arenas against the clock. Each cleared room offers three random buffs for the next one. Keys drop along the way and open bronze, silver and gold crates with loot you configure. Every run counts toward two leaderboards: a weekly challenge that resets on a fixed day with a countdown on screen, and a general ranking that covers the whole wipe. Players are ranked by how many rooms they cleared, and players who cleared the same number are ranked by total time, so the fastest full clear takes first place. Players never risk their own gear. Their inventory and position are saved on entry and restored when the run ends, whether they clear it, fail or walk away. Every player gets their own arena, so several players can run Trials at the same time. The default setup runs 16 rooms over 5 difficulty tiers: 11 normal rooms and 5 bosses, drawn from 20 room files and 5 boss files with no repeats inside a run. Every room and boss is its own JSON file, so you can change the included ones or write new ones. Edit a room to change its size, challenges, lighting, timer, damage, loadout and key rewards; edit a boss to change its arena, health and skills. Add a file to create a new room or boss. Admins load the changes with /trials.rooms.reload, without reloading the plugin, and test any room or boss on its own with /tri <room name>. How a run works The player types /trials. The entry screen shows the entry cost and a Start Trial button. The plugin builds a room at a height of 500 m over a random point on the map, away from monuments, safe zones, other Trials rooms and Raidable Bases or Abandoned Bases events, and moves the player into it. The player wakes up with the room's loadout. The room timer starts when they break the twig wall at the entrance, or automatically after 5 minutes. A normal room is cleared by picking up every glowing present before the timer runs out. Presents lie in the open, inside rotating rings of animals, fire or spikes, and behind code-locked doors. A boss room is cleared by killing the boss before the arena timer runs out. After each clear the player picks one of three buffs and presses Next within 5 minutes. The next room is built while they wait. The run ends when honour reaches zero, a timer expires, the final boss dies, or the player leaves or disconnects. A results screen shows the outcome and the new leaderboard position. Included content Rooms Each room always uses the challenges in the third column and rolls its remaining slots from the fourth, so the same room plays differently from run to run. Tier Room Always Can also roll 1 Burning Cellar NPCs, fire sequences Fire circles, flame turrets, mines 1 Rigged Workshop NPCs, lasers Gun traps, spike circles, grenades 1 Scarecrow Cellar NPCs Fire circles, spike sequences, mines 1 Wild Pasture NPCs, roaming animals Gun traps, spike sequences, mines 2 Crucible NPCs, fire sequences, spike sequences Mines 2 Howling Kennel NPCs, roaming animals Gun traps, spike sequences, mines 2 Powder Keg Den NPCs, animal circles, mines Roaming animals 2 Shock Ward NPCs, lasers Gun traps, spike circles, grenades 3 Blackout Foundry NPCs, fire circles, fire sequences Lasers, spike circles, grenades 3 Ember Refinery NPCs, flame turrets, fire sequences Gun traps, fire circles, mines 3 Mine Warrens NPCs, fire circles, spike sequences, mines Gun traps, grenades 3 Ossuary Pit NPCs, animal circles Lasers, spike sequences, grenades, mines 4 Firestorm NPCs, flame turrets, fire circles, fire sequences Grenades, mines 4 Impaler's Keep NPCs, spike circles, spike sequences Gun traps, lasers, mines 4 Meat Grinder NPCs, gun traps, spike circles Spike sequences, grenades, mines 4 Siege Line NPCs, gun traps Flame turrets, lasers, grenades, mines 5 Apex Den NPCs, animal circles, roaming animals, mines Gun traps, spike sequences, grenades 5 Demolition Yard NPCs, gun traps, mines Flame turrets, lasers, spike circles, grenades 5 Final Gauntlet NPCs, roaming animals, fire sequences, spike circles Gun traps, lasers, grenades, mines 5 Sleepless Bunker NPCs, lasers, spike sequences Gun traps, spike circles, grenades, mines Bosses Boss Tier Arena Health Skills Beastmaster 1 Square 1,400 Melee, Grenades, Animal Summon, Spike Cage, Bull Charge Plaguemother 2 Ring 2,600 Melee, Animal Summon, Bee Swarm, Toxic Cloud, Melee Minion Squad, Spike Cage, Bull Charge Stormcaller 3 Cross 5,000 Melee, Electric Strike, Lightning Lances, Storm Orbit, Spark Barrage Pyrelord 4 Pillars 8,000 Melee, Molotovs, Meteor Shower, Flame Wave, Inferno Orbit, Moving Rings Omega Collector 5 Twin Halls 11,000 Melee, Grenades and Molotovs, Meteor Shower, Flame Wave, Melee Minion Squad, Eye Laser, Toxic Cloud, Electric Strike Default progression Tier Normal rooms per run Boss 1 1 Beastmaster 2 2 Plaguemother 3 2 Stormcaller 4 3 Pyrelord 5 3 Omega Collector The number of tiers, the rooms per tier and whether each tier ends with a boss are set in the main configuration. All rooms and bosses are files in oxide/data/Trials/Rooms. A file with a Boss section loads as a boss arena; any other file loads as a normal room. /trials.rooms.reload validates every file, skips invalid ones with the reason in the server log, and reports progression problems such as a tier with no rooms or too few files to fill a run without repeats. Honour instead of health Inside a Trial, hits do not reduce health. Every source of damage (traps, NPCs, animals, explosions, boss skills, wrong door codes) drains a 1,000-point honour bar instead, and the run ends at zero. Hunger, thirst, bleeding, wetness and temperature are held at safe values for the whole run. Clearing a room restores 100 honour by default before the next one. Damage per source is set per room: fireballs, landmines, grenades, NPC melee, NPC projectiles and each of the 14 animal types. Explosion damage falls off with distance from the blast. Boss arenas A boss file defines the arena, the player loadout, the key rewards and the boss itself. Arena 5 layouts: Square, Ring, Cross, Pillars and Twin Halls. Duration in seconds and time of day (any hour from 0 to 23, or unchanged). Lighting: 5 ceiling, 7 wall and 6 floor light types, each optional (up to 16 wall and 16 floor lights), plus an optional centre torch. Boss Health, opening grace period, chase speed and clothing with skins. The fight has three phases. At 70% and 35% health the boss's skill cooldowns drop by 15% and 25%. With Animal Summon enabled, it also howls at each threshold and summons a wave of animals (wolf, tiger, panther or bear). While it howls or recovers from its ring attack, it takes extra damage (1.5x by default). A boss health bar with configurable anchor, offset and size. 18 skills, each with its own toggle and timings Skill Effect Melee Weapon strikes in a set range and cooldown Throwables Grenades, molotovs or both in alternation; molotovs leave ground fire Animal Summon Animal waves at the start of the fight and at 70% and 35% health Bee Swarm A swarm orbits the boss and damages the player when close Moving Rings Up to 4 pulsing damage rings drift across the arena, each with a safe opening Electric Strike Telegraphed strike, followed by electric fields that move through the arena Lightning Lances Three volleys of telegraphed lightning lines Storm Orbit Sparks orbit the boss Spark Barrage The boss throws spinning sparks that travel across the arena Bull Charge Telegraphed charge with knockback Meteor Shower Meteors fall and leave ground fire Flame Wave A line of fire eruptions advances step by step Inferno Orbit Fireballs circle the boss Spike Cage Spikes rise in a ring around the player with one exit gap Toxic Cloud A drifting toxic cloud Melee Minion Squad Short-lived melee minions Portal Ambush The boss opens a portal where the player is heading and teleports there, damaging and knocking back the player if they are still in range Eye Laser A 40 m beam that tracks the player with a delay and a turn-speed limit Portal Ambush is available for your own bosses; the five included bosses leave it off. Buffs After each cleared room the player picks one of three random buffs. The buff lasts for the next room. Every buff can be disabled, renamed and given its own value range. Buff Default effect Movement Speed +15% to +30% movement speed Restore Honour +40 to +100 honour Reduced Damage Taken 20% to 45% less honour lost Higher Chance of Receiving Keys Key drop chances raised by 25% to 100% More Time Room timer extended by 15% to 35% Increased Damage Dealt +20% to +50% damage Invulnerability 5 to 10 seconds without honour loss once the timer starts Bronze Key / Silver Key / Golden Key One guaranteed key of that tier Explosion Protection 35% less explosion damage Chance to Not Lose Honour 15% to 30% chance to ignore a hit Honour Bonus per Kill +1 to +4 honour per kill Survivor's Luck Cheat death once: at zero honour, restore 100 to 200 instead Keys and crates Keys drop from: Clearing a room or a boss (one roll per room, chances set in each file). Killing NPCs, circle animals and roaming animals (chances set per challenge). The guaranteed key buffs. Keys are saved the moment they drop, so failing a later room does not take them away. By default, keys reset on a new wipe. /trials.keys opens the key inventory with three crates. Opening a crate spends one key and shows the items won. Each tier has its own loot file with minimum and maximum different items. Every entry has a loot chance, amount range, custom name and skin. Use economics or serverrewards as the shortname to pay out Economics or ServerRewards points. If too few entries pass their roll, the crate tops up from the highest-chance entries to reach the minimum. Crate art comes from bronze.png, silver.png and gold.png in oxide/data/Trials/Images; the item icon is used if an image is missing. With trials.loottable.view, players see an info button that lists the crate's possible items. With trials.loottable.details, the list also shows each item's chance and amount. Leaderboards Weekly: resets on a configurable UTC day and hour (Monday 00:00 by default), numbers each week ("Weekly challenge #3") and shows a countdown. Players starting a run close to the reset get a warning. General: covers the whole wipe and can reset automatically on a new save. Top 100 per tab with rank, player, rooms, difficulty reached, bosses defeated, kills and total time. Ranking: players who finished every room come first, then the rest by rooms cleared; ties go to the fastest total time. Only each player's best run counts, and the room in progress when the run ends is not counted. The results screen at the end of a run shows why it ended, rooms cleared, difficulty reached, active play time, honour left, NPC and animal kills, presents collected, keys earned and the change in leaderboard position. Room challenges Each room file lists 13 challenge types with an inclusion chance, plus the number of different challenges the room uses. Challenges set to 100% are picked first; the remaining slots are drawn by weight from the rest. Challenge What the player faces Main settings Toxic Zones Zones that switch between active and safe phases Count, radius, active / safe / grace seconds, honour per second Gun Trap Shotgun traps that fire while the player stands in front of them Count, damage per shot, fire interval, range, spread, aim at head Flame Turret Flame turrets around the room Count, range, damage per second, flame and cooldown seconds Laser Laser emitters, optionally alternating low and high beams Emitter count, active / safe seconds, damage, damage interval NPC Ranged scientists and melee scarecrows spawning during the room Total and max alive, first spawn delay, spawn warning, distance from player, health, speed, aim error, strafing, wear items, weapons, glow light Animal Circle Animals running in a circle around a present Health, occupancy, speed, attack range, key drop chances Animal Roaming Animals roaming the room and the locked closets Count, health, speed, return home, key drop chances Fire Circle Fireballs orbiting a present Occupancy, speed Spike Circle Floor spikes cycling around a present Occupancy, speed, damage, damage interval Fire Sequence Rows of 3 to 4 tiles where fire rises step by step, in waves Row length, step interval, raise height, occupancy, rest between waves Spike Sequence The same pattern with floor spikes Same as Fire Sequence, plus damage Grenade F1 grenades thrown at the player on a timer Delay, minimum and maximum per throw Landmine Buried landmines Occupancy, minimum and maximum count Toxic Zones is available for your own rooms; the 20 included rooms leave it off. Animal circles and roaming animals draw from 14 types: bear, bull, cow, female and male calf, sheep, lamb, boar, chicken, stag, wolf, panther, tiger and crocodile. Setting an animal's damage to 0 removes it from that room. Ranged and melee NPCs can return to their post when they lose sight of the player, and ranged NPCs strafe after shooting for a set time. Room generation New layout every run. The floor plan is a random connected grid sized by the room file (1 to 10). Rooms that only use lasers get a winding corridor instead. Random look. Each room rolls one of 10 grade and skin combinations across wood, stone, sheet metal and armored, including the shipping container skin in 16 colours. Lighting modes. Normal, Fire, Dark, Random or Flicker, with configurable dark time, flash length and flashes per burst. Flashlight entries in the loadout are only handed out in dark rooms. Time of day. Each room can force an hour from 0 to 23 for the player inside it, or leave the server time unchanged. Locked doors (0 to 10). Side closets hold a present behind a code lock. The player presses the button next to the door and its counter shows the 4-digit code one digit at a time, then enters the code on a keypad screen. A wrong code shocks the player for 5 honour, and the code changes every time a door opens. Loadout per room. One weapon is picked by weight (entries at 100% always win) with its own ammo amount, and every extra item rolls its own chance. Custom names and skins are supported. The loadout goes on the belt or into a starter box. Interface Entry screen with the cost items (item icons, or a 3-letter currency label for Economics and ServerRewards). In-room HUD: honour bar, presents left, time left, room progress ("Room 4/16 - Boss next"), difficulty stars, keys earned this run and the active buff. Room name banner on entry, with configurable duration. Buff selection cards after each clear, with Next and Stop buttons. Keypad screen for locked doors. Key inventory, crate loot table and loot result screens. Weekly and general leaderboard tabs. Results screen. Server protection Inventory, active tea effects and position are restored when the run ends, including on disconnect, plugin unload and server shutdown. If the next room fails to build, the plugin makes up to 6 attempts; if all fail, the run ends and the player is restored. During a run players cannot craft, build, deploy, open backpacks or drop their active item. The patrol helicopter ignores them. A configurable list of chat and console commands is blocked during a run (teleports, homes, kits, shop, remover and others by default). Other players cannot teleport into an active room or pick up presents in someone else's room. Leaving the room's bounds ends the run. Traps and room walls cannot be damaged or looted. NPC and animal corpses are removed without loot. Room landmines only go off for players in a Trial. Trials unlocks 60 minutes after a wipe by default, and each player has a 10-minute entry cooldown. Room construction is spread across frames with an 8 ms budget per frame, dropping to 3 ms when server FPS falls below 15. Cleanup runs in batches the same way. Installation Put Trials.cs in oxide/plugins. Copy the included data to oxide/data. Give players access: oxide.grant group default trials.join. Review oxide/config/Trials.json, mainly the entry cost, progression, cooldown and wipe settings, then reload the plugin. Integrations None are required. The default entry cost is 1,000 scrap plus 1,000 Economics; without Economics installed, the Economics part is hidden and only the scrap is charged. ServerRewards costs work the same way. Plugin Use Economics Entry cost and crate rewards ServerRewards Entry cost and crate rewards Raidable Bases Rooms never spawn inside its event areas Abandoned Bases Rooms never spawn inside its event areas Event plugins that call OnEventJoin are told the player is busy while a Trial is running. API object IsTrialsEventPlayer(BasePlayer player) // true while the player is in a Trial, otherwise null Permissions Permission Description trials.join Start a Trial trials.bypass.cooldown Ignore the entry cooldown trials.bypass.cost Enter without paying the entry cost trials.bypass.blockedcmds Use blocked commands during a run trials.loottable.view See the possible items of each crate trials.loottable.details See each item's chance and amount in the loot table trials.admin.resetleaderboard Reset both leaderboards trials.admin.resetkeys Reset every player's keys trials.admin.givekeys Give keys to a player trials.admin.rooms.reload Reload and validate room and boss files trials.admin.testroom Start any room or boss directly with /tri Server admins can use the admin commands without these permissions. Commands Players (chat) Command Description /trials Open the entry screen /trials.leaderboard Open the leaderboard /trials.keys Open the key inventory and crates /trials.leave or /leavetrial Leave the current Trial Admins Command Description /tri <room name> Start a single room or boss to test it /trials.rooms.reload Reload and validate room and boss files /trials.givekeys <player> <bronze|silver|gold|all> <amount> Give keys of one tier, or of every tier /trials.givekeys <player> <bronze> <silver> <gold> Give several tiers at once /trials.resetleaderboard Reset both leaderboards /trials.resetkeys Reset every player's keys <player> accepts a SteamID or an online or sleeping player's name. b, s and g work as short tier names. trials.rooms.reload, trials.givekeys, trials.resetleaderboard and trials.resetkeys also work from the server console and RCON with the same arguments. Menu buttons and key binds Command Opens trials.show.entry.ui Entry screen trials.show.leaderboard.ui [weekly|general] Leaderboard tab trials.show.keys.ui Key inventory Languages 15 languages are included: English, Brazilian Portuguese, Russian, Simplified Chinese, Ukrainian, German, Spanish, French, Dutch, Italian, Turkish, Romanian, Korean and Catalan. Each player sees Trials in their own game language; players whose language is not included see the server's default language, or English. All messages and buttons can be edited in the language files. Data files Path Contents oxide/config/Trials.json Main configuration oxide/data/Trials/Rooms/*.json Room and boss files oxide/data/Trials/Loot/bronze.json, silver.json, gold.json Crate loot tables, created with defaults if missing oxide/data/Trials/Images/bronze.png, silver.png, gold.png Crate artwork oxide/data/Trials/PlayerKeys.json Key balances oxide/data/Trials/PlayerStats.json General leaderboard oxide/data/Trials/WeeklyLeaderboard.json Weekly leaderboard
0.0
sale
This is a custom package created by us, featuring 110 unique bases and a specialized loot setup tailored for five difficulty levels, ranging from Easy to Nightmare. Note:  The building skins in the package showcase images may differ from the spawned bases or use the default building skin. Warning: The Raidable Bases plugin requires the Copy Paste plugin to function. You must install both for this bases pack to work. 🔗 Raidable Bases (Paid): https://codefling.com/plugins/raidable-bases 🔗 Copy Paste (Free): https://umod.org/plugins/copy-paste This Raidable Bases Pack & Loot Tables package includes: 🏡30 Easy Bases            +🗡️Base_Loot Tables   (Easy "Vanilla" and "Enhanced" tables included) 🏡30 Medium Bases       +🗡️Base_Loot Tables   (Medium "Vanilla" and "Enhanced" tables included) 🏡30 Hard Bases            +🗡️Base_Loot Tables   (Hard   "Vanilla" and "Enhanced" tables included) 🏡10 Expert Bases          +🗡️Base_Loot Tables   (Expert "Vanilla" and "Enhanced" tables included) 🏡10 Nightmare Bases   +🗡️Base_Loot Tables   (Nightmare "Vanilla" and "Enhanced" tables included) Beware:   Our loot table package includes only the 5-tier loot tables within the Base_loot folder, ranging from easy to nightmare. It does not include the loot tables from the Difficulty_Loot or Weekday_Loot folders. With a total of 110 bases, this package focuses on simplicity and optimization. Most bases are protected by turrets and traps, and each base is designed with player PC performance and server stability in mind.   VANILLA AND ENHANCED LOOT TABLES FOR RAIDABLE BASES This package includes 10 different base loot table files, ensuring a well-structured and advanced configuration for every difficulty level, from Easy to Nightmare. 5 loot files for the Vanilla setup (Easy, Medium, Hard, Expert, Nightmare), offering a balanced loot experience with some junk items, staying close to a 1x rate. 5 loot files for the Enhanced setup (Easy, Medium, Hard, Expert, Nightmare), designed for modded servers with 2x, 3x, or higher gather rates, featuring cleaner loot tables with minimal junk and more valuable rewards. 📁 Installation Path: All loot table files are intended for the /oxide/data/RaidableBases/Base_Loot directory. ⚠️ Setup Requirement: You must choose and install only one loot table setup at a time—either Vanilla or Enhanced. If you want to switch, you can replace the current files with the other set, but both cannot be active simultaneously. For those exclusively seeking the loot table, we offer it as a standalone product:  https://codefling.com/customizations/raidable-bases-loot-tables-pack (Note: If you've purchased our Raidable Bases Pack & Loot Tables (110 Bases) package, there is no need to buy this separately.)   WARNING: TWO DIFFERENT INSTALLATION METHODS (PLEASE READ BOTH AND APPLY ONLY THE ONE THAT FITS YOUR NEEDS) INSTALLATION GUIDE 1: (If you do not have a custom configuration and are not a professional in server configurations, choose this option. However, if you already have your own configuration and profile settings and do not wish to use the optional configs we provide—in other words, if you only need the bases and loot tables—use the second installation guide instead.) Step 1: Place the Config File From the extracted ZIP files, locate the config folder and find the RaidableBases.json file. Move it to the following directory: 📁 /serverfiles/oxide/config Step 2: Place the Bases From the extracted ZIP files, locate the copypaste folder and move it to the following directory: 📁 /serverfiles/oxide/data Step 3: Place the Base_Loot Tables From the extracted ZIP files, locate the Base_Loot folder and move it to the following directory: 📁 /serverfiles/oxide/data/RaidableBases Important: If there are any existing JSON files inside this folder that are not part of our loot tables, delete them to ensure proper functionality. Choose between Vanilla or Enhanced loot tables based on your preference. If the folder is named "Base_Loot (Enhanced loot)", remove the text in parentheses so that the correct folder name is simply: "Base_Loot"   (Otherwise, the loot tables will not work properly.) Step 4: Place the Profiles Folder From the extracted ZIP files, locate the profiles folder and move it to the following directory: 📁 /serverfiles/oxide/data/RaidableBases Why Are Profiles Important? The profiles folder contains crucial settings that allow you to: ✔️ Enable/disable the dome ✔️ Enable/disable NPCs ✔️ Adjust the number of lootable items These are just a few examples—there are dozens of important settings that directly affect how raid bases function. The config file alone is not enough—these files play a major role in customizing your raid bases. ⚠️ I strongly recommend reviewing each difficulty setting (Easy to Nightmare) inside the profiles folder and adjusting them based on your needs. Step 5: Restart the plugin via RCON: o.reload RaidableBases INSTALLATION GUIDE 2: (Use this installation method if you do not want to use our configurations and instead prefer to use your own config files and your own /oxide/data/RaidableBases/Profiles configurations.) In this case, you only need to add the bases. To do this, use the following commands in RCON:   Step 1:   You can add bases one by one or in bulk. After executing the commands in RCON, the bases will be registered inside the Profiles configuration. If you do not want to deal with these adjustments, it is recommended to use Installation Guide 1 instead. A- Example RCON commands:   rb.config add "Easy Bases" fullwipedeasy1 rb.config add "Hard Bases" fullwipedhard1 B- Commands to Integrate Raid Bases in Bulk via RCON: rb.config add "Easy Bases" fullwipedeasy1 fullwipedeasy2 fullwipedeasy3 fullwipedeasy4 fullwipedeasy5 fullwipedeasy6 fullwipedeasy7 fullwipedeasy8 fullwipedeasy9 fullwipedeasy10 fullwipedeasy11 fullwipedeasy12 fullwipedeasy13 fullwipedeasy14 fullwipedeasy15 fullwipedeasy16 fullwipedeasy17 fullwipedeasy18 fullwipedeasy19 fullwipedeasy20 fullwipedeasy21 fullwipedeasy22 fullwipedeasy23 fullwipedeasy24 fullwipedeasy25 fullwipedeasy26 fullwipedeasy27 fullwipedeasy28 fullwipedeasy29 fullwipedeasy30 rb.config add "Medium Bases" fullwipedmed1 fullwipedmed2 fullwipedmed3 fullwipedmed4 fullwipedmed5 fullwipedmed6 fullwipedmed7 fullwipedmed8 fullwipedmed9 fullwipedmed10 fullwipedmed11 fullwipedmed12 fullwipedmed13 fullwipedmed14 fullwipedmed15 fullwipedmed16 fullwipedmed17 fullwipedmed18 fullwipedmed19 fullwipedmed20 fullwipedmed21 fullwipedmed22 fullwipedmed23 fullwipedmed24 fullwipedmed25 fullwipedmed26 fullwipedmed27 fullwipedmed28 fullwipedmed29 fullwipedmed30 rb.config add "Hard Bases" fullwipedhard1 fullwipedhard2 fullwipedhard3 fullwipedhard4 fullwipedhard5 fullwipedhard6 fullwipedhard7 fullwipedhard8 fullwipedhard9 fullwipedhard10 fullwipedhard11 fullwipedhard12 fullwipedhard13 fullwipedhard14 fullwipedhard15 fullwipedhard16 fullwipedhard17 fullwipedhard18 fullwipedhard19 fullwipedhard20 fullwipedhard21 fullwipedhard22 fullwipedhard23 fullwipedhard24 fullwipedhard25 fullwipedhard26 fullwipedhard27 fullwipedhard28 fullwipedhard29 fullwipedhard30 rb.config add "Expert Bases" fullwipedexp1 fullwipedexp2 fullwipedexp3 fullwipedexp4 fullwipedexp5 fullwipedexp6 fullwipedexp7 fullwipedexp8 fullwipedexp9 fullwipedexp10 rb.config add "Nightmare Bases" fullwipednight1 fullwipednight2 fullwipednight3 fullwipednight4 fullwipednight5 fullwipednight6 fullwipednight7 fullwipednight8 fullwipednight9 fullwipednight10 Step 2: Place the Base_Loot Tables From the extracted ZIP files, locate the Base_Loot folder and move it to the following directory: 📁 /serverfiles/oxide/data/RaidableBases Important: If there are any existing JSON files inside this folder that are not part of our loot tables, delete them to ensure proper functionality. Choose between Vanilla or Enhanced loot tables based on your preference. If the folder is named "Base_Loot (Enhanced loot)", remove the text in parentheses so that the correct folder name is simply: "Base_Loot"   (Otherwise, the loot tables will not work properly.) Step 3: Restart the plugin via RCON: o.reload RaidableBases EXTRA IMPORTANT INFORMATIONS: We do not use a dome, NPCs, or arena walls around raid bases on our servers, and in the ZIP file we provided, these features are also disabled by default. If you want to enable them, you will need to adjust the settings accordingly. For example, to enable the dome, follow the steps below: Navigate to: /oxide/data/RaidableBases/Profiles Open the files inside the Profiles folder with a text editor. Locate the following settings: (This is already set to false because it is required for markers to appear on the map.) "Spawn Silently (No Notification, No Dome, No Map Marker)": false, "Create Dome Around Event Using Spheres (0 = disabled, recommended = 5)": 0, Change the value from 0 to 5 as shown below: "Create Dome Around Event Using Spheres (0 = disabled, recommended = 5)": 5, Additionally, the loot amount for bases varies depending on the difficulty level (easy, medium, hard, expert, and nightmare). You can adjust this setting in the same Profiles location according to your needs: "Amount Of Items To Spawn": 210, For example, in medium bases, this value is set to 210, which determines the total number of items that will appear in crates, furnaces, and the cupboard. Our current configuration is specifically adjusted to prevent players from feeling overwhelmed by massive buildings right after a wipe. We have configured Maintained Events accordingly to ensure a balanced experience. In our setup: - Timed events and purchasable events are disabled. - After a wipe, easy bases will start spawning 30 minutes later. - Nightmare bases will begin spawning 48 hours (2 days) later. Imagine starting the game with just a torch in hand and immediately encountering a nightmare base on the shore. You’d likely quit the game right away—this setting is crucial for us to avoid such scenarios. Configuration Example: serverfiles/oxide/config "Maintained Events": {   "Always Maintain Max Events": true,   "Max Maintained Events": 30,   "Enable X Hours After Wipe (0 = immediately)": {     "Easy": 0.5,     "Medium": 1.0,     "Hard": 3.0,     "Expert": 24.0,     "Nightmare": 48.0       All of our bases from Easy to Nightmare are equipped with turret protection. If you do not want turrets to spawn in your raidable bases on your server, you can use the following method. Go to the file path /data/RaidableBases/Profiles, open the JSON files inside with a text editor, and apply the following:   "Kill These Prefabs After Paste": [     "assets/prefabs/npc/autoturret/autoturret_deployed.prefab",     "autoturret_deployed" ], If you are satisfied with this package, you can support us by leaving a 5-star review on the site where you purchased it. Your feedback motivates us to continue improving and providing even better configurations for dedicated server owners like you. Please leave a review here:  https://codefling.com/bases/raidable-bases-pack-loot-tables-110-bases?tab=reviews Thank you! ❤️ Support:  FULLWIPED DISCORD  
5.0
Monument Events Turn your monuments into battlegrounds. Rogue scientists take over a monument, a Chinook air-drops locked crates, patrol helicopters circle overhead, and the moment someone starts hacking, reinforcements fly in. 15 monuments come preconfigured. Drop it in and events start on their own. Warning Requires NpcSpawn. Monument Events unloads itself if NpcSpawn isn't installed. Video Showcase   How an event plays out Warning. Players are told an event is starting at a monument soon. Takeover. Armed scientists spawn around the monument and roam it. A coloured dome and a map marker with a countdown show where the event is. Air drop. A Chinook flies in and drops locked hackable crates onto the monument. On the bigger monuments, patrol helicopters circle the area. Hack. Someone starts hacking a crate, and the whole server is told. Reinforcements. A Chinook brings a wave of scientists (and optionally another heli) to stop the hackers. Victory. Loot the main crate and the event wraps up after a short countdown. Otherwise it ends when its timer runs out. Tip Event owner (optional). The first player to deal enough damage to the NPCs becomes the Event Owner. Only they can loot the hackable crates, and you can run console commands as their prize. Leave the area for too long and the ownership is up for grabs again. Features 15 preconfigured monuments. Spawn points, crates, drop zones and dome sizes are already set up for every one. Drag and drop. Events start automatically on a random timer. Scheduled events. Set the time between events, how many can run at once, and a minimum player count. Pick random monuments or use your own list. Custom NPCs. Health, speed, aim, ranges, vision, names, clothing, weapons with attachments, or Kits. Chinook crate drops and reinforcement waves. Patrol helicopters circling the monument (napalm optional). Event owner system. Owner by damage, crates reserved for the owner, console-command rewards and a return timer. Automatic PVP zones. On PVE servers the event area becomes a PVP zone and is removed when the event ends. Dome spheres in random colours mark the event area. Map markers showing the event name, time left and owner. Puzzle reset. Monument puzzles reset when the event starts (optional, per monument). Custom loot. Scientist loot can be vanilla or your own item list. Custom Vitals status (CustomVitalsManager). Time left, event owner, and the owner's return timer. In-game spawn editor. Add NPC, crate and drop points by walking around the monument. Multi-language. Messages show in each player's own language. Developer hooks for HUDs and other plugins. Preconfigured monuments Monument Event ID NPCs Crates Patrol heli Wave NPCs Radtown radtown_1 20 1 — 20 Oxum's Gas Station gas_station_1 20 1 — 20 Abandoned Supermarket supermarket_1 20 1 — 20 Water Treatment Plant water_treatment_plant_1 40 2 ✅ 40 Power Plant powerplant_1 50 2 ✅ 40 Ferry Terminal ferry_terminal_1 30 1 — 30 Small Harbor harbor_2 40 2 ✅ 30 Large Harbor harbor_1 50 1 ✅ 40 Junkyard junkyard_1 35 1 — 30 The Dome sphere_tank 30 1 — 30 Airfield airfield_1 45 2 ✅ 40 Train Yard trainyard_1 50 2 ✅ 30 Satellite Dish satellite_dish 35 1 — 30 Sewer Branch radtown_small_3 35 1 — 30 Launch Site launch_site_1 60 3 ✅ 40 Every value can be changed per monument, and each monument can be turned off on its own. Commands All commands need the monumentevents.admin permission. Events Command Type Description /melist Chat & Console List the monument events available on this map /mestart <preset or ID> Chat & Console Start an event at a monument /mestart <preset or ID> <steamid> Chat & Console Start an event and make that player the Event Owner /mestop <preset or ID> Chat & Console Stop a running event /mestartrandom Chat & Console Start an event at a random monument Spawn editor Command Description /meadd edit <preset> Select a monument to edit /meadd npcspawn Add an NPC spawn point where you stand /meadd cratespawn Add a hackable crate point where you stand /meadd wavespawn Add a reinforcement drop point where you stand /meadd stopedit Stop editing Note Points are saved relative to the monument, so the same setup works on any map with that monument. They save to the data file straight away. Hosting partner Installation Install NpcSpawn. Upload MonumentEvents.cs to oxide/plugins. Done. Scheduled events start on their own, every 30–60 minutes by default. (Optional) Grant yourself admin and test one right away: oxide.grant user YourName monumentevents.admin Then type /mestart airfield_1. Files File What's in it oxide/config/MonumentEvents.json General settings, schedule, event owner, chat, Custom Vitals oxide/data/MonumentEvents/SettingsData.json Every monument preset: NPCs, crates, helis, waves, marker, dome, PVP oxide/data/MonumentEvents/NPCData.json The NPC types (by ID): health, AI, clothing, weapons, kits oxide/data/MonumentEvents/NpcLoottable.json Scientist loot oxide/lang/en/MonumentEvents.json All messages Configuration Key settings explained Setting What it does Event Notification Timer How many seconds before an event starts players are warned Event conclude on Hackable Crate loot Looting the main crate ends the event after the countdown below it Enable event owner based on npc damage? Turns the Event Owner system on The amount of damage… Damage to NPCs needed to become the owner Console commands list Commands run for the winner. {PlayerSteamID} is replaced with their ID Event owner left timer… Seconds the owner can be away before losing ownership Spawn Event From The Schedule Events List true = only pick from your list, false = any enabled monument Max Events On Server At Once How many events can run at the same time Built-in NPC types ID Name Weapon 101 Scientist M39 102 Scientist LR-300 103 Scientist LR-300 (metal armour) 104 Scientist HMLMG 105 Scientist Semi-auto rifle 201 Bolti head Bolt action 202 L96 header L96 301 Pump ur Ass Pump shotgun 302 Spa ur Ass Spas-12 401 MP ur mom MP5 402 Thom ur mom Thompson A monument picks from these with NPCs to Use From Data. Add your own types with new IDs. Plugins Plugin Required? Used for NpcSpawn Yes Spawning the event NPCs ZoneManager + SimplePVE / TruePVE Optional Automatic PVP zones during events on PVE servers CustomVitalsManager Optional Time-left, owner and return-timer status Kits Optional NPC loadouts from kits (the NPC type's Kits list, applied through NpcSpawn) FAQ Do I need to set anything up? No. All 15 monuments come with spawn points, crates and drop zones, and scheduled events start on their own. Just install NpcSpawn first. Does it work on PVE servers? Yes. With ZoneManager and SimplePVE or TruePVE, the event area becomes a PVP zone while the event runs and goes back to PVE afterwards. Turn this off per monument in its PVE Setting. How does the Event Owner work? Turn it on in Event Owner Settings. The first player to deal enough damage to the NPCs becomes the owner. Only they can loot the hackable crates (unless you allow everyone), and the winner can get console-command rewards. If the owner leaves the area for too long, someone else can claim it. Can I give the event to a specific player? Yes. /mestart <preset> <steamid> starts the event with that player as the Event Owner. That's great for shop purchases or rewards. How do I add a monument from a custom map? Add a new preset to SettingsData.json, then use /meadd edit <preset> and the npcspawn, cratespawn and wavespawn commands to place its points in game. How do I change the NPCs? Edit NPCData.json. Each NPC type has an ID with its own health, AI ranges, clothing, weapons or kit. Pick the types a monument uses with NPCs to Use From Data. Why did my event end early? With Event conclude on Hackable Crate loot on, looting the main crate ends the event after a countdown (5 minutes by default). For developers bool IsMonumentEventsRunning(string monumentID) void OnMEStarted(string monumentID) void OnMEStop(string monumentID) void OnMEWinnerAnnounce(string winnerSteamID) Per-monument hooks. Each monument also fires OnMe<Name>Starts and OnMe<Name>Stops, where <Name> is the monument name without spaces or apostrophes. That's handy for server HUDs. Support Need help or found a bug? Open a support ticket on this page. Check out my other plugins
4.9
Gather & loot rates Rates that belong to the player, not to the server Server-wide multipliers give everyone the same wipe. This plugin attaches rates to permissions instead: a default tier, a VIP tier, as many tiers as you sell. Every gather source is covered — nodes, quarries, the excavator, the metal detector, farming, tea, even NPC corpses — and every loot container is multiplied per item category, or per exact item. All of it edited in a UI, applied the moment you type the number. 14 Item categories, each with its own rate 7 Production sources with their own multiplier 4 Fields on every per-item override 0 Dependencies ✓Unlimited permission tiers — a different wipe for every rank you sell ✓Every source, not just trees and nodes — quarries, excavator, metal detector, farming, tea, NPC corpses ✓Guaranteed drops per item — "always 5 scrap, 10% chance of 20" without touching a loot table ✓Loot and junk pile respawn speed — separately, live, no map restart ✓Edited in-game — type a number, it's live and saved 01 — Tiers One server, as many rate sets as you sell A tier is a permission plus a full set of rates. Two come preconfigured — a 2x/3x default and a 3x/5x VIP — and you add as many as your shop needs. No permission, no change Players outside every tier play vanilla rates, untouched. Nothing is applied server-wide, so you can run the plugin on a 1x server and sell 2x as a rank. Stack tiers, or don't By default a player with several tiers gets one of them. Flip a single switch and every rate they hold is summed instead — so a booster permission can add on top of a rank rather than replace it. Everything from one screen Page through your tiers with two arrows. Global rates, every production source, all 14 categories and the per-item list are on the same screen, each an input field. Type a value and it's active and written to the config — no reload, no o.reload, no file editing. 02 — Loot Containers that pay what you decide Barrels, crates, elite crates, hackable crates, supply drops — anything with loot in it goes through a global rate multiplied by the rate of that item's category. 14 categories, 14 dials Triple the components but leave weapons alone. Halve ammunition while resources stay at 5x. Weapons, construction, items, resources, attire, tools, medical, food, ammunition, traps, misc, components, electrical and fun each carry their own multiplier on top of the global one. NPC corpses count the killer Scientists, tunnel dwellers and every other NPC drop loot scaled to the rates of whoever killed them — tracked from the kill to the corpse, so a VIP's kill pays VIP rates even if someone else opens the body. Shot open or opened by hand Barrels broken with a rock and crates opened normally both go through the same multipliers, credited to the player who did it — and each container is processed exactly once, never twice. Respawn speed, live Two multipliers — one for junk piles, one for crates and barrels — and the world's spawn timers are rebuilt the moment you change them. No wipe, no restart, and the vanilla values are put back when the plugin unloads. An exclusion list for the things you don't touch Name a container prefab and it stays vanilla — useful for event crates and custom loot that another plugin already fills. 03 — Gathering Every way a player earns a resource Most rate plugins stop at trees and ore. This one follows the resource wherever it comes from, and gives the slow, expensive sources their own multiplier on top. Nodes, trees and the finishing bonus Every hit, the bonus for finishing a node, and the leftovers that spill when it breaks — all three are scaled, so the numbers stay consistent instead of the bonus quietly staying at 1x. Quarries and the excavator pay their operator A mining quarry, a survey-charge pump jack and the Giant Excavator each have their own production multiplier — and the output is scaled by the rates of the player who switched it on, not by a server-wide number. Jackhammer, chainsaw and the metal detector Power tools get a multiplier of their own, so you can make them worth their fuel — or deliberately not. Metal-detector digs are boosted too, which almost nothing else covers. Tea strength as a rate The tea multiplier scales the effect value of the tea itself, not the number of leaves. A VIP's ore tea simply works harder than everyone else's. Farming and hand-picked resources Harvested plants and everything picked up off the ground — hemp, mushrooms, corn, wood piles — run through the same rates as everything else. 04 — Per item One item out of step with the rest Category rates handle the broad strokes. When a single item needs its own rule, it overrides everything above it. Its own multiplier, ignoring everything else Run resources at 10x and keep sulfur at 2x. An item with an override takes its own number and nothing else — no compounding surprises. Guaranteed amounts with a jackpot chance For loot, set a minimum and a maximum with a percentage chance for the big one. Every barrel gives exactly 5 scrap, and 10% of them give 20 — a flat, predictable economy you can actually price your shop against. Added by clicking an icon The picker filters by all 15 categories and searches display names and shortnames as you type. Click an item to add it, type its rate under the icon, click the red cross to drop it. Long lists paginate at 29 per page. Reliability Built to be left alone ✓No dependencies — nothing to install alongside it ✓Vanilla respawn timings are restored on unload — the plugin remembers what they were before it touched them ✓Every UI change is written to the config immediately — a crash can't lose the tier you just built ✓A bad shortname tells you in chat instead of failing silently or throwing errors into console ✓Respawn boosting is opt-in — off by default, with the safe range stated in the config Command & permissions One command, and the tiers you invent The command name and the setup permission are both configurable. Admins have access regardless. /rsOpen the rate editor gatherlootmultiplier.setupAccess to the editor gatherlootmultiplier.defaultPreconfigured tier — 2x loot, 3x gather gatherlootmultiplier.vipPreconfigured tier — 3x loot, 5x gather. Rename both, or add ten more Questions Before you buy What happens to players with no permission?Nothing at all — they get vanilla rates. That's the point: grant the default tier to the default group for a server-wide rate, or keep it for ranks only. A player has two tiers. Which one wins?The one further down the config list — so keep your tiers in ascending order and the highest rank ends up last. Alternatively, turn on rate summing and every tier they hold is added together instead. Do I have to restart or reload after changing a rate?No. Values from the UI take effect immediately and are saved to the config as you type them. Even loot respawn timing is rebuilt live. Whose rates apply to a quarry or the excavator?The player who switched it on. A VIP's quarry produces at VIP rates while it runs. Can I make a resource drop a fixed amount instead of a multiplied one?Yes, for loot: give the item a minimum, an optional maximum and a chance for the maximum. The multiplier is then ignored for that item and the amount is rolled between the two. Is faster loot respawn safe for my server?It's off by default and it scales the game's own spawn timings rather than spawning extra entities. Stay near the suggested values — extremely low numbers mean more entities alive at once, which costs frames on any server. Will it fight with my other loot plugin?Add that plugin's container prefabs to the ignore list and they pass through untouched.
5.0
$37.00
🗺️ Fearsome BWANA DIK • high-performance 2K map • 12,000 prefabs Handmade from scratch and built for battle, BWANA DIK seamlessly merges town and country into one deadly warfront. Continuous road and rail networks connect major monuments, while untouched beaches and rugged mountains remain wild and free. Vast rural wilderness areas hide freshwater lakes, rich ore veins, dense forests, and treacherous snowy mountain passes. This infamous island is just one of many in the local chain — more coming soon to Codefling. Bwana's feared custom monument 'The Crocotorium' is a dangerous high-risk blue/red card facility protected by a central SAM site and home to massive hungry lizards. Deep in a mountain valley and surrounded by lethal jungle, the Crocotorium is not for the faint of heart. Will your players conquer it… or end up on the menu? As seen on TV... ⚠ 100% FULLY TESTED on live humans Network of straight level roads perfect for high-speed vehicle travel. Convenient zip-tower network to quickly glide back to your body after respawns. 4 large derelict urban centers featuring raised flyovers and established safe zones. Road & railway system fully support popular plugins like Convoy and Armoured Train. Numerous buildable offshore islands — ideal for ocean bases to bridge across to. ⚠ Required dependencies: Umod/Oxide and Rustedit DLL. THIS MAP IS MADE AND MAINTAINED WITH RUSTEDIT. Use RustEdit to make and changes or add prefabs. Using the new RustEdit2 may cause map faults. At some time I shall make these work for RE2 but for now just stick to RE for altering any features. Any problems? Please advise. LOST in RUST https://discord.gg/THf6dGN8eW "Bwana Dik. A nice place to die, but you wouldn't want to live there."
5.0
$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
💎DIAMOND RIDGE – 4096K CREATIVE RUST MAP Diamond Ridge is a well designed 4096k Rust map loaded with every major monument and a ton of custom build spots. Focused on beautifully crafted terrain, canyons, lakes, rivers and rock formations. Designed for smooth performance, creative freedom, and competitive gameplay.  ⭐What Makes It Special: 💎Diamond Canyon! A canyon filled with Crystal Diamonds, a glass roof and tons of space for creative building! Experience Truly Unique Buildable Cave Monuments Vanilla maps get stale fast! That’s why my custom maps go way beyond the basics. I hand-craft creative, build-friendly cave systems designed for players who want something fresh, fun, and full of possibilities. With over 30,000 hours in Rust, I know exactly what players love to build in, and every cave is shaped to deliver that perfect mix of strategy, creativity, and excitement. Fully connected train tracks + underground rails for fast travel and tactical control Endless Custom Buildable areas that players will love! Diverse terrain: forests, deserts, coasts, cliffs, valleys & plateaus Perfect for solos, clans, builders, and high-pop servers. Tons of Custom Build Zones Low-prefab, FPS-friendly buildables: Custom caves Hidden structures Unique build pockets 🏗️All Facepunch Monuments Included: Launch Site • Military Tunnels • Military Base • Silo • Airfield • Power Plant • Water Treatment • Trainyard • Harbors • Outpost • Excavator • Oil Rigs • Arctic Base • Junkyard • Sphere Tank • Satellite Dish • Ferry Terminal • Sewer Branch — and more. 🗺️Map Info: Size: 4096k Prefabs: ~6947 🆘Support: Discord: DarkoRust
5.0
15+ settings Oxide & Carbon English · Russian Community servers toggled one by one same single file per-player language works without UI Note Depending on the hardware, client FPS either goes up or becomes noticeably more stable. Every choice is saved per player and restored on the next connect. Goals Before developing any plugin, we define the goals it should achieve when running on your game server. ☑ Improve players FPS ☑ Make your project stand out ☑ Improve the overall quality What you get   Feature Details Polished interface One menu with every option, a draw distance slider and a live FPS counter. Extensive customization You decide which options players may enable, which are on for new players, and the cooldown of each one. Low FPS notification Shown once, exactly when it matters: the player is offered the menu right after a drop is detected. 15+ settings Each toggled on its own, saved automatically and restored after relog. Optimization settings Players enable exactly what they need — every option is toggled individually. World around you   Setting What it does Draw distance The server stops sending buildings, boxes and other objects that are far away. Distant trees Trees load only around you instead of the whole map — as you move, they stream in on their own. Saves memory and speeds up joining the server. Images and drawings Drawings on signs, photos, paintings and spray art stop loading. Saves memory and bandwidth. Unapproved skins Disables skins that have not been accepted into the game but may still be used by other players. Fire, light and animations   Setting What it does Flames Furnaces, campfires and torches no longer display flames. The difference is especially noticeable in large, heavily built-up bases. Lights Lamps and searchlights no longer emit light. The difference is especially noticeable in large, heavily built-up bases. Destruction debris No debris flies around when walls and structures collapse. The difference is most noticeable during raids. Falling trees A chopped tree simply disappears — no falling animation, no cracking sounds. Construction smoke Smoke and effects from placing, upgrading and repairing structures are no longer shown. Wind turbine rotation Wind turbines stop spinning. They generate power just like before. Turret lasers Laser sights on turrets and SAM sites are turned off. Electricity and industrial   Setting What it does Items in industrial pipes Item animation inside industrial conveyors and pipes is turned off. The conveyors themselves keep working as usual. Recyclers and quarries Recyclers, quarries and pumpjacks stop shaking and animating. They keep on working. Water flow Water inside hoses and pipes is no longer rendered. Sprinklers and water supply work as usual. Effects and sounds   Setting What it does Distant effects Explosions, muzzle flashes and smoke from other players' distant fights are hidden. Everything happening near you stays visible as usual. Voice chat You won't hear other players' voice chat, or will hear it only at a reduced range. Community servers Tip Some community servers are not allowed to use custom interfaces. Switch the plugin to chat only mode and players get the same optimizations through commands, with no UI at all. Command What it does /fps Opens the menu, or prints the current status in chat only mode /fps list Lists every option with its state /fps <option> Turns one option on or off /fps radius 1-4 Sets the draw distance preset Permissions and commands Type Name Description Permission optimize.use Grants players access to the plugin Chat command /fps Opens the plugin menu Console command optimize.wipe Clears the player settings database[2] Frequently Asked Questions We have anticipated your questions and answered the most common ones below. You can ask any additional questions in the plugin's discussion section. Does the plugin require a powerful game server? No. The plugin is well optimized and will not place a significant load on your server, even on low-end hardware or with a high player count. Does hiding an effect change how the game works? No. Hiding is purely visual and per player. A furnace a player hid the flames of still smelts, a wind turbine that stopped spinning still generates power, and a conveyor without item animation still moves items. Can I keep some options disabled for everyone? Yes. Every option has its own switch in the config, so you choose which ones appear in the menu. You can also set which options are enabled for new players by default. Do you accept suggestions for improving the plugin? Sure! To submit an idea, join our Discord server, obtain the required role, and post your suggestion in the #suggestions channel. What should I do if the plugin is not working? Create a support ticket on our Discord server and we will help you resolve the issue. Tip Join our Discord server for support, updates and announcements. Developed in Hustle Industries · Code by @DezLife · Design by @Illumination Everything a player hides keeps working on the server — only the picture is hidden for that player. Other players see the world as usual. ↩︎ Available from the server console, RCON or as an admin in game. The first call opens a 30 second confirmation window. ↩︎  
5.0
$45.00
[ ✓ ] Works on any host. [ ✓ ] The plugin needs the free CrashExtensions library. Can't upload DLLs on your host? No problem: the zip includes a small installer plugin. Drop it in your plugins folder, run crashext.install, restart once, and you're done. Case Battles is case opening for Rust. Players open cases with scrap, Economics or ServerRewards money, with case keys, or for free on a cooldown, watch the spin slide across the items and land on the drop, and everything they win goes to a personal storage where they claim it into the inventory or sell it back. Battles put 2 to 4 players on the same list of cases, in 1v1, 2v2, 3-way or 4-way, and the highest total takes the whole pot (the lowest in crazy mode). House bots fill empty seats, private battles join by code, and anyone can watch. The upgrader trades items or currency for a better item at a chance shown on a dial before you press GO. Every roll is provably fair, and players can check any of them in the window. Version 2.1 adds your own currency (scrap with a skin id, or any item, with its own icon), a picture for every reward and upgrader rules for each drop. Version 2.0 added levels with free level cases, Case Rain that splits a server pot among the players who join, wipe seasons that pay the top 3 of every board in cases, a guided tour, Steam avatars on every board and seat, and a whole new window. Works on Oxide and Carbon Needs CrashExtensions (included in the zip) 20 cases and 3 level cases ready to go English, Spanish, Russian, Portuguese and German built in Jump to: Features · How it plays · Screenshots · Trailer · Included cases · Commands · Permissions · Works with · Install · Configuration · Test server · FAQ · API 🌟 Features For players A spin for every open. Open up to 5 at once, or switch on quick open and skip straight to the drop. A demo spin shows a case for free and wins nothing. Case battles. 1v1, 2v2, 3-way and 4-way, up to 10 cases per battle, normal (highest total wins) or crazy (lowest total wins), public or private with a code. Join, watch, fill empty seats with house bots (the creator calls them), or recreate the battle in one click. The upgrader. Offer up to 6 items or currency, pick a target or a multiplier chip (x1.5 to x10), and see your exact chance on the dial before you spin. A storage of your own. Every drop waits there: claim it into your inventory or sell it back for 85% of its value. Provably fair. The hash of the server seed is shown before you roll, you can set your own client seed, and the FAIRNESS page checks any revealed roll against the drop table it was made with. Levels. Everything you open, battle and upgrade earns XP, and the level road hands out bronze, silver and gold level cases. Levels carry over between wipes. Case Rain. A small share of every paid open fills a pot. When it rains, players have 60 seconds to join and the pot is split between them. Wipe seasons. Three boards close at every wipe (best drop, profit, battles) and the top 3 of each get cases. Stats. Your own numbers, the server's, top drops and leaderboards. A live drop feed and toasts for the big drops on the server, and HUD rows for a running Case Rain, a ready free case and its cooldown. A guided tour the first time the window opens, replayed from the ? button. For server owners Your own currency. Scrap with a skin id as the currency, or any item you name, or Economics or ServerRewards. Give the currency its own icon by URL or file. A picture for every reward. Set an Image on any drop and it shows in the case, the results, storage, upgrader, battles, live feed and stats. Until it loads, players see the item icon. Upgrader rules. Per drop: never offered, never a target, and upgrade groups, so a pile of resources can't turn into a weapon. Sell keys and cases. casebattles.givecase and casebattles.givekey are made for your shop, Tebex or battle pass, offline players included. The GET KEYS button links to your store. A key dealer NPC. Place him with /cases dealer add. He sells keys in packs with bulk and VIP discounts and a daily limit (talks through NpcDialogue, included in the zip). In-game editor. /cases edit edits every case and its drops in game, so nobody has to touch a file. VIP hooks. Discount permissions on case prices, VIP prices at the key dealer, and per-case permissions such as the VIP case. Limits and locks. Daily and lifetime limits per case, minimum playtime, a lock after the wipe, and blocks while wounded, swimming, in a vehicle, building blocked, or combat and raid blocked (with NoEscape: while NoEscape isn't loaded, nobody can open or join a battle). Drops beyond items. A drop can be an item, a blueprint or a list of console commands (a rank, a kit, anything). Discord. Big drops and Case Rain posted to your webhook, from the rarity you choose. 5 languages. English, Spanish, Russian, Portuguese and German are built in, and each player sees the language of their own game. Wipe your way. Storage and keys survive the wipe by default, and so do levels. Each is one switch. For developers A hook and an API. OnCaseOpened and the API_* calls: give cases and keys, read a player's opens, keys and level, open the window on a tab or a case. See the API. Console and RCON commands. The give commands run from the server console and RCON, which is where your shop, quests and reward plugins point. 🔁 How it plays Pick a case. Free ones run on a cooldown, the rest cost currency or keys. Every case shows its drops and their odds. Open. One to five at a time. The spin lands on a drop decided by your seeds before it starts. Keep or sell. Drops go to your storage. Claim them into your inventory or sell them back. Battle. Create or join a battle, everyone opens the same cases round by round, and the winner takes the pot. Upgrade. Put items or currency on the dial for a shot at something better. Progress. XP from every open, battle and upgrade raises your level, level cases wait on the level road, and the season boards pay out at the wipe. Check. Rotate your seed to reveal the old one and verify any roll on the FAIRNESS page. 📸 Screenshots Every screen below is Case Battles running in Rust. The case browser A case and its drops Two cases landed: total, cost and profit The battles lobby A battle room A battle winner The upgrader The storage Fairness and the roll verifier Stats The level road Season boards: the top 3 of each win cases Case Rain on the HUD while you play Case Rain live in the case browser A level-up with a level case Creating a 2v2 battle History, every roll with its fairness check The guided tour 🎥 Trailer The Case Battles 2.0 trailer (click to play, 80 seconds) 🎁 Included Cases 20 cases ship ready to open, with 7 rarities from Common to Gold and three keys (green, blue and red): Free on a cooldown - Daily Case (every 24 hours, after 30 minutes played) and Starter Case (every 4 hours, after 15 minutes played) For currency - Medic (250), Fuel (300), Miner (350), Farmer (400), Ammo (550), Builder (600), Tech (800), Mystery (1,500), Boom (5,000), VIP (5,000, for casebattles.vip) and Jackpot (6,500, 3 a day) For keys - Weapons (1 green), Diver (1 green), Airdrop (1 blue), Tactical (2 blue), Elite (1 red), Cobalt (2 red) and Legend (3 red, locked for the first 2 hours of a wipe) Level cases - Bronze, Silver and Gold, claimed from the level road at levels 5 to 50 A few of the drops at the top: the AK-47 blueprint in the Weapons Case, an auto turret blueprint in the Builder Case, 10,000 scrap in the Mystery Case, and 20 timed C4 in the Legend, Jackpot and Gold Level cases. A disabled Example Rewards case shows the other kinds of drop: blueprints, a reward paid by console command, and a VIP rank granted on the spot. 🗒️ In-Game Editor No file editing needed. /cases edit opens every case in a list and an editor for its name, image, price or key, free cooldown, permission, daily and lifetime limits, playtime and wipe lock, rarity tier, badge and whether it is allowed in battles. Add drops from the item list or straight from your inventory (skin, name and amount kept), set their odds and values, and watch the case's expected value update as you go. Duplicate a case to start a new one. Players keep the live table until you press SAVE. 🎮 Commands Players /cases - open the window (the command name is set in the config) /cases battles, /cases upgrader, /cases storage - open the window on that tab /cases join <code> - join a private battle /cases help - the command list in chat /rain - join a running Case Rain (the name is set in the config, and it only exists while Case Rain is on) Admin /cases edit [case] - the in-game case editor, optionally straight on one case /cases dealer add | remove | list - place a key dealer where you stand, remove one, or list them casebattles.givecase <player> <case> [amount] - give free opens of a case, the one to point your shop, Tebex or battle pass at casebattles.givekey <player> <key> [amount] - give case keys casebattles.givebalance <player> <amount> - give currency casebattles.rain [amount | add <amount> | stop | status] - start a Case Rain now (an amount tops the pot up first), add to the pot without starting one, stop a rain without paying (the pot is kept), or show the pot and the time to the next one The give and rain commands run from the server console and RCON as well. <player> is a SteamID64, online or not, or the exact name of an online player. 🛡️ Permissions casebattles.use - open cases, battles, the upgrader and the storage. Required, so grant it to your default group casebattles.admin - the editor, the key dealer, and the give and rain commands. Staff only, and give it to yourself too: being a server admin is not enough casebattles.discount1, casebattles.discount2, casebattles.discount3 - 5, 10 or 15% off case prices paid in currency. The highest one a player holds wins casebattles.dealer.vip1, casebattles.dealer.vip2 - 5 or 10% off keys at the key dealer, added to the bulk discount casebattles.vip - opens the VIP Case Every case can carry its own permission, and the discounts, dealer prices and demo spin permission are all set in the config. A typical setup opens everything to everyone and keeps the discounts and the VIP case for your VIPs: oxide.grant group default casebattles.use oxide.grant group vip casebattles.discount2 oxide.grant group vip casebattles.dealer.vip1 oxide.grant group vip casebattles.vip oxide.grant user <your steamid> casebattles.admin 🤝 Works with NpcDialogue: included free in the zip: the key dealer talks through the game's own conversation screen Economics / ServerRewards: optional currency, scrap by default Tebex or any shop: sell keys and cases with casebattles.givekey and casebattles.givecase from the console or RCON BattlePass / DailySpin: give cases as rewards with a command or through the API NoEscape: optional: block opening and claiming while combat or raid blocked Carbon: same code path as Oxide 📦 Install Install the extension, once per server. Stop the server, copy Oxide.Ext.CrashExtensions.dll into RustDedicated_Data/Managed (Carbon: carbon/extensions) and start it again. The console prints Loaded extension CrashExtensions with its version. An older copy of the DLL is simply overwritten: it is one shared file for all our plugins. Install the plugin. Copy CaseBattles.cs into oxide/plugins (Carbon: carbon/plugins). It compiles on its own and creates its config, data and language files. Grant the permissions above. Nobody opens a case until casebattles.use is granted. Then type /cases in game: the tour shows you around, and /cases edit tunes the cases. ⚙️ Configuration Everything lives in oxide/config/CaseBattles.json, the cases included. Each player's storage, keys, level and history are in oxide/data/CaseBattles/players, and the battles, boards, seasons and the Case Rain pot in oxide/data/CaseBattles/global.json. Config sections (click to expand) 🧪 Test server Available on the new Meowcraft test server. Join from the F1 console and type /cases: client.connect 91.229.114.54:28015 📚 FAQ Q: I run Case Battles 1.x. What changes when I update? A: Replace CaseBattles.cs. The first load upgrades the config and keeps the old file as oxide/config/CaseBattles.json.v1.bak, and your cases, storage, keys and history carry over. Levels are on and the bronze, silver and gold level cases are added. Case Rain and season rewards start off, so turn them on in the config when you want them. The art stays classic (the 1.x pictures) until you set Art pack to venux. Q: Can the currency be a skin? A: Yes. Set Currency > Skin id and only scrap with that skin counts as currency. Scrap has no skins in Rust, so its wallet icon always shows plain scrap. To show a skin on the icon, use an item that has skins, or set your own picture with Icon image. Q: Do I need an economy plugin? A: No. Cases, battles and the upgrader run on scrap by default, or on any item you name. Economics or ServerRewards take one config line. Keys are separate: you give or sell them with casebattles.givekey, the key dealer or your shop. Q: Is it really provably fair? A: Yes. Every roll is HMAC-SHA256 of the player's server seed, client seed and a nonce. The hash of the server seed is shown before any roll, the player can set their own client seed, and rotating the seed reveals the old one. The FAIRNESS page recomputes any past roll against the drop table it was made with, not today's config. Q: Does it work on Carbon? A: Yes. The extension goes into carbon/extensions and the plugin into carbon/plugins, and everything else is the same. Q: Can I translate it? A: It already speaks five: English, Spanish, Russian, Portuguese and German are built into the plugin, and each player sees the language their game runs in. For another language, copy oxide/lang/en/CaseBattles.json to oxide/lang/<code>/CaseBattles.json and translate it. Q: What happens at a wipe? A: By default storage and keys are kept, and so are levels. The season boards close, the top 3 of every board get their prize cases, and a new season starts. One switch makes storage and keys start over at the wipe, another resets levels. Q: Do I need NpcDialogue? A: No, but it comes free in the zip. With NpcDialogue installed the key dealer talks through the vanilla conversation screen and sells keys there. Without it, talking to him opens the case window. Q: Can I sell cases or keys in my shop? A: Yes. Point your shop, Tebex or battle pass at casebattles.givecase or casebattles.givekey, and set your store link for the GET KEYS button in the config. Q: How heavy is it? A: Built for busy servers. Every spin plays on the player's own game, so it stays smooth whatever the server's frame rate, the window only sends what changed, and player files are saved with the server's own save. Q: Does it contact any outside service? A: It downloads its pictures (case art, keys and icons) from cdn.crashplugins.space and rust-cui.crashplugins.space, and your server caches them. Steam avatars are drawn by each player's own game, so the server fetches nothing from Steam. The optional Discord webhook is off until you set its URL; once set, it posts big drops and Case Rain with the player's name and profile links. Nothing else about your server or your players is sent. 🔧 API / Hooks // Hook void OnCaseOpened(BasePlayer player, string caseId, int count) // API: CaseBattles?.Call<T>("Method", ...) // player: a BasePlayer, player.userID, or a SteamID64 as ulong or string // The give calls work for offline players and return false when nothing was given bool API_GiveCase(object player, string caseId, object amount = null, bool notify = true) bool API_GiveKeys(object player, string keyId, object amount = null, bool notify = true) int API_GetCaseOpens(object player, string caseId) int API_GetKeys(object player, string keyId) int API_GetLevel(object player) bool API_OpenUI(BasePlayer player, string tab = null, string caseId = null) // tab: cases, battles, upgrader, storage, stats Dictionary<string, string> API_GetCases() // case id -> display name Dictionary<string, string> API_GetKeyTypes() // key id -> display name Questions, ideas or bug reports? Use the Support tab of this file or join our Discord.
0.0
$29.98
Bring a towering alien war machine to your Rust server. AlienTripod combines animated walking legs, a rotating searchlight head, a player capture laser, homing missiles, and close-range mortar defenses. Create monument patrols, build custom routes anywhere on your map, or enable automatic road patrols—all managed through an in-game editor. Features Patrols and path editor Record waypoints by walking your chosen route. Create local paths or link paths to standard and custom monuments. Preview routes before spawning tripods. Choose looping routes or patrols that reverse at the final waypoint. Configure automatic spawning, population limits, and respawn delays per path. Enable automatic road patrols with configurable spawn separation. Adjust individual spawned tripods without changing their saved patrol settings. Weapons and defenses Capture laser: grabs eligible players and pulls them into the machine, with blood effects and dropped inventory loot. Homing missiles: attack player targets and supported vehicles. Minicopter salvos: configurable lock-on time, missile count, and firing interval. Vehicle targeting: separate options for occupied minicopters and modular cars. Minicopters must have their engine running. Mortar barrages: defend against nearby players, including mounted players, with shells launched around and underneath the tripod. Flare defense: deploys decoys against incoming homing missiles, with a separate cooldown. Lock-on retaliation: can fire back after a player maintains a homing lock for two seconds. Mounted players cannot be captured by the laser. Players using noclip or god mode are ignored by combat targeting. Damage and recovery Each leg has its own health pool. Body pieces share body health, and head pieces share head health. Damaged legs develop fire effects. A failed leg remains at 1 HP, produces electrical effects, and stops the tripod walking. Body health at one-third or lower disables the capture laser while other defenses remain available. A damaged head produces electrical effects around the neck. Destroying the head kills the tripod and drops harvestable debris. After 10 minutes without damage, parts recover 1% of their maximum health every 10 seconds. Healing restores disabled functions once their recovery thresholds are reached. Default health is 1,000 for each leg, 1,000 for the body, and 1,000 for the head. Commands All commands require server administrator access or the alientripod.admin permission. Command Description /AlienTripod Opens the configuration and patrol editor. /AlienTripod spawn Builds a tripod ahead of you using the default settings. Requires suitable open ground. /AlienTripod path "Patrol 1" alientripod.spawnpath "Patrol 1"` /AlienTripod stop Stops the nearest tripod within 60 metres and releases its captured player. /AlienTripod remove Removes the nearest tripod within 60 metres. Permission alientripod.admin — grants access to the commands and editor. Creating a patrol Open /AlienTripod and select Add New Path. Give the path a name. Choose a local path, or stand near a monument and link the path to it. Select Record Waypoints by Walking the Route. Stand at each waypoint and press USE to add it. Press RELOAD to remove the last waypoint. Click Back to Settings, or hold SPRINT and press RELOAD. Configure the path’s spawning and tripod settings, then save. Add at least two waypoints. Routes are checked for ground suitability and clearance. Saved paths are specific to the current map unless at a monument. Configuration Configure targeting ranges, health, walking speed, stride settings, contact damage, weapon availability, missile damage and cooldowns, minicopter salvos, mortar barrages, homing targetability, and flare defense. Use default settings for new tripods, separate settings for road patrols, and individual settings for saved paths or currently spawned tripods.
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A really cool plugin. It works perfectly and offers plenty of options to customize exactly how you want it to function. The developer does a fantastic job and is always open to requests. The design is excellent—navigating the menu almost feels like playing a different game (gives off a Diablo vibe). It looks truly great and has been running flawlessly so far, without any issues. Plugins from this developer are worth every cent! 100% recommended!
A really cool plugin. It works flawlessly and offers plenty of options to customize exactly how it functions. The developer does a great job and is always open to requests. It features a very nice, clear design, and you can tailor it to your preferences via the configuration and data files. Plugins from this developer are worth every cent! 100% recommended!
A really cool plugin. It works perfectly and offers plenty of options to customize exactly how it functions. The developer does a great job and is always open to requests. The worm’s movement is fluid and realistic. It looks great, and fighting it is a lot of fun. I 100% recommend buying it!
An Absolute Game-Changer for PVE or PVP and Custom Events! Terrifying, and genuinely cinematic threat to your Rust server, Razor’s Alien Tripod plugin is a must-have. Don't tell your players and spawn some at night for added fun.
Отличная идея и интересные механики! HexFront добавляет новый смысл в борьбу за территории и делает выживание увлекательнее. Спасибо авторам за работу, жду дальнейших обновлений!
Thanks for the plugin. I’ve been looking for something like this for a long time. The free alternatives are no longer supported or updated. GG
A very unusual plugin, but it’s helpful for players. Players had long been asking for a plugin like this on the server, as there are many newcomers—though it’s also great for intermediate players.

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